Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't want to swap pawns just to get the equivalent of a quest marker. That's just a quest marker with extra steps.
And that's the point. If you're calling me stupid because I can't handle something so trivial, you're calling yourself smart for figuring out something so trivial. I think that's much, much worse.
This game isn't hard. It's vague. There's a difference. Yeah I can look for Rodge, and I did look for Rodge, and I found him, and escorted him home and it was BORING AS ♥♥♥♥.
This game is basically a really good RPG where everything is 10 extra steps for no other reason than because it makes average people feel like geniuses because they employed "strategy." To people like me, it's just mowing the ♥♥♥♥♥♥♥ lawn.
$30-40 for me but yeah $70 feels like robbery. I'm sure the game will get updates and DLC and become better but idk if i'll have any interest then if its most basic version cannot hold my interest past me not having anything better to play.
It's true when people say that when you get a game on release you're paying the highest price for the lowest experience but at least you learn something for next time.
That is how capcom was going to do it. No fast travel, no quest markers and your pawn guided you to the location if you so chose to, aka couldn't figure it out.
"There are quest markers in Dragon's Dogma 2, however they vary per quest. Some quests mark an exact location for you to go—whether you've been to that area or not—while other quests mark a general vicinity of where the next objective is and it'll be up to you to find the exact point once you get there."
This is how they decided to do it. Fast travel is readily accessible and you have quest markers. Was it because of the complaints on reddit? Possibly, Can't say it would be a hard fix to do in 2 and a half months =P.
So you should thank your lucky stars you even got this system, because it could of been worse!
Yes the game would be better if they included more dialogue and have actual meaning to the quests but Itsuno did the same thing he did with the first game where he was too ambitious and wasted time on new ideas, we didn't even get a satisfying final boss.
Now on the other hand, if you're talking about the first ever escort mission, thats another story
I mean I would have just passed on the game, haha. But yeah that would have been unfortunate. I get what you're saying, but a few things:
Fast travel is not readily accessible. You can have a max of 10 portcrystals on the map at any given time. That's after you find ALL 10, and good luck with that by the time you haven't already traversed the same ♥♥♥♥ 150 times on foot. You expend ferrystones, a relatively expensive and/or finite resource every single time you travel as well. I have a decent amount of them at this point but I don't even want to know how many I used when I probably shouldn't have.
Quest markers are often there, pawns often have some feedback to provide, yeah, sure. But again, just tell me where to go if you're going to "tease" me with answers. At that point it's not fun, it's just quest markers with extra steps (as I've said).
Regardless, let's not forget I'm not just referring to quests with specific destinations, but quests where NPCs want a very specific thing, with no idea where to get it let alone what they specifically want. It's the equivalent of "I want something sharp, and heavy, that I can use as a weapon?" "So like a sword?" "I want something sharp... and heavy."
Morrowind is the game that did that design best (it's a very old design). Morrowind pulled it off because it let the player ask questions to get info, gave real directions, planned for multiple styles of approach (with appropriate, thematic consequences), and had an actually immersive world that followed relatable rules. Coming from that game to this is like watching a bunch of people eating rotted fish screaming about how amazing the fetid carcass they're eating tastes and how everyone that doesn't like rotting fish carcass is just too low IQ for them.
Imo, Its not worth $70.
Take my award. Couldn't have said it better myself. And I'm not going to try, but in much harsher terms:
He absolutely did this on the first game. The reason it had a cult following and not a mainstream fanbase like Skyrim was because it was a million awesome ideas and none of them were fully baked. It's his signature move at this point. I knew as soon as this game got more budget he wasn't going to focus on the faults of the first (though he said just that) while expanding on great ideas. He was going to take the money and come up with another 100 things he couldn't "finish."
And I feel it every time I launch this identity crisis.
The game design around the quest writing in this game is inexcusably bad. It's not better because they are counterintuitive, arbitrary or lack the information to actually make reasonable decisions to complete them - they are just flat out very poorly written and designed.
Like, if the quests aren't the point then it's a problem because they're ill defined making them feel super gamey and bad when they should be flavor for why you're killing monsters. Or they are important, and then it's bad because they're just bad...either way it's a problem.