They Fixed Ghost Events! – Phasmophobia Patch Notes v0.26.4



They fixed ghost events not counting for the objective! That is really nice because it was sometimes quite annoying to get that objective. They also made a slightly odd change to sanity, dead players will now no longer get set to 0 sanity which means that ghost will be much less aggressive if high sanity players die. Not sure what the intention behind that change is. In any case the beta branch will hopefully be merged with current patch soon, so all Phasmophobia players can enjoy the awesome changes! Let me know what you think in the comments below! Much love and see you during the streams! 😀

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The #phasmophobia patch notes for v0.26.4:
Fixes
1. Potential fix for players not always getting killed by the ghost.
2. Potential fix for sometimes being able to walk through the Asylum doors.
3. Fixed a bug where the lights would flicker too often.
Changes
1. The ghost appearing and walking towards you will now count as a ghost event.
2. Lowered the volume of the clock buzzing sound in the truck.
3. The sanity for dead players will no longer be set to 0 and will remain at what they died with.

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40 thoughts on “They Fixed Ghost Events! – Phasmophobia Patch Notes v0.26.4”

  1. They should have professional set to zero, and you maybe start with like 75% sanity because of the long drive to get to the haunted location. I would love to see an item cap, maybe if they add a higher difficulty, where you could only hold 2 items, or could only pick a smaller amount before the game. Little things like that could have more crazy ghosts, like the old attic demon videos. I also don’t know if dead players sanity is counted in the team, since they are not alive, it shouldn’t.

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  2. About the sanity fix.

    I also think that fixing someone's sanity value at the moment of death could create some problems for the other teammates, but I think the team should be penalized. I think a good idea would be to remove the dead people's sanity from the equation and reduce the average sanity by a % for every dead teammate or say:

    -5% if 1 person is dead.
    -15% if 2 people are dead
    -25% if 3 people are dead

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  3. I thought when a person died their sanity was removed from the equation originally. That's how it should be in my opinion. Cause otherwise it can make it too unfair for remaining players. Especially on larger maps cause then they'll get hunted repeatedly and never get the evidence since they can't raise their sanity enough.

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  4. Also the sanity thing about a dead player is buggy, they should just remove the dead players’ sanity from the equation. If you die at 0 basically a duo will remain with a solo player, it happened to me my friend died, it was before the patch, I had 100% and the Prison Demon basically just kept hunting cause the average was basically 50% so it doesn’t make sense, a dead player’s sanity should not be taken into account. Also they have to nerf a possible trick of 4 players with only one guy risking sanity, basically 3 stay in truck with 100% and a fourth hero basically solos the game and will never get hunted. In fact if 3 had 100% and a fourth 0% average would be 75% which is way above the hunting threshold.

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  5. I'm not liking what they're doing to sanity. First they make it easier for players to keep track of the average sanity by straight up displaying it and now they're nerfing the ghosts by freezing the sanity of dead players, essentially hampering the ghost for the duration of the game if a player died with high sanity.

    My suggestions:
    If a player died, I would assume that a traumatic event such as witnessing the death of another player, or seeing a dead body, should in itself lower one's sanity. This also incentivizes players to stay alive for the benefit of the team.
    The ghost should take the average sanity of team members INSIDE the house for hunting only. This to prevent scenarios where 2/3 and 3/4 team members can stay in the truck preventing the sanity from dropping bellow 60% .
    Once a player dies, their sanity should be taken out of the equation.

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  6. I think what he meant by the '' Sanity for dead players will no longer be set to 0 and will remain at what they died with '' is kind of a help for small group (2-3 people) to know at which level of Sanity the ghost appeared. But, with how the Sanity work in group it is quite a mystery of why it's like that.

    So, yeah, weird indeed.

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  7. My one worry for this game is the Dev implementing bad or compromising suggestions. They do make great use of the beta though and are incredibly active so I am hoping for the best, it's a cool game.

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  8. Just experiment with sanity. Try go for 4 people then 2 people die, but before they die take sanity pills to make it 100% sanity. Or maybe 3 people can reach about 80% sanity and die. Could that locked in the state of the ghost might have very low chance to hunt? I'm really curious as well, but I have no friends to experiment with.

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  9. How about sanity is only calculated from alive players (ghost doesn’t care about dead people), but when someone dies it drops alive players sanity by 20%, but if they witness the death directly it’s 40%?

    Having a team member killed by a ghost should be a scary thing

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  10. They could just make it a display versus calculation and then add a debuff for death. For example you start with four people and one dies; the sanity for that person is locked graphically in the truck at whatever it was when they died but is no longer included in any sanity calculations but each other person who witnessed the death gets a sanity debuff (random percentage or based on distance to death etc).

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  11. ah, so the clock buzzing is probably what I always hear when I'm at Tanglewood? I figured it was a generator but that didn't make much sense, I had given up trying to figure out what the noise was lol

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  12. Had anyone had a bug where two people can grab an item at once? Then cycling through your inventory switches the item from person to person. There are also floating hands involved

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  13. hey so there is a safe spot in the highschool in the upstairs utility closets next to the bathrooms, where you are able to go in-between the fallen shelf and the upright ones that the ghost "including the crawler" is unable to get to you (did not test on beta, did not test on wraith, did test on rev in the bathroom next to it)

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  14. im against the sanity change for dead players. A dead player should have some effect n the group sanity, i mean, someone just died to a paranormal force, how is that not something that would at the very least traumatize a little the team?

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  15. Others have said this but I think it definitely makes more sense to have a dead person's sanity just removed from the equation, which is how I always thought it was. Hopefully if this happens, the player and their sanity will be listed in red or something to indicate they are dead and their sanity won't change.
    I guess it could make things more unique per run?

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  16. it never said that the sanity of the dead player will effect the ghosts reason to hunt based of sanity itll just show on the screen that the player died at this sanity level then that number stays to help the team find out what kind of ghost it is

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