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Skeleton Ghost Idea


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Okay so a lot of us know about Wilton, an unimplemented character that's just a skeleton. I have an idea of how to make him a "character" while also solving an issue with ghosts.

My idea is that once a player dies, they can haunt their own skeleton or a nearby skeleton, player created or world generated. This will make them solid again. Haunting the spear skeleton gives them a free spear.

The skeleton cannot starve, go insane, freeze, overheat, or get killed by Charlie. As a consequence, it has low health (dying will turn it into bone fragments and make the player become a ghost again), and cannot hit very hard.

Others players will still receive the sanity penalty but they can use a telltale heart to make the skeleton alive again.

Skeletons have limited carrying space, allowing a dead player to take a few choice items with them so they can safely return and claim the rest of their items once revived.

The player has the power to abandon the skeleton body to become a ghost again, turning it into fragments.

What do you guys think?

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The idea is kinda nice, but I dont think it fits the idea of dont starve. Though spawning such skeleton on zero sanity(walking skeletons are not normal even for the world of shadows) could make it valuable. Since you will be forced to keep running. The only problem with that is that nightmare creatures dont like spawning when your sanity is on a stable value like 0. Whenever you loose 0.1-200 sanity - sure, get a nightmare creature. But when you keep yourself at zero - you may see none for hours. Making it super-easy mode will make newbies stick to it forever.

I think it'd be interesting where if you haunted a skeleton it would try to stand up then fall apart almost instantly because it can't get up and break into 1 bone shard rather than the 2 you get from hammering it. Would make it so it'd still be more logical for a hammer, but a cheap "in a pinch" substitute.

However, as for this idea - No.

It's essentially cheap revival and as long as you get someone to cover your bum periodically with healing items it's just like playing an immortal wendy minus abigail for an unlimited amount of time. As someone who's really good at kiting, this would just make me immortal.

1 hour ago, PanAzej said:

Now even killing a griefer won't do anything, neato.

This idea could work with some mod characters, but I can't see it implemented into the actual game.

The skeleton would be far from immortal, you could just kill them again and no skeleton would result.

Thinking about it, I think a good balance would be making it so the skeleton host gets destroyed after a day or so to prevent abuse. The main point behind my idea is making a way for characters to be able to save things like their heatstone and walking cane so they can safely return later and get the rest of their stuff.

Thank you all for your opinions and critique on the matter.

2 hours ago, Endrew said:

The skeleton would be far from immortal, you could just kill them again and no skeleton would result.

Unless the server was PvE.

2 hours ago, Endrew said:

The main point behind my idea is making a way for characters to be able to save things like their heatstone and walking cane so they can safely return later and get the rest of their stuff.

Then either carry an amulet on you or have a revival system up at your base, or stay by your items so your friend can slap that blood gushing bunch of grass in your big fat ectoplasmic face. If you don't have an amulet built by the time you got a cane, you may need to readjust your priorities...

Unless I mean, you got your cane from a boon.

9 hours ago, Weirdobob said:

Unless the server was PvE.

Fair enough, but killing others in PvE is kinda tough anyway. Unless of course you just leave them to die by themselves.

I guess the proper solution would be for the skeleton to just be able to wander, attack, and carry a few items. Maybe not even be able to attack (since you could be able to burn stuff down if you had a torch or fire staff, but ghost are able to burn stuff down too). The whole purpose is just to prevent situations here vital gear is lost in a less-than-suitable area. 

10 hours ago, Weirdobob said:

Then either carry an amulet on you or have a revival system up at your base, or stay by your items so your friend can slap that blood gushing bunch of grass in your big fat ectoplasmic face. If you don't have an amulet built by the time you got a cane, you may need to readjust your priorities...

Sorry, the walking cane was just meant to express the idea of "valuable gear". I agree that an amulet is a great work-around, but it's not available early game. A revival system back at the base is the same as a friend back there to help. Well, unless you have extra gear lying around to replace your lost ones.

 

Those were both good complaints.

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