uhh has been a long time

well… long time fan of TQ,

I also participated here, contest and won a TQ t-shirt, maybe is is a collection item now. :stuck_out_tongue:

Nice to see you guys are back on the gaming arena. Hopping for a greater game than TQ even if it is a little bit at a time :wink:

Well, I pretty much had no idea what I was doing when I started designing the gameplay systems in TQ. lol

Now that I have that experience under my belt, there are a lot of subtle, and some not so subtle, things that I think can be done to greatly enhance the gameplay. For one thing, I think more exciting, better-feeling combat is a must.

well… click and kill is not exactly the funniest way to play a game that is for sure, so maybe you can add skills that can combine if used sequentially and stuff like that. Have you played crono trigger, remember that it had some skills that where combination of their individual skills, so if I use sword trow, and you use fire, it becomes a super fire sword trow, and stuff like that.

So for example you can have a timer, lets say 5 milisecs (1/2 a sec), that can be a skill trow delay, that if I use a skill say fire ball, and if before 5 milisecs have passed, you use a skill say tornado (just to shooting some names) instead me shooting mine, and you yours, it trows a combo skill between both of us a fire tornado. It can still look like me shooting mine and you yours, but instead of having my fx and your fx one after the other, they combine and you apply another fx on the monster to look like they combined, and deal some extra damage.

Maybe you can even make some sort of mechanics, in which you can left click to attack, and right click to use your shield to block, so it will be a more active fight and not just a I hit you while you hit me and see who dies first.

just some ideas… :wink:

Oh god no…that sounds insane :rolleyes:

Haha, well I think the main thing we want to do is just improve the feel of combat, not necessarily mess with the fundamentals. Better hit fx, better ragdoll, better deaths, more responsiveness.

Beautiful :smiley:

Fewer bugs as well hopefully… :wink:

Any that played Final Fantasy Chronicles for the GameCube found out how awful that idea can end up. Not having access to the high damaging spells in the game becuase you didn’t have a separate device to hook up four GBA’s to the GC, and finding enough friends that wanted to play it that actually had GBA’s. Not the best system in the world, by any means.

That kind of mechanic can work out well if used in the way that Final Fantasy 9 used it (Vivi and Steiner’s dual attacks), but it wouldn’t work in an Action RPG. A whole lot of coding would have to go into that, that I am sure is not in the budget, and those that only play single player would get pissed because they wouldn’t be able to use the builds that would pop up from using a certain combinations of builds together to beat the Uber Legendary bosses.