CombatOwl
2014-08-06, 08:51 AM
Since Dust's Final Fantasy d6 game hasn't been updated in over a year now, and the developer seems to have vanished, I'm going to step up and make a new fork of the system. I'm calling this fork of the game Final Fantasy D6-2 to avoid confusion with Dust's game. You can find a link to Dust's Final Fantasy d6 here: Final-Fantasy-d6-(Complete-System) (http://www.giantitp.com/forums/showthread.php?173958-Final-Fantasy-d6-(Complete-System)).
That said, what sort of specific updates ought to come first?
On my current immediate list:
Implementing a Slots Fix for Gambler
Balancing Paladin
Fixing abilities that do not work as written (E.G. Thief's feint as a standard action)
On the long-term list:
A better system for "multijobbing," quite a lot of jobs are too dependent on their innate job ability to let people move to other classes, like Geomancer or Dragoon.
Some additional love for non-magic jobs. I have ideas for this, but nothing concrete right now.
A Geomancer rewrite to make it more reliably useful.
I've got some more long term ideas, but I'd like to see what the community suggests or has in mind. Are there any glaring errors that you know about which ought to be fixed? Typos? Any concepts that aren't sufficiently explored or detailed? Is there a Job Ability that just doesn't work like you expect? A Job Ability that everyone seems to avoid? A job that no one uses? I'm soliciting opinions about what ought to go into this first release of FFD6-2. I'm even open to more long term ideas, like new job proposals or new job abilities.
I'm not just copying and pasting Dust's words, so expect an initial alpha version sometime around the first week of September.
That said, what sort of specific updates ought to come first?
On my current immediate list:
Implementing a Slots Fix for Gambler
Balancing Paladin
Fixing abilities that do not work as written (E.G. Thief's feint as a standard action)
On the long-term list:
A better system for "multijobbing," quite a lot of jobs are too dependent on their innate job ability to let people move to other classes, like Geomancer or Dragoon.
Some additional love for non-magic jobs. I have ideas for this, but nothing concrete right now.
A Geomancer rewrite to make it more reliably useful.
I've got some more long term ideas, but I'd like to see what the community suggests or has in mind. Are there any glaring errors that you know about which ought to be fixed? Typos? Any concepts that aren't sufficiently explored or detailed? Is there a Job Ability that just doesn't work like you expect? A Job Ability that everyone seems to avoid? A job that no one uses? I'm soliciting opinions about what ought to go into this first release of FFD6-2. I'm even open to more long term ideas, like new job proposals or new job abilities.
I'm not just copying and pasting Dust's words, so expect an initial alpha version sometime around the first week of September.