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Author Topic: Alright, let's face it.  (Read 9932 times)

zimluura

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Re: Alright, let's face it.
« Reply #30 on: August 01, 2014, 01:20:44 pm »

Not a fan of them any more, at least not in their current state.

For new players they represent a frustrating barrier to entry.  With an old player, and a new character: I can spend a bit of time, and get a few kills to start out, but otherwise they delay me from going from point a to b.  It's still somewhat satisfying when you reach the point you can fight a pack of bogeymen without caution.

I used to find them useful: My most successful adventurer got most of her skill (Legendary +22 I think) from killing some 700 of them.  Never travelled with companions.  Every time I got a quest, I'd know she'd be stronger when she got there because there would be 5-10 bogeymen she'd have to kill along the way.  Now that approach seems like I'm sort of gaming the system to acquire power.

I wonder if Toady & Threetoe have some more interesting stuff planned for them.  Until then, I'll make custom worlds without them.
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RealFear

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Re: Alright, let's face it.
« Reply #31 on: August 01, 2014, 02:03:55 pm »

I remember when I started using my all in strategy (as in, putting all points into a single weapon skill), I started to find bogeymen pretty easy to deal with, I still had to do the whole run away and face one at a time thing, but half my swings were hits and they almost always severed something.

Unfortunately, I got to say, Bogeymen seem to be much, much faster in .40 then they were before.
With superior strength and agility, I get a attack in for every 3 of theirs.
And well, if they chip a bone, i'm done for.

Ain't survived a bogey-man attack yet in .40, I don't think it's unfair to say that as long as their attacks aren't glancing off, a normal sized bogey-man group is a valid contender for one of the most lethal things in the game.
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random_odd_guy

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Re: Alright, let's face it.
« Reply #32 on: August 01, 2014, 03:13:06 pm »

I remember when I started using my all in strategy (as in, putting all points into a single weapon skill), I started to find bogeymen pretty easy to deal with, I still had to do the whole run away and face one at a time thing, but half my swings were hits and they almost always severed something.

Unfortunately, I got to say, Bogeymen seem to be much, much faster in .40 then they were before.
With superior strength and agility, I get a attack in for every 3 of theirs.
And well, if they chip a bone, i'm done for.

Ain't survived a bogey-man attack yet in .40, I don't think it's unfair to say that as long as their attacks aren't glancing off, a normal sized bogey-man group is a valid contender for one of the most lethal things in the game.

have lots and lots of agility, and also be a vampire.



I've actually found endlessly clearing the same necromancer tower of zombies, but not entirely, resting, causing them all to respawn, and clearing a ton out again is actually an even more effective way to gain skill
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quekwoambojish

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Re: Alright, let's face it.
« Reply #33 on: August 01, 2014, 04:45:29 pm »


have lots and lots of agility, and also be a vampire.



I've actually found endlessly clearing the same necromancer tower of zombies, but not entirely, resting, causing them all to respawn, and clearing a ton out again is actually an even more effective way to gain skill

Zombies respawn in this version? I've revisited several of my towers and never found a miscellaneous zombie amongst them. Either that or zombie I make lull around the area for eternity as stupid.

I did not mean to quote this. Oops
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random_odd_guy

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Re: Alright, let's face it.
« Reply #34 on: August 01, 2014, 09:07:58 pm »

They respawn, but only if you don't kill ALL of them. Try clearing out one floor, leaving other floors populated with undead. Rest. All the zombies you killed will have replacements. Necromancers however do not respawn.
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Lightningy

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Re: Alright, let's face it.
« Reply #35 on: August 03, 2014, 06:09:36 pm »

I love boogeymen they are kind of a hurry up feature for me. like the ghost in spelunky. there is no feeling like escaping the boogeymen on the first night. thier a reminder that you are mortal as well as a good gauge to tell if you are ready for megabeats
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dwarf_reform

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Re: Alright, let's face it.
« Reply #36 on: August 05, 2014, 03:16:04 pm »

I got kung-fu'ed into the grave by a single zombie that danced like a world-class swordsman :> Parried every attack I made, finally jarred me unconscious and then impaled my head :D Good times! On bogeymen, it really seems like they were implemented originally to provide some scary-night-action.. With some of the new features it sounds like they could be phased out for a collection of other night-danger events (werebeasts, bandits/troops, ghosts, goblins, maybe even some night-time specific weather events, even smaller stuff like stumbling over terrain or mosquitoes)..

I think I'd rather see a class of giant evil nocturnal predators made out of in-game critters instead of guaranteed-to-be-there bogeys :> That, or if bogeys are an unmovable Toad-dream, then I'd like to see greater variance in their "species" (aka some easier-to-kill variants mixed in!)

I've personally been disabling them during worldgen for quite a while now, though..
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Rumrusher

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Re: Alright, let's face it.
« Reply #37 on: August 05, 2014, 04:18:12 pm »

I got kung-fu'ed into the grave by a single zombie that danced like a world-class swordsman :> Parried every attack I made, finally jarred me unconscious and then impaled my head :D Good times! On bogeymen, it really seems like they were implemented originally to provide some scary-night-action.. With some of the new features it sounds like they could be phased out for a collection of other night-danger events (werebeasts, bandits/troops, ghosts, goblins, maybe even some night-time specific weather events, even smaller stuff like stumbling over terrain or mosquitoes)..

I think I'd rather see a class of giant evil nocturnal predators made out of in-game critters instead of guaranteed-to-be-there bogeys :> That, or if bogeys are an unmovable Toad-dream, then I'd like to see greater variance in their "species" (aka some easier-to-kill variants mixed in!)

I've personally been disabling them during worldgen for quite a while now, though..

so the night trolls that hang around in caves and roam out to terrorize the land? I guess you could bump the night troll count to be pretty dang high for the effect.
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quekwoambojish

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Re: Alright, let's face it.
« Reply #38 on: August 05, 2014, 10:25:55 pm »

Just make bogeymen unique to evil biomes :p
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IRON_GAUNTLET

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Re: Alright, let's face it.
« Reply #39 on: August 06, 2014, 05:52:57 am »

I don't know why, but I seem to be the only one who doesn't get any bogeymen at night anymore, and I didn't use the advanced worldgen.

I'm definitly not missing them at all :3
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Rumrusher

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Re: Alright, let's face it.
« Reply #40 on: August 06, 2014, 06:35:59 am »

I don't know why, but I seem to be the only one who doesn't get any bogeymen at night anymore, and I didn't use the advanced worldgen.

I'm definitly not missing them at all :3
you're not the only one I kinda had the same question as well until one day I felt like playing a passive adventurer for roleplay... and stray to out at night.


Just make bogeymen unique to evil biomes :p

god no I still mad I haven't got a murked adventurer yet don't shove bogeymen to the only place everyone more likely avoids and the fact that they can be reanimated means you could end up with Murk bogeymen one night.
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I thought I would I had never hear my daughter's escapades from some boy...
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laularukyrumo

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Re: Alright, let's face it.
« Reply #41 on: August 06, 2014, 12:11:30 pm »

Wait, you can reanimate boogies?

Brb, undead bogeyman army.
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quekwoambojish

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Re: Alright, let's face it.
« Reply #42 on: August 06, 2014, 01:17:54 pm »

@Rumrusher-

Eh idk, incessant cackling wherever you go just doesn't make sense. Not only that, but players new to the game have no idea why they are being attacked by them at night, atleast if it were in an evil biome they could just justify it as "oh well it's an evil biome I should have seen that coming".

I personally don't think bogeys should be able to get status effects like reanimation applied to them, especially since they are a form of magical 'being' that vanishes when they are all defeated. (To me that's kinda like reanimating an illusion which again makes no sense)
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Rumrusher

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Re: Alright, let's face it.
« Reply #43 on: August 06, 2014, 07:27:53 pm »

@Rumrusher-

Eh idk, incessant cackling wherever you go just doesn't make sense. Not only that, but players new to the game have no idea why they are being attacked by them at night, atleast if it were in an evil biome they could just justify it as "oh well it's an evil biome I should have seen that coming".

I personally don't think bogeys should be able to get status effects like reanimation applied to them, especially since they are a form of magical 'being' that vanishes when they are all defeated. (To me that's kinda like reanimating an illusion which again makes no sense)
look I been waiting for this ever since 31....

also here's what happens if you slap on the bogeyman raw tag on humans,


yeah it spawns naked humans during the cackling but it also poofs any unit who exist outside of the cackling so it kinda shows how screwed bogeymen as a civil race given this is pretty much how one could murder a whole royal bloodline.

also yeah reanimating anything in DF 40.0x is hellishly hard now since the body needs to be fit... so if you go for bash only character you are more likely ruining the body
also I did test reanimation on bogies while they do come back from the dead as zombies they kinda also poof when you hit the second trigger for ending the cackling.

that said necromancers some how get their hands on bogeyman leather. and this neromancer figure out corpses have a shelf life of a few ticks once the cackling ends to poof.... leading to this picture

Though doing this means you only get a handful of zombogies which is nice knowing that bogeymen pretty much don't have any rules other than spawn in when an adventurer is alone and out in the open.
and despawn when the adventurer is inside... note "the adventurer walks inside" not them. they also attack anyone outside(and had given the massive reportings in this subforum) or inside if someone happen to open a door with a bogeyman present... or burn a door down.

good thing bogeymen can never be vampires...heh heh heh
Then there also the whole you become a thrall instantly in Evil biomes like don't start a fort there unless you like having your characters all undead before the end of the month.

at best Bogeymen are Warp Daemons from warhammer they come in through a hole they get suck back in through the very same hole and there's some massive loopholes you can do to keep one around tied to the mortal plane.
like what gods do with their Daemon friends.



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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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Lightningy

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Re: Alright, let's face it.
« Reply #44 on: August 07, 2014, 03:57:41 pm »

Bogeymen are bullshit.
they are not THAT randomly generated(sorry had to do it)
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.
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