Sunday, 28th June 2015, 04:12 by KoboldLord
I'm not sure why I need to repeat everything that's already been said about griefing. Griefing is self-evidently bad, particularly considering this is a single-player game, even if we assume that intentional griefing is rare in practice. I don't choose a single-player game because I want other people to amuse themselves by trying to disrupt my activities.
Related to the griefing problem but also distinct from it, my enjoyment of the game suffers when I suddenly get slapped in the face with a big ol' ethnic slur because one of the other users decided it would make a funny name for a character that is now a player ghost that has spawned in my game.
A typical player character is not a fun monster to fight. When I build a character, I've usually spent a lot of resources on my hp, AC, EV, and sometimes SH, and when that gets translated into a punching bag for the player to hit that means there are going to be long strings of actions where nothing happens. Shield-using monsters are rare for a reason, and similarly EV monsters are both uncommon and usually notable for that defensive quality alone. Player characters also usually have more hit points than almost all other monsters in the game, so even if the fight is utterly trivial it's going to be very long and tedious.
Player characters often also have abilities that are inappropriate to throw at the player constantly. For instance, there's really absolutely nothing an early-game player can do about a monster that spams Fireball constantly, which is why monsters in the early-game don't typically have that spell. I like to think that the devteam has carefully considered monster spell lists, and has regularly made adjustments to ensure that the playing experience is as interesting as possible, but no such careful consideration is possible for player ghosts. If a change is made to a starting spellbook, it has a possibly unwanted and possibly unpredictable knock-on effect for player ghosts when those player characters start littering the dungeon with ghosts.
Substantial numbers of backgrounds and builds basically aren't implemented for ghost purposes at all, and yet they show up anyway. If the ghost didn't happen to die with a good melee weapon or a dangerous spell list, it is not going to successfully provide a challenge, yet it will still provide absolute gobs of xp just because player characters have lots of hit points. You would probably not choose to implement as uniques a transmuter that can't change forms, an archer that does not have arrows, an artificer with a rod that it only uses as a club, and yet here they are. Maybe some of these have been fixed since I last checked; I don't check every last commit and I don't play online, so it isn't like I would have noticed. These things should never have made it into the game in the first place.
Player ghosts have an absolutely enormous variation in capabilities and danger presented, but the game disguises some pretty important data that it doesn't try to hide for any other sort of monster. If you know how, you can check the morgues to get detailed data on the player ghost's capabilities, but if you don't know how to check these out-of-game spoilers or don't wish to consult spreadsheets during game time then you are at a distinct disadvantage. Every other part of the design of the game tries to avoid forcing the player to check spoilers during play, but this one thing remains even though it has always been one of the worst offenders.
There's no argument in favor of player ghosts that wouldn't be better off replaced with randuniques that have somewhat randomized stats and abilities but do not reference player-side functionality at all. If implemented well, randuniques or randghosts would fill all the flavor and unpredictability benefits of the current player ghosts with none of the drawbacks, and it would also reduce future development maintenance because you wouldn't have to worry about blowing up player ghosts as a feature every time you add or modify a player species, background, or spell.
- For this message the author KoboldLord has received thanks: 3
- duvessa, Lasty, njvack