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Adding Depth to Haunting (Alternative to Setting Fires)


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I don't know that this deserves an entire topic for such a simple suggestion, and we can totally branch out to other worries or ideas for potential haunting ideas for different objects, creatures and items, but the idea that haunting a tree can immediately set a fire seems a little harsh to me.

 

What I was imagining instead, is that, if a ghost player haunts an object and it causes some sort of destructive effect, that effect can be reversed directly by another player. To be more precise, in the case of a ghost setting a tree, or even a science machine or other vital base structure aflame, it would not suddenly burst into flames, but would begin smoldering as it sometimes would in Summer. In this way, instead of a ghost haunting your stuff immediately ruining your entire base, either you or an Ice Fling-o-Matic could put out that smoldering structure before it becomes a full-fledged fire that you can't put out on your own. To go even deeper, maybe the ghost player can haunt the Ice Fling-o-Matic every once in a while for a chance to turn it off by sheer force of will, then allowing them to set the untended base on fire, unless the base owner gets back to their base on time. Maybe we could have craftable structures that would repel ghosts as well, preventing them from accessing a set zone around our base altogether, but said structure would run on fuel, and as it runs lower the bubble of protection grows smaller.

 

I don't know, there's just a lot of neat little touches that could make gameplay more interesting, both for dead ghost players and living players trying to keep hostile ghosts away from them if their intentions are less than savory. Do you guys have any thoughts on how the haunting mechanic could be given more depth to make gameplay interesting, even after you leave your physical form?

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The Wall of Flesh Text has awoken!
*boss music starts playing*

First off, SethR stated that he set the chance for fire to 50% for the sake of testing, but tuned it down by now and plans to add even more unpredictable effects in the main post of last fireside chats.

 

I have to agree that spontanous combustion seems harsh, so if RoG is enabled, that should be less likely and smoldering should make up for it. (maybe not because that could be too complicated for little to no visible gain)

 

I love the idea of a ghost repellant kit, but it should be something already existing that can be used for said protection against haunting.

 

source: link (also check out the main post)

 

I honestly want to see spooky animations, crazy colour fading, unexpected noise and levitation as harmless but creepy haunts/taunts.

 

EDIT: Got the colour spook already, and it ever so slightly does stuff! Thanks Klei!

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Setting things on fire from haunting to me seems just unreal and copletely different from what haunting is. It's like you all of a sudden became a ghost of a Dragonfly, like what the heck?

I've been thinking and I might as well have found a better effect from haunting, diffeent effect depending on what you haunt. Say you're a ghost and you found an evergreen. You haunt it and your ghost disappears, the tree becomes a tree guard and you are it. You still don't have any stacks and you move very slowly. Your benefit from this would be that you only have health stat and it has a lot of health. You can then as well attack stuff like a tree guard. If you left click on your character (which is a tree guard) you can unhaunt/stop haunting the tree. Once you do so, the tree guard goes into its sleep state and becomes a tree and you return as a ghost.

If you haunted an ice flingomatic you could just turn it on and off.

If you haunted a grave as a ghost you could just sleep in it.

This is just an example of a better haunting. If it doesn't get implemented, fairwell, I'll add it to my mod.

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Setting things on fire from haunting to me seems just unreal and copletely different from what haunting is. It's like you all of a sudden became a ghost of a Dragonfly, like what the heck?

I've been thinking and I might as well have found a better effect from haunting, diffeent effect depending on what you haunt. Say you're a ghost and you found an evergreen. You haunt it and your ghost disappears, the tree becomes a tree guard and you are it. You still don't have any stacks and you move very slowly. Your benefit from this would be that you only have health stat and it has a lot of health. You can then as well attack stuff like a tree guard. If you left click on your character (which is a tree guard) you can unhaunt/stop haunting the tree. Once you do so, the tree guard goes into its sleep state and becomes a tree and you return as a ghost.

If you haunted an ice flingomatic you could just turn it on and off.

If you haunted a grave as a ghost you could just sleep in it.

This is just an example of a better haunting. If it doesn't get implemented, fairwell, I'll add it to my mod.

 

The recently released video (linked twice on these forums EDIT: Now indirectly three times) about gameplay shows generic actions for different things such as items, obstacles, creatures, ... but also special actions such as werepig transformation.

 

On a side note, you make it sound as if "tuning fire chance" means setting it from 50% to 30%. I meant something along the lines of 1%, maybe less. Who knows?! (i certainly did not crack myself a copy of DST and look at the code, so I wouldn't know)

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As long as the percentage drops massively... I like the smoldering idea, but I don't know about the ice flingoes because I mean isn't the point of making one for trolls who burn the masses and a ghost haunting/summer?

 

(I realize the people who attack you could probably turn it off if there is no protection)

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