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Yeah, I know we probably don't need a new evidence type... But if we did, it should totally be Temporal.
Temporal - Relates to time and/or the perception of time. AKA - The ghost messes with time keeping devices, slowing down, speeding up, or reversing time.
Tier 1 Ideas:
Metronome - (Not Electronic) A simple metronome, like you can see in the courtyard of asylum. You would turn it on, place/hold it in the ghost room or vicinity of the ghost, and listen to see if it goes off beat occasionally.
Egg Timer - (Not Electronic) Crank it up and listen to the ticking. Does it ever tick faster, slower, or pause?
Cheap Plastic Kids Watch - (Could have a cartoon ghost theme) This one would not be sound based, you'd simply watch the small electronic display and see if the seconds slow down, speed up, pause, or are reversed. Too small to be equipped on your adult character, so it must be held or place.
Tier 2 Ideas:
Wristwatch - Could go any number of ways, but I'm imagining it is a digital clock with a backlit display that is equippable. This could mean not using an inventory slot, OR, it does take up a slot, but you have to swap to it to raise your wrist to look at it. This would require watching for a fluctuation with the seconds. (Could make it similar to the Atomic clock, and have analog and Digital clocks, and one would go off sync for a few seconds.
Pocket Watch - (Not Electronic) Similar to wrist watch, but purely analog. You'd watch or listen for fluctuations in time.
Tier 3 Ideas:
Atomic Clock - Would have an Atomic clock display, and a normal clock display, allowing you to see if they go off-sync. Of course, that'd be too easy if it went off sync and stayed that way for the rest of the match. The normal clock would re-sync after 5-10 seconds, meaning you don't have to constantly watch it, but gives a small window to see that the two are not synced. Could also allow the use of setting timers, such as smudging and setting a 90 seconds timer to know when the ghost can hunt again with an alarm going off. Can be held or placed.
Side effect of having time keeping devices - You'll be able to do the smudge test for Spirit and demon with an in-game item instead of relying on using outside help. (Smudge the ghost, a hunt at 60-89 seconds means demon, and a hunt only after 180 seconds means spirit) It's strange that we have these mechanics, but as a player, you have to rely on using outside sources to accomplish it.
Ideas/Abilities/Interactions for New Ghosts:
Rare Hunting Ability when it catches LoS of you during a hunt, you're slowed down and the ghost walks at you like normal (No speed up with LoS). Once it is a few meters away, the temporal shift on your character is removed and you can move like normal.
An ability to gain a burst of speed for a few seconds (Temporal shift on itself) during a hunt with a cooldown.
A chance when doing an event, the ghost appears to move in slow motion.
Clocks on the map could break/pause/speed up/reverse (Could be for any ghost, or only ghosts with Temporal Evidence)
i think a good middle ground would be to let players choose "release order" or "ABC order".
that's exactly what i already said.
> The only role it serves in the current order is to waste time trying to find the one you want to read the journal page on.
There's lots of people who are satisfied with the order the ghosts are arranged in right now, and lots of people who, like you, would prefer ABC order. No one order will make everyone happy, so if the devs ever do decide to make a change, i think a good middle ground would be to let players choose "release order" or "ABC order".
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not really. there's still a decent amount of unused evidence combos the devs could use.