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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Suggestion: Armour sizes
nonameftw
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
The fact that clothes and armours usually don't fit everyone was never addressed in RPG's. So I came up with an idea that is not enforced only because of role-play reasons while having no positive gameplay impact. This idea gives character creation and artisans more impact.
Armour Items dropped come with a size stat which goes from 1 to 10. It can also be other ranges (1-5, 1-3) but making it to large could become annoying.
During character creation a armour size stat is visible. The sliders a player uses to make his character are used to calculate a armour size of the character. So height, torso size, arm size etc have a different weight factor to calculate the armour size of the character.
Only armour items within the size category can be equipped by the character. Items with a larger size can be very easily and cheaply made smaller (Either through a npc or directly with a UI feature using some sort of artisan tool that can be easily bought in nodes). But they cannot be made larger again.
The effect would be that large armours would be more valuable within trading as the largest armours can easily be fit for the PC. The smallest characters would have benefit of being able to easily wear the most amount of armours. But the largest characters could only wear few armours but those they have would have the highest resell value.
To get a armour in a larger size it would have to be made by a artisan. This would involve making the armour piece as a template converting it to a recipe. This way the smallest armours could be used for recycling. Then the artisan would be able to craft this armour piece with extra resources.
An artisan can choose the size of an armour before crafting it.
Through this gameplay loop choosing the look of a character will be having a gameplay impact.
If there are balance concerns they can be mitigated by the default size (range) that is dropped by mobs and the drop rate itself. I think getting items I can only sell is still more fun than mobs not dropping anything. With this system the armour drop rate could probably easily be doubled or tripled.
Armour Items dropped come with a size stat which goes from 1 to 10. It can also be other ranges (1-5, 1-3) but making it to large could become annoying.
During character creation a armour size stat is visible. The sliders a player uses to make his character are used to calculate a armour size of the character. So height, torso size, arm size etc have a different weight factor to calculate the armour size of the character.
Only armour items within the size category can be equipped by the character. Items with a larger size can be very easily and cheaply made smaller (Either through a npc or directly with a UI feature using some sort of artisan tool that can be easily bought in nodes). But they cannot be made larger again.
The effect would be that large armours would be more valuable within trading as the largest armours can easily be fit for the PC. The smallest characters would have benefit of being able to easily wear the most amount of armours. But the largest characters could only wear few armours but those they have would have the highest resell value.
To get a armour in a larger size it would have to be made by a artisan. This would involve making the armour piece as a template converting it to a recipe. This way the smallest armours could be used for recycling. Then the artisan would be able to craft this armour piece with extra resources.
An artisan can choose the size of an armour before crafting it.
Through this gameplay loop choosing the look of a character will be having a gameplay impact.
If there are balance concerns they can be mitigated by the default size (range) that is dropped by mobs and the drop rate itself. I think getting items I can only sell is still more fun than mobs not dropping anything. With this system the armour drop rate could probably easily be doubled or tripled.
“Imagination is the only weapon in the war with reality.”
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