Feature Spotlight #4 - Skills Galore
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the graphic and animation are more beautiful than i was expecting, just keep up the good working
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Oh I wasn't expecting gameplay this early. Cool.
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Oh my, first time here and beeing stunned by all this info. damn the hyppe is coming
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I hope we can combine the different fractured systems into one thing.Something that afaik came form aura kingdom is combined ultimate skills. It would be really cool to see here. Let's say you play with a musician + marksman, you have some skills exclusive to this combination which could be shooting 4 arrows at the same time from your instrument. Maybe musician + conjuration playing songs that deal with the elements and so on.
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Hey @Prometheus , so it might be a bit early to start talking about balance but I really feel like wind strike is overpowered.
Invocation in general is bad, but you have to invest so little into wind strike that it's super overpowered when other classes spend the minimum knowledge requirements to obtain it, and get nothing else from invo.
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Wow, it looks like there is a lot of variety with the combat. Also, the animations are amazing. Can't wait to see more!
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Yeah, sounds like a fun type of build. Thinking of sticking with it xD
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Martial Arts!!!!
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Starting to be real and looks noice!
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Nice very Nice and now beer
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Animation of skeletons very cool.I would like to see the other undead....
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@prometheus said in Feature Spotlight #4 - Skills Galore:
Hold on - what we meant in the Spotlight is that each ability should be as unique as possible within Fractured - for instance, there shouldn't be a "fireball" and a "major fireball" that is just better than the lesser version. Of course many abilities will resemble those you can find in other RPGs or MOBAs (...)
You misunderstood me, sorry for not making myself clear
What I meant would be something like this scenario:
'Mage has a 'Magical Strike' spell, which deals 5 damage to a target in front of it,
Warrior has a 'Fist Strike' ability, which deals 5 damage to a target in front of it.'
That would be 'two different' abilities to learn, but they are exact 'game mechanical' clones of each other (deal x amount of damage to target on position y), despite the different name and graphic.
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That warfare animation was on point! So smooth and felt like it had impact. Very impressive, you guys are certainly putting in the effort!
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Very nice! Keep up the good work and thanks
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That looks amazing
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Seems interesting, more information needed for sure.
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Some videos and right away we can see new ppl on the forum
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soo good omg
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good news indeed, can't wait to see more soon ^_^ keep up the good work
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@prometheus said in Feature Spotlight #4 - Skills Galore:
@logain said in Feature Spotlight #4 - Skills Galore:
Having hundreds of REALLY different abilities seems rather ambitious. The ones you presented there seem more like the common average ones you find in every game, featuring much the same effects with a different name and graphics. It's going to be interesting to see if you can really make them different enough.
Hold on - what we meant in the Spotlight is that each ability should be as unique as possible within Fractured - for instance, there shouldn't be a "fireball" and a "major fireball" that is just better than the lesser version. Of course many abilities will resemble those you can find in other RPGs or MOBAs - buffs, debuffs, shields, beams, rays, projectiles, summons, mobility, status effects - they're some of the elements we're working with, and they're all well-tested concepts. It's the Knowledge System (character creation / progression / re-building) and the interactions with the environment that make Fractured different in this case - other than the fact that there's no real sandbox MMO with ARPG combat out there yet :slight_smile:
^ THIS @Prometheus !!
omfg... if I understood the right way, I can't wait to see how a fire ball or wathever the other spell you're using, will work when it's raining/snowing or at any of the other atmospheres of the game's world
(and of course, with many other features interlaced)