On top of all the issues mentioned in this post, I'll bring up another thing I dislike about ghosts that I've brought up before: they encourage tedious stairdancing. If I encounter a player ghost that's dangerous, but that I can potentially beat in a fight if I get lucky (even if the odds are less than 50%), my typical strategy is to lure it to a staircase, then fight it until I either kill it, or am low on health. If the latter happens, I retreat up the stairs, rest, and then repeat the process. This is really boring, but I do it because it eliminates the risk of running into the ghost in a less safe situation, as well as giving a sizable amount of experience.
There are two main ways to solve this that don't involve removing ghosts, but I dislike both solutions. One option is to make ghosts give no XP, but then dangerous ghosts would be even more frustrating because there isn't even a reward if you manage to kill them, and it would still often be optimal to kill them through stairdancing because if you don't you risk running into them when there are other enemies around and you're not near a staircase. The other way to fix it is to let ghosts take stairs, but that makes powerful ghosts feel more unfair. Right now, ghosts being unable to use stairs seems important to limit the danger of overpowered ghosts.
Rast wrote:duvessa wrote:Because everything about ghosts Crawl was implemented because someone thought "this would be cool" without thinking about the gameplay implications at all.
(TBH, that's not a bad thing)
Wanting to implement something because it's cool isn't a bad thing. Implementing it without thinking about the gameplay implications is a very bad thing.