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Generate ghosts sleeping.

PostPosted: Sunday, 13th November 2016, 22:48
by PowerOfKaishin
If I can't get them removed entirely, let's go with something a lot more reasonable that almost everyone can get behind.

When almost all of the ghosts are MiBe or TrBe or something else equally dumb, I should be able to hit X-e and move on with my life. Instead I'm forced to constantly go up one level and pick a different staircase because there's a ghost wandering and it almost always manages to find me when I autoexplore.

I can't kill it because it's as strong as a player character, almost always one of the very robust fighter types, and has some really good resistances (notably, immunity to poison) and the ability to fly on top. The only way to reliably kill a ghost without brute force is to confuse it and stab it to death.

For the most recent ghosts I ran into, I was worshipping Chei (no jokes or smartass comments please) and I couldn't afford to continuously burn Tele everytime they spotted me. This meant I had to fight them instead.

The first one I ran into (not so ironically, a MiBe) I burned Tele to get away from, as one is wont to do. Then it showed up again and in a worse spot, so I went through 6 or 7 potions and managed to get Haste, Might, and Agi without getting screwed with something which allowed me to just barely melee it to death without dying. I was a GrEE, so spells did nothing to it. Ran into another MiBe the next floor and decided that maybe I could hit it with something to do damage in vain hopes that I could use my Teles on something a little less ridiculous. Nope, had to Tele away again, where I was quickly killed because I was low on HP because the ghost was in range and managed to hit me twice in that time.

I'm worshipping Chei so my offense is nothing to scoff at and still I can barely even scratch these things without ridiculous buffs. They're more dangerous than any unique in terms of straight up kill power and undebateably the biggest threats in the dungeon if playing a Naga or worshipping Chei. Considering the player already has to deal with a bunch of scary monsters (including uniques) not generated from other players being some combination of bad and/or unlucky, it feels really unfair to throw in a few of these behemoths into the mix, let alone just one.

I'm pretty sure literally everything else in the game generates asleep. Ghosts should generate asleep as well.

Re: Generate ghosts sleeping.

PostPosted: Sunday, 13th November 2016, 23:06
by Shtopit
Related: put some sort of restrain on spamming mephitic clouds for player ghosts.

Re: Generate ghosts sleeping.

PostPosted: Monday, 14th November 2016, 23:46
by PowerOfKaishin
There's a lot of restraints that should be put on player ghosts, but I doubt the devs will, so I'm going with something that should be a thing but isn't, for some strange reason.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 15th November 2016, 06:35
by Elitist
I'm sorry, OP. I think that's just bad luck right there.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 15th November 2016, 19:34
by dowan
What if chei slowed down player ghosts? It would help with the OP's issue at least, and would kinda sorta be thematic...
Generating ghosts asleep also makes plenty of sense.

I mean, I'd rather see them removed, but that's not really what this thread is about.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 15th November 2016, 23:54
by lethediver
So does anyone actually have a reason OP's proposal shouldn't be implemented?

This seems like a complete no-brainer.

Re: Generate ghosts sleeping.

PostPosted: Wednesday, 16th November 2016, 00:15
by PowerOfKaishin
dowan wrote:What if chei slowed down player ghosts? It would help with the OP's issue at least, and would kinda sorta be thematic...
Generating ghosts asleep also makes plenty of sense.

I mean, I'd rather see them removed, but that's not really what this thread is about.


I thought about this as well, but determined that I didn't want to offer an alternate solution for my corner case considering it's very, very likely I will be playing a game in which I do not worship Chei. I want this issue not to be ridiculous then as well.

lethediver wrote:So does anyone actually have a reason OP's proposal shouldn't be implemented?

This seems like a complete no-brainer.


I agree. And as we all know, no-brainers are disallowed by the design philosophy. Therefore, it should be put into the game so that it's no longer a no-brainer and is instead in the game. That's my argument and I'm sticking to it.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 29th November 2016, 14:09
by PowerOfKaishin
Gonna bump this since I don't think it's been done yet and was wondering if anyone had anything to add that I might've missed. I still think this is a great idea.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 29th November 2016, 14:35
by galbolle
Player ghosts could work well as portal vaults. The portal would be a player grave, inscribed with their "high-score line", and upon '>'-ing on the grave, the player would enter the level where the ghost died. The stairs / portal out of that level would be unlocked by killing the ghost. Spectral / undead of the monsters killed in the original game may or may not be added, either inside or outside the grave level.

Re: Generate ghosts sleeping.

PostPosted: Tuesday, 29th November 2016, 15:03
by VeryAngryFelid
I like how player ghosts are implemented in another game, they are optional and don't need any setting change. You find some ruins and have a choice of searching them, this can bring you some items and/or player ghost.