This Weekly Challenge DESTROYED Me – Phasmophobia



Welcome back to Phasmophobia! In this video we check out the latest weekly challenge and OH BOY was it a hard one. This is the most times I’ve died during a weekly challenge EVER. ENJOY!

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NOTE: This video was recorded on Phasmophobia update v0.9.5

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32 thoughts on “This Weekly Challenge DESTROYED Me – Phasmophobia”

  1. actual cursor, not graphics, always have been single pixel on center of the screen. Or at least if you play with mouse&kb. And if you increase radius(for example, making same radius as interact icon) , it will create some annoying moments, if two items placed very close to each other, game will probably pick not the item you want, basically same thing with photo priority right now.
    At least, if that would be optional thing, maybe someone will prefer that function, but definitely not for me.

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  2. 20:41 It makes quite a lot of sense.

    The way how cursor works is that it draws a line from the center of your screen forward and if this line intersects an interactable object, then the cursor changes to tell the user that they are now pointing at an object which they can interact with.

    The keyword here is the "line". The cursor is not actually shaped like the hand (like Insym here seems to think) and the size and shape settings in the menu only changes the size and the shape of the visual indicator. The actual cursor is still just an invisible forward pointing line in the middle of the screen.

    This is because it's much more efficient (read. faster) to calculate if a line intersects with an object compared to if a cylinder (or some more complex object) intersects with an object. Using a cylinder instead of a line would cause performance issues… and a hand would definitely be a PIA to calculate.

    The much more efficient alternative would be to increase the hitboxes of all intractable objects all across the board, so that the user don't have to point directly at the intractable objects to use them, but that might have looked very weird with the smaller visual indicator. Having too large interaction hitboxes would be much more confusing than the current ones which seems to be about the same size as the objects themselves.

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