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Author Topic: Bogeyman Ruin Adventure Mode  (Read 19285 times)

Bootyhunter834

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Bogeyman Ruin Adventure Mode
« on: February 26, 2012, 08:16:48 pm »

heres the deal:

i downloaded Dwarf Fortress a few days ago, though i've know of it for years. the reason i haven't downloaded it before is because of the fact that my PC sucks. ive discovered that it can also only run Adventure mode. i'm content with this. UNTILL, however, my companions are killed miles away from civilization close to night, and i then have to spend the next twenty minutes running, dodging, and weaving through bogeyman and other nasties in the dark.

now of the 12 adventurers i've made, 9 of them have been killed by bogeymen, 2 by drowning, 1 from bandits. while i like the idea of bogeyman, the fact that they are a never ending horde of nearly impossible to hit enemies is making me want to put the game away for good, or at least till i can get a PC to run Fortress mode. im not asking for a complete removal of Bogeyman, just an easier to kill version of them. or maybe just one of them at a time, or if you kill one the rest vanish. i'm tired of getting companions and killing great and mighty beasts, then having my companions mysteriously abandon me or die from something stupid, then being raped by bogeyman RIGHT outside the doors of a castle (yes, it happened).

who's with me?

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thatkid

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Re: Bogeyman Ruin Adventure Mode
« Reply #1 on: February 26, 2012, 08:29:03 pm »

Advanced world gen parameters, set bogeyman to 0.
You can still have all the other night creatures now, even without them.

I usually set the bogeyman types to 20, and I've still only run into them once in the past 8 adventurers (5 killed by ranged attackers, 3 by having limbs torn off by alligators and the like). So I don't think they're as much of a problem as they used to be.
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Bootyhunter834

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Re: Bogeyman Ruin Adventure Mode
« Reply #2 on: February 26, 2012, 10:58:49 pm »

Advanced world gen parameters, set bogeyman to 0.
You can still have all the other night creatures now, even without them.

O.o i feel really stupid for not having figured this out myself >.<
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Avo

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Re: Bogeyman Ruin Adventure Mode
« Reply #3 on: February 27, 2012, 06:16:07 am »

Dwarf fortress is a very FUN game. I assure you, if you give it more time its going to get more fun. ;)
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Di

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Re: Bogeyman Ruin Adventure Mode
« Reply #4 on: February 27, 2012, 07:54:51 am »

Build a ring of campfires around yourself (using 'g'-key) and tap period repeatedly (macro would be of help here) when bogeymen vanish in the morning fast travel out of the ring. Do not loose your attention or some fire can die out. While exploity it's still very roleplayish way to fend of nightmares. If you do not feel like roleplaying you can entertain yourself by chuckling clay and boulders at bogeymen. ;)
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Troopperi

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Re: Bogeyman Ruin Adventure Mode
« Reply #5 on: February 27, 2012, 08:33:48 am »

Build a ring of campfires around yourself (using 'g'-key) and tap period repeatedly (macro would be of help here) when bogeymen vanish in the morning fast travel out of the ring. Do not loose your attention or some fire can die out. While exploity it's still very roleplayish way to fend of nightmares. If you do not feel like roleplaying you can entertain yourself by chuckling clay and boulders at bogeymen. ;)

And, of course, this has the point that fire scares off beasts in the wilds at night (In real life), so why wouldn't the bogeymen?
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #6 on: February 27, 2012, 09:40:29 am »

I will say that the Boogeymen need to be toned down drastically.

One of the issues I've run into is the fact that I cannot have companions and continue with my adventures simply because I have to cross rivers (and boy can rivers get annoying). Add in empty castles and a lack of town guards and it gets annoying.
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Burmalay

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Re: Bogeyman Ruin Adventure Mode
« Reply #7 on: February 27, 2012, 12:18:10 pm »

I will say that the Boogeymen need to be toned down drastically.

The Boogeymen are nightmare & real fun for me & I do not want to nerf them. If Boogeymen is such problem for you just stay home at night & everything will be fine =)
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #8 on: February 27, 2012, 01:03:09 pm »

They don't need to be nerfed in power. They need to be nerfed in frequency.

Quote
If Boogeymen is such problem for you just stay home at night & everything will be fine


That is sort of the problem. They outright punish exploration more then exploration needs to be punished.

And while it was ignorable before (though it was still pretty bad), the frequency is actually quite bad now that you actually need to get around.
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Burmalay

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Re: Bogeyman Ruin Adventure Mode
« Reply #9 on: February 27, 2012, 01:55:09 pm »

For me DF is fun because I can't "live" in this game. In compare with other games this game is really interesting because you can't handle it. It's boring when you can.
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #10 on: February 27, 2012, 02:41:14 pm »

Then Burmalay you are hitting at a much bigger problem.

If death is the only reason Dwarf Fortress is fun, then death is a crutch for a much stronger design.

As well even if I were to take high-frequency attacks likely to kill you as a possitive... I'd then have to point out that Boogeymen's pervasiveness and the fact that little else provides a semblence of a challenge to also be a problem. (I do consider Boogeymen to be the toughest encounter in the game next to possibly Legendary Bandits... Yes Megabeasts are easier then the Boogeymen).

So even under the viewpoint of Boogeymen as a possitive we need to lower their frequency and increase the frequency of other interesting encounters (I am in awe with how uncommon encounters with monsters are... in a fantasy game... that should be full of monsters).
« Last Edit: February 27, 2012, 02:45:38 pm by Neonivek »
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thatkid

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Re: Bogeyman Ruin Adventure Mode
« Reply #11 on: February 27, 2012, 02:56:08 pm »

The thing about a challenge is that, should you survive it, it should be rewarding.
Bogeymen dissapear when they die, and their hordes are so numerous that you don't even have the satisfaction of having killed them all for good. They'll just show up again the next night.

Never mind the fact that setting combat to "charge" and careful movement allows you to kill them even as a peasant, albeit slowly.
They're a nuisance. They add nothing to the game, but instead punish you for playing it by means of stifling, tedious mediocrity.

I am convinced that Toady realizes this, but rather than outright remove them he's simply given us the choice to not have them in world gen.
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Di

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Re: Bogeyman Ruin Adventure Mode
« Reply #12 on: February 27, 2012, 04:01:22 pm »

Do not forget it's rogelike. You're not Shepard here, some enemies aren't there to be beaten by you. Namely bogeymen, they're meant to teach you to fear the night and they do this quite well. I hadn't encounter them in this release much as I've always spent nights in the villages which again was the reason they were added.
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Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

bombzero

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Re: Bogeyman Ruin Adventure Mode
« Reply #13 on: February 28, 2012, 12:35:55 am »

^ like he said, read their description.

they are supposed to be the thing everyone fears in the night, i also would like to think that toady will handle this whenever we get around to actually being able to set up a real fire, tent, and such in adv mode.
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Bootyhunter834

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Re: Bogeyman Ruin Adventure Mode
« Reply #14 on: February 28, 2012, 07:33:51 am »

yes but people can Beat their fears. Bogeyman, on the other hand, can NOT be beaten no matter what. i had a Super powerful Human Axeman, who had killed countless Goblins, Beasties, Megabeast, anything really. he got caught out at night and attacked by the bogeyman. with a mixture of running, throwing, and stopping to attack for two hits, i killed ONLY 3 of them after half an hour. they never stop, and if they do the kill count for them to run away is way to high. Fearing something, and having it be downright impossible to beat something, are two VERY differant things.
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