RoGGa wrote:I don't see how my Q was not a "Game Design Discussion"!
... especially considering how outdated the dev wiki is on this topic:
https://crawl.develz.org/wiki/doku.php? ... ayer_ghostFooter:
dcss/brainstorm/monster/uniques/player_ghost.txt · Last modified: 2013-07-25 15:41 by MyOtheHedgeFox
FYI, I'm starting to find it quite challenging to find a place where I can contribute as a non-dev.
I think there are several misunderstandings.
1. The dev wiki does not represent the goals of the dev team or anything like that. Everyone can add to or modify dev wiki pages. Most of it will never be implemented. The dev wiki is good for (a) preserving ideas, especially (b) more complex ones.
2. I have never heard developers talk about ghost removal. We hear players complain about ghosts all the time, but what does it matter? In particular, people collecting ideas about ghosts is alright, but there is *nothing* that makes the page outdated. I just had a look it: some ideas are nifty, some are outlandish, none are urgent. That's the status of the vast majority of proposals, by the way. To close this topic: ghosts will stay.
3. Siegurt and some others have already nicely laid out how Crawl development works. (Thanks!) Basically, it is a random walk determined by resources: manpower (shortage), skills. A lot of time goes into bug fixes. What is not scarce are ideas. You can bet that every single developer, active or not, carries his/her own long TODO list.
4. If you want to help and cannot code (or don't want to deal with Crawl's source), there are some ways. You can read them in-game with ?Qt even! In short, making vaults, drawing tiles or starting screens, coming up with speech or descriptions are all fine ways to help. What also always helps is going through old bugs (checking if they're still around in recent trunk, and reporting in the bug tracker about this) or sifting through the documentation, reporting dated bits.
That is not to say that ideas are worthless. You just have to realise that there are very, very many ideas out there: you are competing with ideas of over hundred people over the course of many years. Some of these ideas were brilliant
and didn't make it. Some cool features were conceived as plain player suggestions (among them the slime god, the stealth god, several species and a number of spells). In almost all of these cases, the path from mentioning the idea to a trunk feature was long: an idea has to be understood, baked, detailed (numbers/mechanics), then implemented, tested, documented. It is okay to be strictly an idea person this forum: always hope but never expect your ideas to go in! Don't complain about ideas being disassembled (this has bad repercussions for anything else you'll say on the forum).