Dragon's Dogma

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I can't wait. Give me DD1 with a few different classes and I'm happy.

I do wish they would lean into the survival side of things, without turning it into a survival game. The early hours of DD1 where you had to walk/run between the towns, getting caught out at night, running low on resources, trying to make it to an outpost to stock up etc were loads of fun.

Fast travel should only be where you inhabit the body of a pawn in another town so that you can check stores, but not buy, and hand in quests. Buying and doing anything else in town should force you to make the journey across the wilderness.
Agreed, loved that feeling and hopefully the sequel gives us much more of that. Really also loved that the world actually felt dangerous and wasn’t just another game trying to ape Elder Scrolls. Was one of the few games of its type where I didn’t fast travel anywhere.
 
Agreed, loved that feeling and hopefully the sequel gives us much more of that. Really also loved that the world actually felt dangerous and wasn’t just another game trying to ape Elder Scrolls. Was one of the few games of its type where I didn’t fast travel anywhere.
I hope they level scale the enemies to some degree. Sure, it was loads of fun killing a chimera in a few hits, but it took the feeling and sense of danger away.

Either way, more DD is always a win.
 
Hell no. I hate level scaling. Its a bane on every game it appears in.
Not level scaling 1:1 but something to keep the fight interesting. NG+ had a half-decent idea when the wolves in the first area became dire wolves and resistant to elements. I was hoping each NG+ would bring in elemental resistances; ice wolves, lightning wolves, dark wolves, light wolves etc.

Being able to take down a cyclops with two lightning blasts is only fun a few times. Don't turn them into damage sponges, but don't keep them as piss-poor enemies that insta-die. Level up rewards and XP accordingly as well.
 
Not level scaling 1:1 but something to keep the fight interesting. NG+ had a half-decent idea when the wolves in the first area became dire wolves and resistant to elements. I was hoping each NG+ would bring in elemental resistances; ice wolves, lightning wolves, dark wolves, light wolves etc.

Being able to take down a cyclops with two lightning blasts is only fun a few times. Don't turn them into damage sponges, but don't keep them as piss-poor enemies that insta-die. Level up rewards and XP accordingly as well.
I think the first game had it right. Early game enemies are push overs in the late game, while late game opponents could rend a new asshole out of you if you didn't bring your a-game. It worked fine enough. They just needed more areas and more enemy variety instead of forcing you to backtrack through the same areas.
 
Agreed, loved that feeling and hopefully the sequel gives us much more of that. Really also loved that the world actually felt dangerous and wasn’t just another game trying to ape Elder Scrolls. Was one of the few games of its type where I didn’t fast travel anywhere.
During Fextralife Hands On they mentioned that while you can fast travel with a cart there is always a chance that you will be ambushed and have to fight a troll or something. They also mentioned that when running around pawns might mention they know some treasure in the nearby area but it will only be marked on your map for a limited amount of time, giving a big risk/reward for just running every where.
 
I hope they add more BitterBlack Isle type content, end game enemies (including some that you don’t see in the main game) that get tougher the more you progress, with awesome loot and rewards, even better if they add consequtive rounds with even stronger enemies after you clear the area
 
I hope they add more BitterBlack Isle type content, end game enemies (including some that you don’t see in the main game) that get tougher the more you progress, with awesome loot and rewards, even better if they add consequtive rounds with even stronger enemies after you clear the area
If the leaks are to be confirmed then the moon tower they originally wanted to put in (which then got retooled into BBI and the Everfall) is likely going to be brought back, so this is one of the things I'm least worried about.

The only thing that really gives me pause right now is the fact that they seem to have removed the ability for each class to have multiple skill palettes, with your palette switch button now being replaced for a unique class skill, meaning you have 4 skills to play with instead of 6.

of course they might have changed the palette switch button so that now you have 8 skills instead of 6, but the flipside of this is that reducing your skill palette by 2 means as you're more limited in terms of how you can approach combat, you'll start thinking more about the environment and how you can use it to your advantage: missing two skills on your hotbar might encourage you to do things you might not normally do, like grabbing enemies for your pawns to finish off, going for concussions by getting big enemies to run into walls, using rivers to wash enemies away, destroying bridges while enemies are still on them etc etc.

I had this experience with NioH 1 and Nioh 2, actually. A lot of the playerbase prefers NioH 2 because it has more content and hence more options to deal with each encounter, but as a result there's a lot more methods available to approach content which are completely broken so the content ends up being less challenging as you have to think about what you're doing less. In NioH 1, you don't have the luxury of spirit summons, auto-counters which can cancel into anything form anything at the click of a button (technically DD does have this in the form of reset, but that's class specific) so you have to approach each encounter a lot more carefully, meaning the game felt more rewarding to complete.

Time will tell, I guess. man I love DD.
 
Agreed, loved that feeling and hopefully the sequel gives us much more of that. Really also loved that the world actually felt dangerous and wasn’t just another game trying to ape Elder Scrolls. Was one of the few games of its type where I didn’t fast travel anywhere.
Dude I would love a food system like Monhuns making it to Dragon's dogma actually. Specially since it already has fishing.
I think the first game had it right. Early game enemies are push overs in the late game, while late game opponents could rend a new asshole out of you if you didn't bring your a-game. It worked fine enough. They just needed more areas and more enemy variety instead of forcing you to backtrack through the same areas.
And the point of the endless cycle is to slowly become god of the world. Because if nobody is god then life wouldn't exist. Of course you're going to be 1hkoing a chimera at a certain point.

After all the "failures" of this cycle are: a literal dragon, death himself, some weird temporal paradox dragon that is EVERY dragon in existence somehow, and every monster ever iirc (it's a plot point in DDO I think?)
 
The only thing that really gives me pause right now is the fact that they seem to have removed the ability for each class to have multiple skill palettes, with your palette switch button now being replaced for a unique class skill, meaning you have 4 skills to play with instead of 6.
You maniacs! You were supposed to buff Warrior, not kneecap everyone else with their skill selection!
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What did you guys think of the DD Netflix show? Personally it was disappointingly meh. It’s obvious it came out during that time everyone wanted to have their own dark fantasy ala Game of Thrones, and thus the original setting for DD suffered in there.

There was no reason to add tits weed sex and gore to a show about Dragon’s Dogma, even more baffling to me is removing the honestly unexpected twist at the end of the game, which redefines the way you saw the whole story, into a generic “humanity is bad” ending.

Pleasantly surprised at how non pozzed it was, though, the game had more black people in it iirc, no homosexual shit flung about, no trannies, all the important characters were conventionally attractive… I’m pretty sure all of this will be “fixed” in an hypothetical season 2 though
 
i'd reserve judgment on how skills work at least until the next thorough gameplay overview. ideally they post some boilerplate hype shit where they show off how vocations work in detail.
If the next announcement is this followed by a playable demo that's available on Christmas, I'll be happier than a pig in shit.
 
Pleasantly surprised at how non pozzed it was, though, the game had more black people in it iirc, no homosexual shit flung about, no trannies, all the important characters were conventionally attractive… I’m pretty sure all of this will be “fixed” in an hypothetical season 2 though
Probably because it was a purely Japanese production. If that remains the case in the future, then you probably won't have to worry about wokeness.
 
I got what it was going for ( each espidoe was one of the seven deadly sins) but it just did not stick the landing at all. Glad they at least tried through.
Agreed, even with it’s issues, in the end i’m glad it exists. I’ll give an hypothetical second season a try if they do it
 
If the next announcement is this followed by a playable demo that's available on Christmas, I'll be happier than a pig in shit.
a dragon's dogma 2 thread on 4chan appeared yesterday and i will confirm this much: there are only 4 assignable skills, but i'm told by a friend that this is how Dragon's Dogma Online (DDO) worked, so while i think this is a letdown, they might know what they're doing. either way, it was bound to happen since they're doubling up on available vocations.

what i was reading seemed to suggest that certain support skills as Mage (healing, for instance) may now be Core skills and you won't have to sacrifice offensive power for them. i can't confirm that's true or not, but if it is, then a 4 skill limit will be a compromise i can swallow. besides, a modder could come up with a way on PC to let you use all the skills of your vocation at any time regardless, which is something you can do with DD1 on PC.

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