So from Damned 1 we had Phantom and Fallen both which had different play styles than the other two monsters, and weren't like anything in any other game making it hard for people to wrap their heads around. Fallen would need a big rework before being brought into Damned 2, but Phantom's kit is pretty solid, and would only need some tweaking to be brought into the game. So, I believe we would to get a list of what didn't work for Phantom from Damned 1 which is probably some notes that @radiant epoch has, and on the opposite side we should get an ideas of what makes Phantom interesting and I know @grizzled pawn has a list of his own. Looking at gameplay for Damned 2, the maps are large and I think because of this the Phantom doesn't exactly work based on the version from Damned 1. Based on playing as the Phantom in Damned 1, some maps were rough where you might not be able to find anyone for a while so you're just aimlessly walking around. I think what is needed would be a way for the Phantom to have an idea of where to go to find the players, but by adding something like this to the kit it might make the Phantom too strong. If there was something like voice chat proximity to help guide the monsters to the players, maybe something like this could be useful that the Phantom could play off of. Anyway, this is meant for people to discuss ideas to make this monster work. The more items we put in here while the game is in development the higher chance to allow different kind of monsters.
#Making Phantom Work for Damned 2
1 messages · Page 1 of 1 (latest)
This sounds great. i'll explain why we choose to not include Fallen and Phantom for the launch so everybody can be on the same page.
We wan't D2 to feel like a Damned game, but not just a re-skinned and pretty version of it. The game should feel like a proper sequel. So we choose to bring back the most favorite ones, and improve from there. After Mary, we have two completely new ideas for monsters, with very different gameplay mechanics that we'll reveal after Mary.
But, looks like lots of people actually enjoyed Phantom for some reason. I think we can bring he back if we solve some of his oddities and maybe even rewriting his gameplay mechancis. Our new voip system can work pretty well if we wish to use it for him to find people. But only if everybody use the ingame voip.
That makes sense, it's also why I was thinking that Phantom could be a post-release type of monster if we can figure out his oddities. The biggest problem with playing games like this is for people being in a group together in a discord call which would circumvent using the integrated voice chat. I wonder if there could be a way to have some kind of "ping" notification for the Phantom based on the Phantom being able to place traps around the map, so if someone triggers one they can have an idea of where to start hunting. It really depends on what you guys plan on developing as mechanics for the game because building out an entire thing just for one monster won't feel good, which is why someone of these mecahnics could find their way into other monsters.
It's not an unreasonable assumption for everyone to use the ingame voip. The only issue is if people avoid using it specifically to gain an advantage. Which is definitely going to happen if you're wanting to make the game even slightly competitive.
There was a game I played called Shout of Survival. In it the monster couldn't see unless you were making noise. So what if instead anytime there was noise an indicator would tell the Phantom where it came from?
Noise including sprinting, slamming doors shut, and whatever other potentially loud interactions are in game
That's what I was thinking, I feel like some kind of noise to help push the monster in the right direction would be useful. With them having a way to hear better, maybe they have some form of a "senses" ability that also allows them to smell which could be that they leave some plasma goo on things when they hit the physical realm and if a player walks into it or something then the monster can track them.
Set down and track abilities are fun to play with and against.
The issue I can see is that it might be a little too close how the Lurker currently works, but I haven't gotten to play Damned 2 so I'm not sure exactly how the Lurker plays, some more insight on that could be beneficial.
What if sounds the players make leaves a visual sort of mark on the area that slowly fades away to give a vague way to estimate how recent it is?
Not something Phantom could see universally like a HUD element, but just a visual cue that's actually on the surroundings.
Hmm, now that's an idea, it promotes them to actively be hunting, instead of just waiting for a player to make a mistake so they can fly across the map.