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Dragon's Dogma II - "They’re masterworks, all – you can’t go wrong"

Anonona

Savant
Joined
Oct 24, 2019
Messages
688
btw a huge issue. i was focused on learning and experimenting my class i didnt pay attention to my pawn. well it happened again, i didnt bother to read a guide and i fucked up, again. Now she does nothing during combat but picking flowers. I remember there were sonewhere in Gran soren potions to unfuck your pawn , but they were super expensiive
:negative:
In the encampment near Cassardis, inside the tent where you create your main pawn, you'll find this guy. He sells inclinations elixirs among other things for RC (the currency you gain by other people hiring your pawn or playing in BBI). They are actually cheap and with a couple of them you can easily change your pawn inclinations.
 
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Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,432
I just defeated the last boss in BitterBlack Isle. PEAK FICTION, KINO , RAW , BASED, etc.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,113
I didn't realize when I first answered that this is the DD2 thread. There's a thread for the first game to discuss its mechanics, etc. rather than muddying up this one.
A lot of this DD1 talk was in the DD1 thread before merging shenanigans. So don't worry you're posting this stuff where Infinitron wants it to be posted.
 
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Joined
Nov 23, 2017
Messages
4,633
I do wonder what changes there will be in DD2 compared to the original game. Will we see more Souls or Monster Hunter influence in the game?

I guess a more refined combat system for starters, given this is made by the DMC team, right?
Hitting the DUNNO button on this one. Ryota Suzuki, the guy who was lead gameplay designer for Dragon's Dogma and DMC5, has left Capcom some years ago and joined up with Square to work on Final Fantasy 16. This is my biggest worry.

Ryota Suzuki was not the lead gameplay designer; he was a lead, but not the lead. Yoichiro Ikeda was the lead; he's the lead on Dragon's Dogma, and all of the Devil May Cry games Hideaki Itsuno has done. After Ikeda, the next lead designer under him (and is credited as one of DD's Gameplay Leads) seems to be Kento Kinoshita, who became the director on Dark Arisen, and was the director on Dragon's Dogma Online.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
The mods in here are less useful than Guardian/Medicant pawns.
I hated how the pawn inclinations can make your pawn retarted. I had to watch a video online to figure out how to not make mine stupid.
You could always tell who "got it" and who didn't since some pawns would basically just walk back and forth and then if you got lucky and they decided to do something, they'd start picking up nuts and shit. :lol:
 

Darboven

Novice
Joined
Feb 9, 2022
Messages
19
What I found more annoying is how the pawns would smash all the crates/barrels when I tried stacking them (to climb something). Is this something the ones with the 'gatherer' inclination do more than others?
 

Anonona

Savant
Joined
Oct 24, 2019
Messages
688
What I found more annoying is how the pawns would smash all the crates/barrels when I tried stacking them (to climb something). Is this something the ones with the 'gatherer' inclination do more than others?
Hard to say. A lot of what inclinations really do is still a bit of a mistery. It is quite probable that Acquisitor is making them break them in search of objects, but the wiki says Pioneer actually make them target inanimate objects in combat, so maybe also out of combat.
 

Dhaze

Cipher
Joined
Apr 1, 2022
Messages
527
Location
Belgium
The pawn inclination stuff was either one of the most brillant but unachieved concept in video games, or straight up trolling on the developers' part.

You're in the stench-filled bowels of Bitterblack Isle when three Garms catch a whiff of you and set their fangs upon the red of your throat. And you slash and clang and struggle; but eventually you're brought to your knees, on the brink of death. Your eyes dart left and right, piercing the encroaching darkness in search of your pawn, your faithfull companion in adventures—and that fucker is busy gathering herbs like you don't even exist.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
The pawn inclination stuff was either one of the most brillant but unachieved concept in video games, or straight up trolling on the developers' part.

You're in the stench-filled bowels of Bitterblack Isle when three Garms catch a whiff of you and set their fangs upon the red of your throat. And you slash and clang and struggle; but eventually you're brought to your knees, on the brink of death. Your eyes dart left and right, piercing the encroaching darkness in search of your pawn, your faithfull companion in adventures—and that fucker is busy gathering herbs like you don't even exist.
And then you get ones like a maxed out strider with scather and 3 star monster knowledge who straight up murders everything that even considers approaching you.
 

Dhaze

Cipher
Joined
Apr 1, 2022
Messages
527
Location
Belgium
Oh they can be absolutely brutal indeed. I'll always remember my most effective pawn, a ranger, who at long range would chain perfectly-timed Deathly Arrow after perfectly-timed Deathly arrow Tenfold Flurry, and if anything survived and came with melee range, it was staggered with Tenfold Flurrys straight in the face/weak spot.

Actually it got to the point where I had to tone her down significantly, because she was basically soloing the game.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet

Ryota Suzuki was not the lead gameplay designer; he was a lead, but not the lead. Yoichiro Ikeda was the lead; he's the lead on Dragon's Dogma, and all of the Devil May Cry games Hideaki Itsuno has done. After Ikeda, the next lead designer under him (and is credited as one of DD's Gameplay Leads) seems to be Kento Kinoshita, who became the director on Dark Arisen, and was the director on Dragon's Dogma Online.
I'm just going with what I've read online. In mobygames he's listed as gameplay player lead for Dragon's Dogma and game design lead for Dark Arisen: https://www.mobygames.com/developer/sheet/view/developerId,385620/ whatever that means it is undeniable that he was an influential figure for the game's DNA. I'm interpreting gameplay player lead as in the person responsible for how it feels to play as the Arisen.
 
Joined
Nov 23, 2017
Messages
4,633

Ryota Suzuki was not the lead gameplay designer; he was a lead, but not the lead. Yoichiro Ikeda was the lead; he's the lead on Dragon's Dogma, and all of the Devil May Cry games Hideaki Itsuno has done. After Ikeda, the next lead designer under him (and is credited as one of DD's Gameplay Leads) seems to be Kento Kinoshita, who became the director on Dark Arisen, and was the director on Dragon's Dogma Online.
I'm just going with what I've read online. In mobygames he's listed as gameplay player lead for Dragon's Dogma and game design lead for Dark Arisen: https://www.mobygames.com/developer/sheet/view/developerId,385620/ whatever that means it is undeniable that he was an influential figure for the game's DNA. I'm interpreting gameplay player lead as in the person responsible for how it feels to play as the Arisen.

Here's the design credits for the original release of Dragon's Dogma:

Game Design


The main designer on both the original Dragon's Dogma, and the Devil May Cry games is Ikeda. If your worry is that Capcom lost the lead game designer, don't be, because they didn't. They did lose one of the lead designers, but it wasn't the lead, and it wasn't even the guy that became the director on Dark Arisen when Itsuno and Ikeda went and did the Special Edition of DMC4.
 

Grimlorn

Arcane
Joined
Jun 1, 2011
Messages
10,248
btw a huge issue. i was focused on learning and experimenting my class i didnt pay attention to my pawn. well it happened again, i didnt bother to read a guide and i fucked up, again. Now she does nothing during combat but picking flowers. I remember there were sonewhere in Gran soren potions to unfuck your pawn , but they were super expensiive
:negative:
There's a table somewhere in the pawn guild where you can adjust your pawn's behaviour. I don't recall that costing anything at all, but to be fair it has been a while since I last played the game.
i clearly remember rare potions decresing pawn traits. maybe the chair effect is more bland. btw i need to check now
There are mods that allow you to adjust your inclinations to what you want. I'd just go with one of those, because it's a cluster fuck if you don't, and you should be able to control them easily.
 

gaussgunner

Arcane
Joined
Jul 22, 2015
Messages
6,159
Location
ХУДШИЕ США
btw a huge issue. i was focused on learning and experimenting my class i didnt pay attention to my pawn. well it happened again, i didnt bother to read a guide and i fucked up, again. Now she does nothing during combat but picking flowers. I remember there were sonewhere in Gran soren potions to unfuck your pawn , but they were super expensiive
:negative:
In the encampment near Cassardis, inside the tent where you create your main pawn, you'll find this guy. He sells inclinations elixirs among other things for RC (the currency you gain by other people hiring your pawn or playing in BBI). They are actually cheap and with a couple of them you can easily change your pawn inclinations.
Yeah just use the potions. You need a guide to figure out the chair questions and it still doesn't do much.

I like Utilitarian. They'll hold enemies while you pound them to a bloody pulp, and occasionally catch you when you fall (pretty funny when you're playing a big fatass and your pawn is a munchkin). It's also the skill for spell synchronization if you ever wanted to try that.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,114
There are mods that allow you to adjust your inclinations to what you want. I'd just go with one of those, because it's a cluster fuck if you don't, and you should be able to control them easily.
The potions work quite well at adjusting the inclinations of the player's Main Pawn, and thereafter it should only be necessary for the player to occasionally check on the inclinations and, on the rare occasions when they have changed, re-adjust them with more potions.

However, for anyone relying on procedurally-generated support pawns, rather than ones created by other people playing on-line, it is essential to download one of the mods for setting inclinations. Otherwise, the length of time required to find a support pawn with reasonable equipment, skills, and inclinations can be prohibitive.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet

The main designer on both the original Dragon's Dogma, and the Devil May Cry games is Ikeda. If your worry is that Capcom lost the lead game designer, don't be, because they didn't. They did lose one of the lead designers, but it wasn't the lead, and it wasn't even the guy that became the director on Dark Arisen when Itsuno and Ikeda went and did the Special Edition of DMC4.
I feel like you missed the point of the original question that I answered. Someone asked if the combat system would be more refined or not in DD2. I simply responded that the guy who was responsible for all the gameplay from the players perspective is gone, not whether or not the overall design of the game would be intact or not.
 
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