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

Self-Ejected

Alphard

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Draghistan ( former Italy)
I don't really get the hype for DD2. I found the first one to be quite average. Sure being able to climb on big monsters is cool but after you've done one cyclops you've done them all. Many of the quests were extremely repetitive (npc escort ones especially).

I also found the class system to be extremely limiting. I played mostly as the big sword class and there many situations were I couldn't do anything because my enemies were airborne. Lot of the combat felt slow because enemies have ridiculous health pools. In elden ring for example I could switch my gear on the fly if needed. I don't need hope my ai buddies aggro a griffin for me.

I think DD1 had some good ideas mixed with bad ones. If the game was 10 hours long the bad ideas wouldn't show up so easily but Dragon's Dogma is not a 10 hour game.
because it's a team play game. there are enemies that are supposed to require a team to take down, because one class may be unable to damage them ( for example enemies immune to magic or enemies immune to phisical damage). there is also a component of preparation for mission. if you prepare well ( remedies, potions, items, right build and pawns) you should have no issue.
Also YOU CAN switch gear on the fly. And unlike ER you can also switch build ( vocation) very easily.
It's a system much more flexible than Souls one
 
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Alphard

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Draghistan ( former Italy)
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
 

Anonona

Learned
Joined
Oct 24, 2019
Messages
570
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

Liturgist
Joined
Jun 13, 2019
Messages
2,109
I just defeated the last boss in BitterBlack Isle. PEAK FICTION, KINO , RAW , BASED, etc.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,050
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.
 
Last edited:
Joined
Nov 23, 2017
Messages
4,115
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
13
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

Learned
Joined
Oct 24, 2019
Messages
570
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
Sep 30, 2009
Messages
11,902
Location
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
14,036
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
4,115

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
6,158
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.
 

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