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It is a $60 game with an active player base of roughly 800 people.....you see more people playing the open world MMO RPG and RPG CO-OP games that allow multiplayer right within a short period after starting the game. You also see them in games with bugs because they can skip cut scenes and join their friends easily. I agree with the OP that not being able to skip cut scenes and having to do hours and hours of solo game-play to be able to play with friends has effectively killed the game. It definitely isn't worth paying $60 for.
https://www.greenmangaming.com/games/dragon-quest-builders-2-pc/
It will be a steam key.
These numbers are for PC/Steam only, which makes up a tiny percentage of the player base compared to the much more popular PS4 and Switch versions.
But the game really isn't that strong on multiplayer on consoles either - requires PS Plus or Switch Online so adoption isn't widespread. Most "sharing" is happening through the Noticeboard in an offline/non-coop mode because its free. Given the major importance of party makeup in Dragon Quest 3, a DQB3 that is presumably to be based on DQ3 would need to solve this problem and make multiplayer more accessible, much cheaper (if not free), and activated earlier in the game.
As far as the eight hour investment, a save game to the point Multiplayer becomes available can be moved from one player to another. So co-op can be accessed "near instantly" for all but one of the players if you do this trick. And at least one player needs to know how things like the Bottomless Pot, crops, and blueprints work anyway so I don't see that being a problem. If every player was thrown that far into the game with no background instruction, then the NPCs would need to explain how this stuff works and there's enough complaints about how they overexplain things already. (DQB3 might fix this by having a single repository for NPCs to give advice, in the form of the Quester's Rest inn. The near-deserted islands encountered in DQB2 don't really allow for learning except through NPC encounters.)
Other complaints are valid though. It is much too expensive for a 'friends-and-family mode', the slave ship tutorial (and possibly IOA as well) should be optional after being done at least once, and cut-scenes should allow skipping.
That's definitely a strength of Minecraft that is a weakness of DQB. It doesn't do me any good to be on PS4, and most of the people I discuss the game with are on PC (here) or Switch (the dominant platform at GameFaqs) - couldn't play with you guys even if I wanted to without rebuying it (and investing the time to play through it to unlock the feature, since PS4 save games are encrypted and can't be migrated.)
Players have to be a builder, but they can have a subclass like the classes in DQ3 IE warrior, fighter, thief, mage, cleric merchant, etc. NPCs would just have Classes
And also, you have access to co-op as soon as you start the game and it's story compatible
Like warrior sub you have more HP and do more melee damage, thief moves faster and can hide from enemies to lose agro, mage can cast offense spells and some support spells, clerics cast defense spells and some support spells, merchant can probably craft resources for cheaper (unless a currency is added which then they can get better deals), fighter would probably either like do more damage with unarmed style combat or attack faster (trade damage for DPS) Also maybe add the ability to block attacks? Damage reduction depends on what you block with, unarmed blocking would be the weakest unless you are a fighter, shields do it best and parrying can vary on the weapon.