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Author Topic: Bogeyman Ruin Adventure Mode  (Read 19276 times)

Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #30 on: March 04, 2012, 12:36:30 pm »

I don't lose a adventurer to a bogeyman since 31.17, not because I fight them, but I rarely encounter them. You have to plan ahead, do not travel alone if you are going too far away from places to stay at night. And if they come, just run and attack if they get too close. They usually dodge back, giving time for you to run away.

Once again if you don't plan on being an explorer then yes you are perfectly right. There are enough things within a days travel for you to help deal with.

If you are an explorer it is unavoidable however. A roll I actually am quite fond of doing. Or heck start off in an area with a lot of rivers.

Quote
i missed the part where dwarf fortress had to be easy...

they are supposed to be scary, you are supposed to not want to travel alone, DF is NOT another fantasy game, and it is NOT designed to feature favorable consequences.
their will be unwinnable battles.
their will be unfair consequences.
their will be no 'easy' way out.

-Difficulty doesn't replace gameplay,  Dwarf Fortress already gave you reasons not to travel alone previously... In fact one of the major reasons you travel alone in Dwarf Fortress is because your companions tended to be soo absolutely effective that it made adventure mode unfun and it still does. Dwarf Fortress is "another fantasy" simulator (canon). And it is designed to feature favorable consequences believe it or not, just that not many of them were added.
-Annoying isn't scary, it is annoying. Boogeymen were scary the first 5 or 10 times. By the time you fought your 100th pair and realise that they are just flys that can kill you with magic punches they get a lot less scary. They don't even fight like they are supposed to be scary. They are more like a herd of Kung Fu Babies (litterally).
-The issue isn't that it is unfair, the issue is that it is wearing out its welcome.
-Boogeymen are negated if you have a lowly peasant walking with you, if you travel outside fast travel, or if you simply sleep with others at night (boogeymen have no problem attacking others in homes, so long as you arn't inside). So your easy out statement is somewhat negated.
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thvaz

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Re: Bogeyman Ruin Adventure Mode
« Reply #31 on: March 04, 2012, 01:17:44 pm »

I don't lose a adventurer to a bogeyman since 31.17, not because I fight them, but I rarely encounter them. You have to plan ahead, do not travel alone if you are going too far away from places to stay at night. And if they come, just run and attack if they get too close. They usually dodge back, giving time for you to run away.

Once again if you don't plan on being an explorer then yes you are perfectly right. There are enough things within a days travel for you to help deal with.

If you are an explorer it is unavoidable however. A roll I actually am quite fond of doing. Or heck start off in an area with a lot of rivers.

The real problem is the river that kills your followers, but you aren't supposed to travel alone in the first place.
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #32 on: March 04, 2012, 01:21:27 pm »

Traveling along should be dangerous enough without Magical Kung-fu Babies bugging you (which is now the Boogeymen's official new name. Kungfu Babies)
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Pawel1997PL

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Re: Bogeyman Ruin Adventure Mode
« Reply #33 on: March 04, 2012, 01:33:07 pm »

What? seriously? I find bogeymen just annoying time wasters that attack my adventurer and make me waste my time ( although they are good for training dodging ) from the hundreds of dead adventurers I've had only like 3 died by bogeymen.

They are also prety easey to kill, just try to not get surrounded, and hack at their lower bodies, or heads, and if taht doesnt work for you then try going for limbs. Bogeys have aparently ridiculously thing bodies and neck, making them very easy to slash in two ( it also seems that all the night creatures share this behavior ) and they also bleed out quite quickly, but you have to stay close to them, because if not, they'll disapear and a new bogey will come for you.

SO DON'T BE LIKE THE MINECRAFT COMUNITY, DONT BE SISSY LITLE KIDS!!! OR YOU SHAL BE CLEANSED WITH FIRE!!
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bombzero

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Re: Bogeyman Ruin Adventure Mode
« Reply #34 on: March 04, 2012, 04:38:25 pm »

SO DON'T BE LIKE THE MINECRAFT COMUNITY, DONT BE SISSY LITLE KIDS!!! OR YOU SHAL BE CLEANSED WITH FIRE!!

+1?

not saying they are hard, just they are hard for new adventurers, as they should be.
but as you learn the ways of the world through time exploring they become easy, as your character is strong enough to beat them.

yes they need work, i hope they get some more attention soon. but answer me this. honestly, how many of you complained that adventure mode got too much attention this update, and fortress mode didn't get enough?
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thvaz

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Re: Bogeyman Ruin Adventure Mode
« Reply #35 on: March 04, 2012, 04:59:37 pm »

Traveling along should be dangerous enough without Magical Kung-fu Babies bugging you (which is now the Boogeymen's official new name. Kungfu Babies)

Yes, lore-wise I don't like them very much. There is no reason for them to exist; no explanation at all. They are more like something you would find in cursed or evil lands, not just besides a town. But I kinda liked the gameplay mechanic - traveling at night isn't trivial.
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #36 on: March 04, 2012, 07:25:13 pm »

Traveling along should be dangerous enough without Magical Kung-fu Babies bugging you (which is now the Boogeymen's official new name. Kungfu Babies)

Yes, lore-wise I don't like them very much. There is no reason for them to exist; no explanation at all. They are more like something you would find in cursed or evil lands, not just besides a town. But I kinda liked the gameplay mechanic - traveling at night isn't trivial.

They are the Boogeymen. The are the creatures that stalks in the night, the creatures in the closet, always at the edge of your visions. Those who travel alone will soon learn why you fear the night.

They are paranoid delusions and halucinations in the dark turned real.

Them simply existing isn't the part that doesn't make sense. It is how numberous they are and how no one else other then you has to ever deal with them.
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Bootyhunter834

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Re: Bogeyman Ruin Adventure Mode
« Reply #37 on: March 06, 2012, 07:31:38 am »

i missed the part where dwarf fortress had to be easy...

they are supposed to be scary, you are supposed to not want to travel alone, DF is NOT another fantasy game, and it is NOT designed to feature favorable consequences.
their will be unwinnable battles.
their will be unfair consequences.
their will be no 'easy' way out.

i never said it had to be easy, but challengingly fun and straight up Frustrating are two VERY differant things last time i checked.

also, an unwinnable battle should be versus countless enemies, not 3-5 Magical Kung-Fu babies. (i agree, its their new name.)
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Babylon

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Re: Bogeyman Ruin Adventure Mode
« Reply #38 on: March 09, 2012, 10:34:41 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?

I am opposed to the suggestion that we have boogeymen ruin adventure mode, they are already quite tough enough, thank you.
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EnigmaticHat

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Re: Bogeyman Ruin Adventure Mode
« Reply #39 on: March 12, 2012, 04:50:19 am »

SO DON'T BE LIKE THE MINECRAFT COMUNITY, DONT BE SISSY LITLE KIDS!!! OR YOU SHAL BE CLEANSED WITH FIRE!!
+1?
-1?
The thread is mostly about how annoying boogies are, not how difficult they are, and there was no need for random name calling.  Plus, DONT BE LIKE THE MINECRAFT COMMUNITY is massively hypocritical considering your post consists entirely of the condescension towards noobs that plauges every FPS community ever.  Or, to rephrase:

DONT BE LIKE THE COD COMMUNITY, NO ONE CARES HOW GOOD YOU ARE AT DF, SISSY
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bombzero

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Re: Bogeyman Ruin Adventure Mode
« Reply #40 on: March 12, 2012, 01:45:32 pm »

thats why i put a ? after my +1...

anyways in regards to what i said earlier. considering the general atmosphere of fear villagers seem to have towards bogeymen, im assuming they always travel in groups.

on this note any migrants who arrive alone to your fort should have greater than competent; observer, ambusher, fighter, and have a high agility.
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Neonivek

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Re: Bogeyman Ruin Adventure Mode
« Reply #41 on: March 12, 2012, 01:53:27 pm »

thats why i put a ? after my +1...

anyways in regards to what i said earlier. considering the general atmosphere of fear villagers seem to have towards bogeymen, im assuming they always travel in groups.

on this note any migrants who arrive alone to your fort should have greater than competent; observer, ambusher, fighter, and have a high agility.

Even with those traits they would get killed by the Magic Kungfu Babies.
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Burmalay

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Re: Bogeyman Ruin Adventure Mode
« Reply #42 on: March 14, 2012, 11:43:53 am »

Armok don't like this thread!
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