Crypt Cleanser
Posts: 689
Joined: Saturday, 12th December 2015, 23:54
Player ghosts are still a bad game mechanic
- Player ghosts are essentially impossible to balance. They have a massive range of possible attributes based on the character that died (including HP, AC, EV, spell selection, melee damage, melee weapon brand, movement speed, resistances) and zero checks to ensure that they are a reasonable spawn for their dungeon level. Hence you can get a D:6 ghost with glaciate or you can get a spriggan ghost with no spells and 1 melee damage. A lot of player attributes don't translate well to monsters, which exacerbates this problem. I am thinking specifically of AC, where 20 is endgame material for monsters and achievable in lair for players. Then there's stuff like monster dazzling spray, which works different from the player spell for no apparent reason other than to make conjurer and wizard ghosts abnormally dangerous. Other monsters can get pushed around or have stats tweaked to make them an appropriate threat; ghosts cannot because of the way they're generated.
- The vast majority of ghosts are not interesting. People complain about bullshit deaths from eg. D:3 CeCK ghosts, but to me that is infinitely preferable to the typical ghost. Dangerous early ghosts can present interesting scenarios. Instead, most online earlygame ghosts are speed 10 melee only monsters with too much HP and AC but that can't climb stairs, so you get to manually explore floors while stairdancing repeatedly. Others are weak enough that you can kill them, stairdancing once or twice if the fight goes poorly. Lategame ghosts are almost all trivial bags of experience. I have seen perhaps two semi-interesting ghosts in all of my online games, but I've gotten dozens of annoying ones. Regular monsters could replicate the couple scenarios where a ghost is actually interesting, except they could do it reliably and their balance could be tweaked as needed.
- Ghosts encourage checking morgues. In addition to examining every ghost, you should always check the player's morgue. You get to see the exact AC and EV, which are not shown in game, so this is still worth doing even now that damage is displayed.
- Ghosts encourage metagaming. The number and danger level of ghosts depends on which server you play on, or the history of your DCSS install if you play offline. There are lots of ways that you can abuse this. You can run a shaftbot, or manually suicide formicids on an alt, before entering a new floor to reduce your chance of dealing with ghosts. You can also check how many players are dying and what combos they’re dying on before you start a game, and avoid hours when bots are playing to avoid getting their annoying ghosts. While actually griefing with a bot set up to run CeCK will get you banned, running a MiBe bot probably won’t and is almost as annoying. It is bad in principle that this kind of behavior could give someone an advantage.
The typical defense for player ghosts is that they provide interactivity. Assuming that this is desirable, it would be better to have a dungeon feature, like a gravestone, than a monster. Moving over it could give you information on the player that died: "Here lies dickylongcocking the poker, merfolk of okawaru". This would decouple interactivity from game balance. An alternative solution is to let players opt out of generating or receiving ghosts. This solution has been proposed and rejected in the past because it has an impact on balance, but ghosts already have an impact on balance because you can play on a different server if you want to get more/fewer/different ghosts. Naturally, complete ghost removal is an option as well. Any of these solutions would be preferable to the status quo. The current system of player ghost generation is not tenable.