Snake Sneak
Posts: 97
Joined: Thursday, 26th January 2017, 19:19
Player ghost aggravation
MiFi^Oka, OgBe^Trog, DsGl^Yred, TrMo^Qaz, GrFE^Veh, HOSk^Beo, DrWz^Sif, DECj^Nem, DDAr^Mak, MfTm^Ru, NaWr^Chei, HEEE^Sif
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Snake Sneak
Posts: 97
Joined: Thursday, 26th January 2017, 19:19
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Nod2003 wrote:Killed by another player ghost. I know the creature is a ghost but it should have a chance at least of dropping some of the loot it had when alive:(
Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Sprucery wrote:Player ghosts should be either a) removed, b) made optional (because they already are in a way) or c) have randomized equipment, spells and abilities.Nod2003 wrote:Killed by another player ghost. I know the creature is a ghost but it should have a chance at least of dropping some of the loot it had when alive:(
Slime Squisher
Posts: 374
Joined: Saturday, 29th March 2014, 20:53
Crypt Cleanser
Posts: 732
Joined: Monday, 24th April 2017, 11:46
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
Blomdor wrote:I sincerely cannot fathom why these things are still extant in Crawl at all.
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Implojin wrote:Any time you feel strongly about a DCSS feature, please remember that you always have the option of sitting down and rewriting the game to do what you want. If you aren't willing to take the time to write it yourself, you're part of the reason why things like that are still extant in Crawl.
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Crypt Cleanser
Posts: 689
Joined: Saturday, 12th December 2015, 23:54
Pandemonium Purger
Posts: 1386
Joined: Sunday, 5th April 2015, 22:37
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Shtopit wrote:I personally would like ghosts as vault monsters behind runed doors and transporters. Given how dangerous and unforeseeable they can be, they look like the perfect treasure guardian to me.
They should lose teleport other, though.
Swamp Slogger
Posts: 174
Joined: Saturday, 16th September 2017, 21:17
Tartarus Sorceror
Posts: 1762
Joined: Monday, 14th October 2013, 01:05
Spider Stomper
Posts: 245
Joined: Sunday, 1st March 2015, 19:26
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Slime Squisher
Posts: 386
Joined: Thursday, 26th March 2015, 01:22
stoneychips wrote:I don't really buy that features should be removed simply because it's possible for people to cheat by digging around in the game folders.
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Shtopit wrote:One middle way towards making ghosts less spoilery would be to make them hd based and ignore all skills and such. Hd could uniformly determine their melee precision and damage, as well as spell power and hp. This would mean ignoring the weapon carried at time of death, with the exception of brand. Other defences can all be displayed, speed too.
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
TeshiAlair wrote:Why are ghosts worse than OOD monsters or early level uniques?
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
TeshiAlair wrote:Why are ghosts worse than OOD monsters or early level uniques?
Slime Squisher
Posts: 406
Joined: Thursday, 16th June 2011, 18:36
VeryAngryFelid wrote:By the way I know one rogue-like where player ghosts are perfect because they...
Halls Hopper
Posts: 82
Joined: Tuesday, 15th September 2015, 01:06
TeshiAlair wrote:Why are ghosts worse than OOD monsters or early level uniques?
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
mattlistener wrote:VeryAngryFelid wrote:By the way I know one rogue-like where player ghosts are perfect because they...
Which rogue-like is this?
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
VeryAngryFelid wrote:TeshiAlair wrote:Why are ghosts worse than OOD monsters or early level uniques?
Early uniques cannot one-shot you with glaciate. Uniques don't have 1 max damage and no spells. You don't need to check external files to know what unique has. Uniques can use stairs. Most uniques don't become hilariously easy with Dispel Undead and extremely hard when you have a dagger of draining/venom.
You climb downwards.
Level annotation: Ijyb
Ijyb shouts!
There is a stone staircase leading up here.
q - a +0 hunting sling (weapon)
Firing (i - inventory): m - 45 stones (quivered)
Press: ? - help, Shift-Dir - straight line, f - Ijyb
Aim: Ijyb, wielding a club and wearing a leather armour
You shoot a stone. The stone completely misses Ijyb. Ijyb zaps a wand.
The bolt of acid hits you! You are splashed with acid! The acid burns!
It is a wand of acid (?/15).
Ijyb zaps a wand. The bolt of acid hits you!
Ouch! That really hurt!
You die...
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Most uniques don't become hilariously easy with Dispel Undead and extremely hard when you have a dagger of draining/venom.
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Halls Hopper
Posts: 56
Joined: Tuesday, 15th August 2017, 12:29
Slime Squisher
Posts: 374
Joined: Saturday, 29th March 2014, 20:53
Tartarus Sorceror
Posts: 1762
Joined: Monday, 14th October 2013, 01:05
ezero wrote:Ghosts have something that every other equivalent problem in this game doesnt: Novelty. You cant understand why the only reason to play webtiles still a thing in crawl?
Halls Hopper
Posts: 56
Joined: Tuesday, 15th August 2017, 12:29
Blomdor wrote:Ghosts are a reason *not* to play Webtiles. I play online because I've met some cool people there and I like the record keeping and the tournaments and such.
The novelty wears off after the 300th MiBe blob of HP, AC, and EV with a weapon of insert brand here making the game more of a chore than it ought to be on D:4 without ever actually threatening you. Really.
Crypt Cleanser
Posts: 689
Joined: Saturday, 12th December 2015, 23:54
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
chequers wrote:If ghosts are removed from crawl I will fork it to readd them and update CPO to only host my fork. Ghosts forever.
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
Blomdor wrote:Ghosts are a reason *not* to play Webtiles. I play online because I've met some cool people there and I like the record keeping and the tournaments and such.
The novelty wears off after the 300th MiBe blob of HP, AC, and EV with a weapon of insert brand here making the game more of a chore than it ought to be on D:4 without ever actually threatening you. Really.
Tomb Titivator
Posts: 838
Joined: Friday, 2nd October 2015, 04:47
duvessa wrote:"As dramatic as it sounds to say Glaciate, I played badly and died to Ijyb" is a really strange whataboutism.
All these suggestions to save ghosts by revising the bad parts and keeping the good parts are missing the fact that, to the people who want to remove ghosts, literally everything about ghosts' design is bad. That's why they want them removed. There's no baby to throw out from their perspective, just bathwater. We think the metagame aspect is bad, we think the inter-player interaction is bad, we think basing monsters off player characters is bad.
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
stoneychips wrote:In my view, it isn't whatabouttery at all. Aren't there whole threads fussing about the frequency of random "small" monsters appearing with super strong wands in recent versions of Crawl? I'm sure there are whole threads complaining about Ijyb, or Sigmund, or Mara (even without wand chances).
Halls Hopper
Posts: 56
Joined: Tuesday, 15th August 2017, 12:29
Hellmonk wrote:There are a lot of things that can be said about player ghosts that can't be said about any other enemy in the game, and coincidentally all of those things are bad.
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