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Explain to me what content there is in escorts except every preset spawn and it takes longer because waiting for incompetent Ai
You're like the typical mmorpg player who collects 1,000 quests, but doesn't take the time to read a single one. Everything has to be instantaneous. You always play the same way and do the same thing and then you get bored and come cry on the steam forum. Maybe you need a new hobby or just play Call of Duty.
I read all the quests and in fact listened to all the dialogue in my first run. Obviously the runs after that are just skip skip skip.
Point being, if exploring and going with the flow was supposed to be the point of the game, then the game should have emphasized that. Compared to other open world games, DD2 locks the player pretty hard and hides a lot of mechanics behind things the player will never find without exploring... but without any obvious pointers to those things so the player doesn't even know they exist unless they had outside information. For instance, I still don't really know how you were supposed to find the Sphinx if it wasn't posted all over the internet. Was there a note?
This is compared to a traditional RPG where you might talk to a random dude in town and he'll say something like "have you heard of the Wicked Witch in the far north? I heard she cooks up a mean caramel apple." This lets you know there's something important in the north side of the map and maybe you should check it out. Turn-based RPGs do this all the time, but older Bethesda games also did this a lot, and so did both of the open world Zelda games.
Vast majority of NPCs in this game say copy-pasted lines that have nothing to do with anything, so finding the pointers to stuff out in the world is a little more obscure. It seems to rely on you just wanting to uncover black space on the map, but understand that that approach is unusual and not universal, especially when traveling is itself such a hassle.
(This post was a lot longer than intended. :P)
I do agree with your point that they should've had npcs mentioning quests and stuff instead of the nonsense they have. Oddly enough, I haven't had issues finding stuff on the map. The game is pretty small in that way. Lots of roads that eventually lead somewhere. If you just follow paths you'll end up at points of interest one way or another. I actually didn't bother with the main quest for a long time (Monster culling was the quest I think) and made it all the way to the last biome by just following the paths. The game tries to stop you but whatever doesn't kill you only makes you stronger.
you pretty much nailed it. The game hides a lot of things and unless you just have an idea of how these games work especially unguided experiences. The average player is gonna miss a good 70% of the quests and end up with a running simulator between the main quests.
Personally, I am used to this type of game and managed to do a rather complete first playthrough, but the average player will defo not have the same experience. They will spend more time running through seemingly devoid of content areas simply because how how un-intuitive the quests are and how bad the story lines are explored.
You then have the insanely annoying spawn rates of trash mobs a long any small stretch of road and if you are not used to just skipping this stuff you can easily waste an hour going between two places if you havent played other games where you skip trash for example.
The game shows a lack of depth when it comes to its quest design and making traversal fun.
They just assumed dumping 300 goblins between vernworthe and rest town without any break up was "content" and that would be fun because when you get there "you can forge a jewel no one cares about 5 mins later" everything feels rushed and unfinished.
A lot of quests offer nothing but uneventful anti climactic endings, and terrible rewards.
The best gear is farmed from wyrmcrystals (farming drakes on a 5-7 days spawn cycle) and the few exclusive unmoored items.
Once you got them. There is no real functional end game loop. You can upgrade your stuff, which I did but why, everything is so squishy, I am almost level 100 , and 1 hitting trash is frequent, whilst being able to kill anything with 4 bars or less is usually possible in 10-15 seconds or less.
There was very little thought about how end game, or NG+ was going to function because quite honestly it doesnt.
Unmoored world being on a timer is absolutely terrible.
Something else to mention is general equipment balance, the lack of transmog, and whats the point in using anything weaker than the best stuff? Knockdown resis is so useful that not using the best stuff just gimps your experience for no reason.
It's called DRAGON'S Dogma.
"waiting for dragon spawns cause need wyrmslife crystals" - the game
palladium + knock down resis augment + knockdown resis upgrades == warrior viable.
Sure its not the best class, it kinda sucks compared to most everything else, but its still viable. From a balance perspective it could do with some work, from a challenge/difficulty perspective you clearly have no idea about anything. Which is fine, but dont pretend like difficulty and challenge are changed by all of a sudden swapping classes. Some are easier than others to play or be successful with, but the games challenge itself is non existent.
You can play anything with no competency whatsoever and find success.
I must agree
As much as I wanna shill for this game, I know damn well I have to take breaks because I know I've pretty much already kicked everything in the games ass, so I'm runnin out of ♥♥♥♥ to do which kinda blows my mind.
I'm normally content to run around and just kill big ass monsters but I keep seeing the same damn 3. Cyclops ogres and griffins, oh my. I know kinda that's the same deal as 1 (not really actually used to run into all kinds of ♥♥♥♥) but was hoping they'd add more large guys you can just random encounter or just more intuitive quests. That and no bounty board so when I leave town it's to walk with some random ♥♥♥♥♥♥♥ across the country for 20 bucks or wander randomly def sucks.
Why no bounty board capcom pls
once you saw and killed one of each, youve done em all.
Just running back to the very first town, the borderwatch, revealed so many new questlines.
They literally hid a quest to get one of the most powerful spells in the game right at the start, north of borderwatch with a chain quest for a destitute little girl that wants to learn magic.
It's absolutely hilarious and you can tell how many missed it by the online "sorcerer is useless" complaints. No, sorcerer isn't useless. But if you want to cast devastating meteors from the sky, you better help lil Trysha get her books and not die afterwards.
As for endgame / unmoored being on a timer, you're correct too. DD1 / DD:DA did not do this. You could walk and play anywhere in the post-calamity world without constraints.
It's bizarre how they'd go through lengths to change the world for the last chapter and then fast forward you through it. Sometimes Japanese devs just make me scratch my head. So many weird design decisions that make Dragon's Dogma 2 less enjoyable than it could be.
Bonus points: Using mods you can fix all of that up. There is one for extra difficulty, so you can turn the earlierst level 1 goblins into dangerous enemies again. There are mods for better levitation, better optimization, chests spawning better loot, pawns behaving more intelligent and so much more.