Ok so something creepy happened while i was in ds

:eye: :eye:

I’m confused on something, if these… ghosts are supposed to be illusions shown to each individual player, are they spawned on the server, then every other client deletes them?

You shouldn’t be able to hit something that doesn’t exist on server, as it can’t see what the client does.

So, why even spawn the ghost on the server in the first place if only to show to one client?

i mean you can see others’ deckhands right?

ngl i dont really get what you mean by ‘illusions to each indiv player’, mind elaborating?

They are a result of insanity, and/or Dark Sea, right?

Other players don’t see the ghosts, every time I pointed out a ghost was in the distance, no one of my buddies could see it either.

hold on are you talking from a game perspective or a lore perspective

oh i see
…go on

I knew this for a while, but I wonder just how far it goes…

First of all, the ghosts in the Abyss of Charon have a fluid appearance. Most if not all of them change appearance between servers.
What’s really interesting, though, is the fact that they cound towards the Darkness talent quest that requires you to speak to ghosts in the Dark sea. In fact, I discovered that just two of them is enough to complete it. By going back and forth between them and talking to them, the game forgets I talked to the previous one, so it counts it again the next time.
I’m not entirely sure, but I believe the ghosts in Akursius keep do the same.

Now I wonder, is it possible purely talking to deckhands fills up the quest, or maybe you can do it with one deckhand and a ghost…

there are 2 types of ghosts

1 for dark islands you can talk with, and the insanity ones

in the vid they have insanity 2 with Warding 3, so it was an island ghost

Perhaps an island failed to load? I’ve seen a fair share of siren lairs failing to load, so there were just 3 floating sirens that’d immediately get aggroed and start flying. I’d assume that the latency of loading the ghosts keeps them floating long enough that, when they load, they’re already dead.

Yeah, my theory. A ghost from a failed island.

Couldn’t make it out that well, I apologize.

A failed island, yet a ghost can only spawn on flooring that has existed beforehand, there is no feasible way to decide a spawn location based on what was supposed to be an island[1]

It could be that it did load, but the custom loader failed some condition and hence deloaded it, whilst still keeping the NPCs?


  1. There are ways, but we’re talking about Vetex here, it’s likely there’s not. ↩︎

i had 1 warding from sentinel, 2 warding from armor
1 insanity from range 2 and 1 insanity from armor as well

could be true, do you perhaps have like a source or smth that we can refer to?
also a thing is that siren islands spawn with preset siren spawn locations, which is why

is different than siren islands, one is preset while the other has to actively look for a spot to spawn in

ngl its my fault i shouldve specified which

still 3 total warding and 2 total insanity, i was still right-

The strange unloading would occur for both cases, as it seems to preserve all NPCs, and hence no matter if the spawning logic originated from preset or active, it will keep them.

i thought id just say that in case someone knew something about it

oh
wait ships are also entities right?

Hm…
I wouldn’t call them entites per se, as entity in Roblox is usually classified to Humanoids, the spawn logic is likely the same for them however.
Why, is there something weird about them?

ok ok so
i made a bug report 2 months back about vents of aeolus dissapearing, everything on the island was gone, except the landed skyship and the shadow fist mentor guy

could that bug and this one be related? in both scenarios the islands despawned but any ‘interactables’ are still there, floating

That’s likely the custom loader shitting the bed, I’ve run into the bug before, where it occured at Redwake, except when I approached Palo Town and everything below was fully unrendered until I died.

It could be related, as the logic for unloading is likely the same.

hmmm

yeah i dont know anymore, what now?

bug report on vetex’ server?

Do you not have access to the Bug Reports category?

I do, I just think it would be a good idea to also report it to vetex’ server

update:


okay cool