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So for instance having a diminutive avatar lets you squeeze through areas inaccessible to bulkier counterparts, which gives you access to loot or shortcuts (or simply make it easier to flee enemies in places like swamps). Certain crevices could have the player interact with it "Press 'E' to shimmy through" and if the player was small enough they would quickly slip through, but if they were too big they'd be penalized by struggling and wasting stamina to no avail. If the seed RANDOMIZED the size thresholds of these mouse holes in the game, it gives great incentive to explore. Smaller avatars would also probably be better at sneaking, so a little manlet of a viking would be great as a scout in co op, helping to find safe paths.
Conversely being big could certainly have combat benefits, but I can tell you right away that this in of itself sounds like so much of an edge that any perks to being dinky start to look rather situational. You described a witch that could change you a la Alice in Wonderland, so you'd have either option available if it suited you. Though it would be fun from an RP standpoint to try and decide at the start which you want to focus on, being slippery and sneaky, or loud and strong.
The weight thing is interesting as well, I'd add modifiers to stamina and maybe even potion/food duration as well. So you might be tougher and tankier but you're going to burn through consumables faster- this isn't really a concern in co op but if you were playing solo it might be risky, vs being waifish and knocked around like a wiffle ball but making much more efficient use of resources in the process.
Overall an interesting idea.
Done right, I think the benefits of being shorter could equal those of being large and in-charge of combat, but it'd absolutely be two separate playstyles - be large if you wanted to focus on using stuff like Block and Melee Weapon skills, or be small if you wanted to focus on using Sneak and Bows. Shorter characters could also benefit from improved dodge efficiency or similar benefits like that versus shields.
It's absolutely something I've seen done correctly in other games (best example I can think of is Dragon's Dogma which yes the inspiration on the OP is pretty visible.) Frankly, the less you can actively feel or "compare" the results easily, the better. DD does have an easier time getting away with that due to the fact it doesn't have any kind of live multiplayer or PVP though.
Yeah so a really early draft I had of this idea separated the body type idea into archetypes that would do precisely this: the basics were that each type would have 2 minor bonuses tied to them, so like the default setting would have their 'rested' status last 1 minute longer and all food grant an extra 3 stamina and health, being thin would slightly increase movement speed and give all food eaten a stamina bonus, being muscular would let you get the rested status in 15 seconds instead of 20 and add a damage buff vs. creatures per food item eaten, and being round would increase your base health and stamina, and the duration that food buffs would last (fat usually being a great evolutionary trait if you're spending long periods without easy food access, i.e. in the winter or at sea!) But then I thought the implications of tying direct game-mechanics that closely to how you want your polygons to be shaped could be seen as a bit skeevy, so I passed on all that.