@Specter wow that will be sick...
Posts made by Azurael
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RE: Artwork of my character
@Xzoviac Yeah it's the one you start in blimp crash... Also had a steampunk/ western theme.
But there magic and technology was at odds, so using magic items while being a tech character meant you could not use them or failed... same for technology... if you were a mage stuff would blow up and fail.
Will be interesting to see what technology humans have here... I imagine it will be tied in as their racial ability.
So far we know:
Beastmen have the ability to morph and get new skills based off their animal form.
Demons will have triggered racial ability, doing damage as a blood demon, taking damage as infernal and being in dark for shadow.
Humans probably some sort of technology themed skill, but what form I wonder (active, passive... maybe an extra equipment slot)
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RE: Artwork of my character
I do know that human's will have technology... but I wonder if guns will be a thing in the game.
Didn't really think about that till I saw your guy holding a rifle.
One of my favorite old school RPGs had a mix of magic and technology.... anyone remember
Arcanum: Of Steamworks and Magick Obscura
Great drawings by the way... but I am unsure if they will allow you to develop your own animations and skins.... I do see you can make your own guild symbol and a weapon on the highest pledges.
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RE: Guilds planets and races
@Belligero I think the goat headed being is Babalis, or at least a representation of it.... we will need the devs to pipe in.
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RE: Guilds planets and races
@Tuoni I wonder if this is official artwork?
@Prometheus Let us know -
RE: Fractured Content Pills - Week 18, 2019
The shrine looks wicked ... Well done guys.
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RE: Guilds planets and races
@Esher There is no stopping Babalis from being a boy/girl... this is 2019 people jokes!
interestingly I noticed @Esher when you put that snipped from spotlight #1 it says "their God" and then "ITS progeny" and not HIS / HER progeny... so Babalis might not have a gender.
I am personally looking forward to more info on the pantheon...
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RE: Guilds planets and races
@Jetah On the main page synopsis it mentions a bit about resources being spread between planets, each will have different trees for example, I remember them mentioning building a house out of resources from say Tartarus but building it on Arboreas will be a labour of love since getting the materials will be hard for a beastman.
Furthermore I kind of see the following with regards to that...
Tartarus will be a great place to monster hunt, so hides, bones and carapaces (mentioned in main page) it will also have loads of stone but since its arid it will have few plants.
Syndesia will have a mix, ore mines are everywhere and trees depending on the biome... along with deer, bears, wolves, rabbits and other possible animal resources, and medium abundance of plants.
Arboreas will have possibly less metal and ore, but a mad abundance of trees plants and such... it is also mentioned that the planet is in harmony regarding nature so over farming might anger the environment somehow. killing too many of a innocent animal might trigger others to hunt you down for instance ( A guess )
So each will have a unique appoach... I like this idea, sick and tired of mmorpgs with the same resources system, this is what makes fractured unique and much more realistic.
p.s how sick is this artwork of demon finding what looks like a demon elephants' graveyard... multi eyed and long tusks...
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RE: Weapon animations based on build
@FibS Obviously there is a lot of thought that needs to go into this if it was something they thought of doing, my ideas where just that .... flights of fancy.
I think if some made for instance a battle mage, it is safe to say they would have a high strength score and high intelligence score... here my idea of a staff being held differently would clash. Strength high equals hold like a combatant or intelligence high hold like a mage. But how about we add the two together and have a mix of something magic and combat, my brain immediately pictures Gandalf fighting with his staff and swinging it around like a boss thus hybrid classes are not screwed but enhanced to have a third and unique look because they have chosen melee and magic.
Next lets look at you idea for spell-thief, obviously a mage does not normally use a bow, so there is no clash with a magic stance and archer stance here.... but what stats has the spell-thief chosen? obviously this is free-form class system so any school of magic will do, but if hes thief and magic he would need high dex/perception and high intelligence. So if using bows he will shoot like a thief and same for weapons, since mage doesn't normally use weapons to fight the animation is chosen by the highest relevant attribute or skill, or again there can be a unique animation that somehow makes his dagger skills look magical e.g. his dagger skills have a short range and they fly out... or whatever.
so first example means that 2 juxtaposed attributes actually combine to make a unique animation.
second example means that if there is no clash the highest attribute is chosen for animation... or another unique one.Since you can't change your attributes after character creation (only race change will alter it or talents buff it a bit) these animations won't be random.
and your last note I realize that archery in the real world works under certain conditions based on physics, but this is fantasy bro
I just think it's cool to take this into consideration, and having it based off your skills and attributes means it is accurate and not just a cosmetic thing you choose or can buy in a cash shop.... it's a part of your characters choices... unique to the way you built him and obvious to other players "check that guy out, clearly a spell-sword type, sure he has mad enchantments for weapons"
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RE: Weapon animations based on build
@Tuoni I do think moving things are difficult, they did get moving cloaks and some stuff with path of exile, so also doable at some point... just a matter of priorities I guess. having the game release and be fun is no 1
this is just a thing I personally like to see in games, when people started modding skyrim animations was one of the first things I got for spellcasting animations that were more realistic or just thought of a bit better.
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RE: Weapon animations based on build
I had a similar thought but attribute score of 10 is where you don't suffer penalties as far as we know, but anything below 10 gives you negative scores... so with less than 10 strength you hold weapons like an idiot
With 10 strength you hold the weapon normally and with 18 strength you look like you know what you doing with it ...such a small visual thing but definitely a cool idea in my mind and plays a bit into role-playing.
I am not a game designer but I don't think this outside the realm of possibility or extremely difficult to do, I do understand the game doesn't have a massive team making it though.
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Weapon animations based on build
Hello all, possibly a silly thing to add here but I have always liked a game that has proper animations for how characters hold weapons.. based on what they actually do with said weapon.
To give an easy example lets think of a staff, a fighter will hold it in both hands ready to attack where as a mage will possibly have it in one hand to support himself and have a free hand to cast spells, or use the staff as a focus (this also depends if staves will give casters any bonuses)
It would be great if this could be added to Fractured, and it doesn't just apply to staves...
Bows can be shot as normal for a ranger character, where a thief assassin will hold it horizontal to the ground as not to have a massive bow stick up and give away his position.
possibly have this tied to your attributes and skills, so if your strength is low and intelligence high you don't hold the staff the same way, or if you have high skill in assassination your bow animation changes to make you more stealthy looking.
What do you guys think?
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RE: An option to NOT choose a deity?
@Esher All good I was unsure myself so that's why I asked...
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RE: An option to NOT choose a deity?
@Esher Where is it mentioned the divine quests are only for demon to angel progression? as far as I have read it will be available to anyone who gets enough favor with said God