Weekly Update - May 22nd, 2020

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Hey there, Ghost Hunters!

This week, we’d like to hear the community’s thoughts on an idea that we had internally!

We are toying with the idea of revamping the way Hunter damage works towards Ghosts.

Currently, Hunter damage to Ghosts is applied the same way, no matter if the Ghost is in their base Ghost form, or if they are in a prop. It doesn’t care what form the Ghost is in. Damage is just damage.

When the prop is destroyed via damage, the Ghost is forced out and is low health. It takes one more hit to destroy them, before they can find a new prop to hide in.

That’s the basic Hunter damage logic as it stands currently.

Going forward, we are thinking of experimenting with this core flow a bit.

What if certain Hunter weapons/gadgets were better at breaking props, but less effective at damaging their Ghost form? And vica versa.

What weapon will accompany you on your next ghost hunt?

What weapon will accompany you on your next ghost hunt?

So, in this scenario, you could have, say, a Sledgehammer weapon/gadget.

This is really good at breaking physical objects (where Ghosts might be hiding), but only hurts the base Ghost form a bit. That seems to make sense, as Ghosts are not fully physical creatures, but the props they hide in are. It would do SOME damage to the Ghosts, though, it wouldn’t be useless.

Likewise, imagine an anti-spectral weapon of some kind that barely damages physical objects, but would totally annihilate any Ghost forms. It uses special technology that specifically targets spectral beings. But it would only lightly damage the couch. With enough time, it could break a couch, but is hardly optimal.

There would also be some weapons that are equally good at both, but not great at either. Middle of the road types.

We think that could open up for some team composition strategies where the Hunters may want to min-max a bit more, and a little bit more complex gameplay on the side of the Hunters overall.

The idea is that we would communicate which weapon is best for what scenario in the loadout screen.

The concept is still in its early stages, but we wanted to see what the community thinks.

Do you think this would be an unnecessary complication? 

Or do you think it would spice up gameplay for Hunters and create more interesting weapon types and strategies? 

Or do you not mind either way?

Respond below, if you may!


Thanks so much for letting us know what you think!

We are going to try to open up design discussion with the community even more going forward.

It really helps us get a better understanding of what kind of game you’d like to play.

Thanks for stopping by, and we’ll see you next week!