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Capcom Dragon's Dogma: Dark Arisen

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
If you can't see it then how do you know for sure? I'll elaborate. Sometimes when the lighting and/or textures form a highly variegated appearance the dropped loot simply blends into the scene and disappears. There's no way you haven't experienced this. Maybe my eyes are getting old but I certainly have real issues seeing dropped items sometimes and I can't comprehend that others would not perceive the same problem. For example, I was just in Devilfire Grove and during the daytime the combination of the spotty lighting penetrating the trees being projected onto the ground whose texture consists of high contrast cobbled shapes makes seeing dropped items very difficult. I just have to hope I didn't miss anything valuable and keep moving because I could continue searching the area where I killed things for several minutes and continually stumble across dropped loot. Also, the pawns like being faggots by tending to cluster in front of the camera in the area I'm trying to scour for drops and that doesn't help. In dungeons and other indoor areas with more homogeneous lighting and floor textures I have a much much easier time seeing drops.
never had that issue.
Anyways... Again, should I bother using a pawn with an Aquisitor inclination or would that be a waste? How well does that usually work?
that will make them also pick up skulls, stones and other shit, so you'll have to manage their inventories. might be a problem if running heavy, as you seem to do.
So, you dump absolutely everything that will be used for combining into storage along with all the other stuff you don't need to carry? What I have been doing is keeping one or two of everything that is combinable (except for weapon upgrade materials) with my party at all times because I'm still learning which curatives are really needed and which are not
i only keep a few healing items spread across multiple pawns, two or so petrification cures, something to get rid of silence if you run with mages/wizards, a few flasks for item preservation. having a mule pawn with the item weight upgrades also helps in that regard. if you scroll up a few posts, there is some good advice on what curatives to carry around.
 

Ebonsword

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Anyways... Again, should I bother using a pawn with an Aquisitor inclination or would that be a waste? How well does that usually work?

Aquisitor works great...if you want your pawn to be picking up everything that isn't nailed down while an Ogre is chewing your face off.
 

DragoFireheart

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Anyways... Again, should I bother using a pawn with an Aquisitor inclination or would that be a waste? How well does that usually work?

Aquisitor works great...if you want your pawn to be picking up everything that isn't nailed down while an Ogre is chewing your face off.

Feeling bored?

Make an Aquisitor/Pioneer pawn. He will pick up EVERYTHING. Make him big so he can carry more along with Augments to allow him to carry more.

Fighter is a good choice since pawns are gods at blocking attacks. While he carries stuff and runs ahead, he'll get the attention of enemies and be a meat shield. How useful!

Aquisitor works great...if you want your pawn to be picking up everything that isn't nailed down while an Ogre is chewing your face off.

Unless I'm running a party of 3 Sorc / 1 Fighter or need my Mage pawn to heal, I usually do all the heavy lifting anyways.
 
Last edited:

toroid

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i only keep a few healing items spread across multiple pawns, two or so petrification cures, something to get rid of silence if you run with mages/wizards, a few flasks for item preservation. having a mule pawn with the item weight upgrades also helps in that regard. if you scroll up a few posts, there is some good advice on what curatives to carry around.
Thanks.

Anyways... Again, should I bother using a pawn with an Aquisitor inclination or would that be a waste? How well does that usually work?
Yesterday I sat my pawn down in the knowledge chair and I noticed that Aquisitor was an option for secondary inclination, so I tried it out for a while... Yep. It sucks. Pawn was picking up random shit including buckets and herbs and was ignoring some valuable loot. It definitely doesn't work well enough to rely upon for grabbing loot that I have missed. Fuck. Welp, I could always adjust the contrast on the television to tone down the game's high-contrast visuals, since that is what's apparently to blame. If all loot dropped as a "loot bag" then there wouldn't be a problem because I don't easily miss those, but nooo, we need to have tiny little things drop that blend into the background so well that they require fuckign metal detectors to find ARGGHH
 

Nryn

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Divinity: Original Sin 2
I just finished the post game content and a first run of BBI. I adored the game as a whole, and I'm kicking myself for not having played it sooner. Here are my thoughts on a few aspects of the game:

The combat system is probably my favorite in ARPGs. Even the typically straightforward melee classes require some getting used to (especially when playing a warrior), and the magic and ranged combat mechanics are also similarly well thought out, requiring aiming or charged up attacks as a tradeoff. The way the AI behaves in combat puts most other similar games to shame. Thanks to the AI, the game frequently pulls off dynamic action scenes that would have been relegated to QTE or cutscenes in most other games.

I got strong Morrowind and Gothic 2 vibes while running around the game world and dungeons. Even though the dungeon design can be disappointingly linear, I liked how the game often hid loot in plain sight by using lighting tricks and other objects to cover the loot. There was rarely an instance when I felt I was wasting my time in the dungeons or while out exploring the world.

The most surprising aspect of the game to me was the dialog and the overall story. I never expected anything other than laughably bad dialogue and voice acting given that it was presumably translated from another language, and also given the developer. Instead, the carefully worded dialogue and voice acting benefited the game's atmosphere greatly. The end result was dialogue that is far more consistent in its tone and authenticity than anything Bioware or Bethesda has written in years -- quite a sobering thought, that. Regarding the main plot, I initially felt underwhelmed before starting Everfall. There were many smaller plot threads that were intriguing, yet the important plot thread felt underbaked, and I was left wondering about the antagonist's motivations and actions. On finishing the post game content, I thought the entire story fit in a clever way that made me look at the entire game in a new light. It was a risky move, but well executed.

There are a few things that could have been better though:

The quest design was frustrating. There were far too many escort quests, and most of the notice board quests were those straight out of MMOs. The meatier side quests were far better, which made the relatively small number of them a real pity. The game's also very punishing of moving the main story forward too much initially, leading to canceled side quests. I spent far too much time fretting over getting all the available side quests -- it was the most challenging aspect of the game the first time around if not for BBI.

The difficulty of the game takes a dip during large parts of the middle. BBI was refreshingly difficult, as was the Ur Dragon (but that was mostly down to my attempts at aiming with a controller). The encounter design is also quite repetitive during these middle sections, and the game could have clearly done with the variety on display during the end and the BBI sections of the game.

The performance issues were far too severe during the second half of the game. My fight with the Ur Dragon was literally a slide show, leading to high levels of input lag, which in turn made the combat less responsive and frustrating. It's criminal that a PC port seems unlikely.

My complaints aside, this game was a real gem.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
There were far too many escort quests
escort quests are an affinity thing and they are pretty trivial with a good port crystal setup and the fact that the npcs port to your location if you just keep running, iirc (other than madeline in the very fist escort quest in the game, which is a nice "fuck you, player" setup).

they aren't as much escort quests as date quests.
 

toroid

Arcane
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Don't know if it's been posted elsewhere in the forum. Does it matter? Gonna post it here.
 

Whisky

The Solution
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
My favorite part about making abnormal looking heroes in DD is how Quina kind of hovers her hands over you in the intro, like, she's scared and shit, but no way in hell is she touching your nasty ass.
 

Delterius

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Cyclic Multiverse. Every Dragon's Dogma game is canon. It's the grand daddy of infinite cycles, the infinite cycle of the lives of the world, the monsters endless spawning from the rift, the Pawns spawning from the rift, the Sensechal/Dragon/Arisen Cycle. The whole thing is this carefully designed cyclic multiverse which is nuts. Then your Arisen, as Sensechal throws a spanner in the works by killing yourself with the godsbane blade, giving your pawn a soul in the process, due to the 'transferal of spirit' which was mention in the Selene quest.

While I'd like to believe that the suicide you commit at the end of the game is a spanner in the works, that would mean Savan didn't know shit. According to him, the infinite cycle itself is maintained by the Seneschal's Will and once that's out, the flame which supports the universe should go away. Assuming there's a sequel, it would be a world where people and creatures aren't born into anymore. Or one where the multiple instances of the each moment in time do not exist. The multiverse itself should fall apart.

There are other interpretations which believe that at The Great Hereafter no Seneschal may kill himself. This makes sense because, by the end, Savan was really burned off their. To be finally killed by another Arisen is the ultimate ecstasy. If they could just kill themselves then there wouldn't be the drive to find another to take their throne. The exact reason for this could be either systemic or the fact that the Arisen's will is superhuman by then, he can't just give up on anything.

Instead, the final scene would take on a different significance. Indeed, Savan himself gives you a Godsbane blade which once lied on his own chest. Instead of killing yourself, you end your journey by shedding off your humanity and executing a rather radical Transfer of Spirit. Human-Arisen and the Pawn descend while the new Senechal, empowered by the flame of a new Arisen, remain watching and maintaining the world.

I love this game so much.
 

Cowboy Moment

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Just killed the Dragon. Put the game off for some time, since I found MMX a lot more enjoyable, and returned to it yesterday. The fight was pretty fun, although ultimately it came down to just shooting arrows at its heart for 5 minutes.

Unlike Nryn, I find the world and plot rather goofy and uninspired. At it's heart, it's basically Oblivion without level scaling - too artificial and gamey to create an illusion of a living and breathing place (like Gothic's setting), but not varied and fun enough to make me just roll with it (like Forgotten Realms in BG2 for example). Also, the game uses a silent protagonist in a really weird way, I feel like I'm playing a mute retard, who just stands around idly in custscenes while other people actually do stuff. I think it's an uncanny valey effect, in older JRPGs it works because of the abstract presentation, but when the game keeps using these cinematic camera angles and zooms in on our PC's expressions, it stands out like a sore thumb.
 

LivingOne

Savant
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May 5, 2012
Messages
485
^won't deny it,while I think the game is good and one of the best arpgs out there atmosphere,art,and music were truly annoying for me too.They did much better in the expansion,at least.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
too artificial and gamey to create an illusion of a living and breathing place
i thought that was the whole point.. that it actually is kinda artificial with the whole cycles story and the pawns and so on while at the same time offering more interaction depth than most games of this kind with forging of quest items, affinity system and multiple outcomes to quests.
 

LivingOne

Savant
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btw this is what i found on influences
Answered by the director, Hideaki Itsuno

"Before we began developing the game, the biggest influences came from "Oblivion", "Fable 2" and the "Dragon Quest" series. Games such as "Doko Demo Issho", "Post Pet" and "Tamagochi" gave us ideas for the Pawn system. During development, the game had more influences from the internal team's own creative ideas and determination rather than other games or demos. The imagery for the fantasy world originated from the book "The Warlock of Firetop Mountain"."


http://dragonsdogma.wikia.com/wiki/...agon's_Dogma_Developers_Answer_Your_Questions
 

Cowboy Moment

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Music was unremarkable, pretty standard fantasy fare.

too artificial and gamey to create an illusion of a living and breathing place
i thought that was the whole point.. that it actually is kinda artificial with the whole cycles story and the pawns and so on while at the same time offering more interaction depth than most games of this kind with forging of quest items, affinity system and multiple outcomes to quests.

That's fine, but if you make your game world intentionally artificial, then may as well make it fun and interesting to explore - that was the point of my BG2 comparison. Even a world like in Might and Magic 6-9 would've been preferable.

Frankly, I think DD would've been fine just ditching the open world and having discrete locations with an overland map.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
dunno what you mean, i certainly had fun exploring the shit out of that world with all the small hidden areas that are hard to reach and just about when it started getting boring to run through the same areas again da came out and allowed for a better crystal setup so i could skip most of the running.
 

Cowboy Moment

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I mean that simply exploring the world doesn't usually result in anything other than some of the same monsters you can easily stomp past level 20, or the occasional treasure chest with shitty loot inside. The main quest takes you to most interesting locations, and the rest are covered by a handful of sidequests - and it's the same in Infinity Engine games, which used overland maps with discrete locations. Only thing you'd really miss would be the free roaming boss monsters, like the Gryphon or the Drake at Devilfire Grove.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
I mean that simply exploring the world doesn't usually result in anything other than some of the same monsters you can easily stomp past level 20, or the occasional treasure chest with shitty loot inside. The main quest takes you to most interesting locations, and the rest are covered by a handful of sidequests - and it's the same in Infinity Engine games, which used overland maps with discrete locations. Only thing you'd really miss would be the free roaming boss monsters, like the Gryphon or the Drake at Devilfire Grove.
the way i see it, there are two kinds of exploration:
the easy one, where you pretty much just have to go down the right holes or down the right invisible path behind some obstacle, which is the kind of exploration featured in traditional rpgs with fixed perspective. since it's easy, it needs to reward you with something at the end, like item, lore or nice scenery. stuff you wouldn't see otherwise.
then there is the difficult kind of exploration, like jumping backwards up a certain slope of a mountain to see what lies on top or using movement based abilities to get to areas that don't look reachable but are if you get perfect timing. with this kind of exploration reaching the area you wanted to is already a reward in itself and anything you find there is just a bonus.
dd has a lot of the latter and it is usually rewarding in some form, like static items for pickup, gathering spots or chests, which is good.
 

Cowboy Moment

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Incidentally, I'm going through Bitterblack Isle right now, and it reinforces my suspicion that the open world doesn't really add anything meaningful. BI is better than the vanilla game in practically every way - level and encounter design, art, atmosphere, even the combat music is superior. If they scrapped the open world in favor of an overland map, and poured their resources into developing multiple elaborate dungeons like this instead, the game would've been better for it, in my opinion.

In any case, I am now looking forward to a sequel, since BI clearly shows the dev team can learn from their mistakes. Hopefully Capcom won't be stupid and releases it on PC this time.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
bi would be better if it didn't reuse the same rooms for everything. as it is now it's just a rehash of everfall with more room variation.
 

Delterius

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You'll be happy to know that the developers seem to agree with you. Dragon's Dogma was originally planned to be three times as large but the director reportedly said that the game ended up being better by cutting the size of the gameworld. Evidently, it got even better when that open world went away in DArisen. On a side note, this may explain why the Duke declares that 'all roads in Gransys will be open to the Arisen henceforth' -- at one point you were supposed to leave it.

Though, to be fair, an open world game is an aesthetic in itself. It exists beyond the needs of exploration and quite a few people like manually walking from place to place. Ideally, I think, it would be best to just improve the open world instead of cutting it. Not necessarily to make exploration more interesting but reducing the running back and forth with better placement of locales and the proliferation of shortcuts as well as making sure that the truly important parts of the game, the dungeons etc, aren't hurt at all by this.
 

DDZ

Red blood, white skin, blue collar
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
I bought this game for PS3 somewhere last year, a little after that the new edition got released.

Never touched the game, bought the newer edition digitally on 360, gonna give it a try now.
 

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