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DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


I just spam the stagger and force throw and let my pawns stab the crap outta all the little enemies that can never get up

big boys get the jumping spear dive thing

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Clocks
Oct 2, 2007



Vermain posted:

it still beggars belief that people are being caught off guard by a mechanic that the game literally stops you dead in your tracks to tell you how to avoid

Yep. You get a pop-up tutorial for the first one, which means a bunch of people are going to mash past it and then pikachu face when they gently caress themselves up. But even without that, the pawns constantly bring it up in their chatter about how there's a disease that is bad and makes Pawns Not Listen to you which is a pretty obvious sign something is off.

STD spoilers: They also get the glowy red eyes, and it's easy to get rid of! Just chuck your main pawn in water or wait for it to pass it on to the other pawns you're adventuring with, then dismiss them when you notice they're acting funny. Even then, a bunch of people freaked out about their towns getting nuked, but someone else did some testing and if you just rest for like an in-game week then most things respawn anyway, so it's not even a truly permanent consequence. That's if you gently caress up long enough to let it get that far.

The Muffinlord
Mar 3, 2007

newbid stupie?
I had to brine my whole party because the capcom pawn i summoned for the sphinx riddle quest came pre-equipped with dragon rabies. It was time my guy got a bath anyway. Then, on our next trip out of Bakbattahl, my main pawn got on the back of an armored cyclops and spun in place for thirty uninterrupted seconds. This game rules so hard

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Broken Cog posted:

I want to turn my pawn back into a fighter, but I've a hard time letting go of this outfit, and it's Warrior only. Decisions, decisions...



Where did you get this helm?

Countblanc
Apr 20, 2005

Help a hero out!
has anyone else been having camera issues where the camera will swing 90-180 degrees, as if focusing on something, seemingly randomly? it started happening to me yesterday and now it seems constant.

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Countblanc posted:

has anyone else been having camera issues where the camera will swing 90-180 degrees, as if focusing on something, seemingly randomly? it started happening to me yesterday and now it seems constant.

I think i've only noticed that after combat ends? I think its swinging to show a pawn that wants to give you encouragement or whatever. But i dunno what it is if its happening randomly for you

Broken Cog
Dec 29, 2009

We're all friends here

Megaman's Jockstrap posted:

Where did you get this helm?

I found it in a chest in a dungeon northwest of Bakbatthal, but you can buy it in the Volcanic Island shop.

Thumbtacks
Apr 3, 2013
that helmet can inexplicably also be worn by tricksters

MeatwadIsGod
Sep 30, 2004

Foretold by Gyromancy
Battahl is so drat cool. Lots of cool new weapons, gear, and characters. Glad I didn't try Mystic Spearhand until getting settled in there because it just seems to fit the vibe of the setting really well. I still don't have a great feel for combat yet but between the spinning attack, teleports, shields, and Gravity Rush/Control powers it seems strong as hell. Love all the gear I've found for this class so far.

It also only just occurred to me that Warfarer will be the Fashion's Dogma class because presumably it'll be able to mix and match more gear than any other class. In general they've done a great job with armor/outfits so I don't even miss DD1's underclothing system even if it was a cool idea.

Phlegmish
Jul 2, 2011



Personally confirmed: to get access to Dwarven smithing, you just have to do the Dulled Steel, Cold Forge quest (which you get at the palace grounds from a guy called Roman so make sure to pick it up when you're in Vernworth), and the follow-up one. It takes you to Volcanic Island, but you can get there without having to progress the main story by taking the southern route. It would be a good idea to bring a portcrystal with you, and plop it down in the Volcanic Island Encampment while you're there.

I'm all about those Dwarven smithing bonuses, so I knew I had to do this as soon as possible.

Detective No. 27
Jun 7, 2006

I saw an excellent written review of the game posted on Twitter today. The writer actually has nuance and good observations on player vs developer oriented world design.

https://cohost.org/dreamcastaway/post/5275166-abandon-all-delusion

Some good bits:

quote:

I'm always cautious of talking like this because it can come off as smug or superior but I think ultimately that's the truth of the matter here. This was not a well-played franchise before now and even if it's a AAA title, there's a way in which this game is meant to elide most AAA open world trends. You are expected to traverse. If you want relatively cheap and faster travel, you're meant to find an oxcart and pay the (quite modest) fee to move between trade hubs much like you would pay for a silt strider in Morrowind. Even if you do this, you could be ambushed on the road and in the worst case the ox pulling the cart can be killed. Something being "possible" in a game doesn't always mean it is intentional but Dragon's Dogma continually undercuts the player's ability to avoid long treks. Portcrystals, which act as fast travel destinations, are limited and ferry stones (while not prohibitively expensive compared to weapons and armor) are juuust expensive enough that you need to consider if the expense is worthwhile. Once is happenstance. Multiple times is a pattern. And the pattern in Dragon's Dogma is to disincentivize easy travel. It screams of intent.

quote:

That's because players issue (panick? hysteria?) with dragonplague is as much to do with what it represents as what it does. Players are used to the notion of game worlds being spaces where they get to determine every state of affair. They are, as I've suggested before, eager to play the tyrant. Eager to enact whatever violences or charities that might strike their fancy. They do this with the expectation that they will be rewarded for the latter but face no consequences for the former. Dragonplague argues otherwise. No, it says, this world is also one that belongs to the developers and they are more than fine with heaping dire consequences on players. Before the dragonplague's consequences were known, players were running around the world killing NPCs in cities because it would stabilize the framerate. They're fine with mass murder on their own terms. they love it!

quote:

It's easy to boil everything I'm saying down to "Dragon's Dogma is not afraid to be rude to the player" but that doesn't capture the spirit of the design. It invites players to go on a hike. It makes no attempt to hide that the hike is difficult. But that's the extent of it. It offers little guidance on the path, doesn't check if you're a skilled enough hiker. Your decision to go on the hike is taken as proof of your acceptance of the fact that you might fall down.

This is not unique to Dragon's Dogma. In fact, this is part of the appeal (philosophically) of a game like Elden Ring. The difference being that even FromSofts much-lauded gamer gauntlets (excepting perhaps Sekiro, conincidentally their best work) offer more ways to adjust and fix the world state to the player's liking. Even the darling of difficulty will offering you a hand when you fall. Dragon's Dogma is not so eager to do so. In a decade where convenience is king for video games, that represents both a keen understanding of its lineages and a shocking affront to accepted norms and expectations.

I remember liking the first one a lot, despite only buying it as a time killer while waiting for Skyrim which came out about a month later. I ended up being extremely bored with Skyrim, essentially hating the two Elder Scrolls games after Morrowind. Glad to see Dragon's Dogma 2 having the stones to continue making risky decisions. I wish I had more time to play.

Prel
Jan 12, 2012

Fluffypaws and I were deep in the spooky swamp fighting a bad thing at night. We triumph and start making our way back to the capital. As day breaks we come across a griffon, and feeling full of confidence we decide to take on our first griffon fight. I'm playing thief, proceed to make a lot of stabbing and explosions, and am clinging to the griffon when it decides to cast flee.

Cue skimming over the countryside, trying to figure out when I should jump off, trying to decide if my thief safe fall will work if I jump off, trying to decide how much longer I have before my stamina runs out...and then it jets off into the clouds and my brain just shut down going holy poo poo holy poo poo holy poo poo while all my Monster Hunter happy places activated. Down to about 5% stam left and I've accepted that I'm going to fall gloriously to my death from the skies (completely forgetting about stam consumables) when we dive back out of the clouds and on to the side of some mountain, right into the griffon's nest.

There is a Portcrystal in the middle of the nest. So, now it's really on.

My pawns crest the hill like Gandalf and the boys at Helm's Deep and we go to town on this griffon, knocking it down, setting it on fire, and generally embarrassing it in its bedroom. It's down to the last lifebar or so and falls over again, so I move in for the kill...

That's when its mate showed up.

Absolute chaos. The first griffon gets back up, they both completely lose their poo poo, the whole area is filled with feathers and claws and wind vortexes and lightning. Two of my pawns die instantly, I get downed trying to bring them up and burn a Wakestone because no goddamn way we're losing this now. I get an achievement for reviving two pawns at once and slam down on the dpad as fast as possible, Fluffypaws buffs up the team and we solider on to victory, using nearly all of our healing consumables and suffering several more pawn deaths along the way. And then I had to figure out where the hell we flew to.

Had to take a victory shot, game absolutely rules.

Countblanc
Apr 20, 2005

Help a hero out!

Detective No. 27 posted:

I saw an excellent written review of the game posted on Twitter today. The writer actually has nuance and good observations on player vs developer oriented world design.

https://cohost.org/dreamcastaway/post/5275166-abandon-all-delusion

Some good bits:





I remember liking the first one a lot, despite only buying it as a time killer while waiting for Skyrim which came out about a month later. I ended up being extremely bored with Skyrim, essentially hating the two Elder Scrolls games after Morrowind. Glad to see Dragon's Dogma 2 having the stones to continue making risky decisions. I wish I had more time to play.

i strongly disagree with the idea that the game "invites you to go on a hike", difficult or otherwise. i am happy with the traversal and difficulty, but the encounter density completely obliterates the idea that the devs want you to just go out and see stuff. it's extremely tedious to go anywhere and see anything, not because of travel time (for me at least), but because every 5 yards is another wolf pack, goblin swarm, and saurin nest. it's constant and it completely saps the joy of exploration from me at times. these fights aren't difficult and having them add spice to a large monster encounter is a rare enough event that it can't be the reason for their frequency. it earnestly feels like someone accidentally turned a dial labeled "world mob density" up too high and forgot to adjust it back down

johnny park
Sep 15, 2009

Detective No. 27 posted:

I saw an excellent written review of the game posted on Twitter today. The writer actually has nuance and good observations on player vs developer oriented world design.

https://cohost.org/dreamcastaway/post/5275166-abandon-all-delusion

Some good bits:

I remember liking the first one a lot, despite only buying it as a time killer while waiting for Skyrim which came out about a month later. I ended up being extremely bored with Skyrim, essentially hating the two Elder Scrolls games after Morrowind. Glad to see Dragon's Dogma 2 having the stones to continue making risky decisions. I wish I had more time to play.

Unfortunately this reviewer misses the trees for the forest, so to speak. They laud DD2 for daring to push back against the AAA open world trend of easy travel but don't touch on the fact that DD2 forgot to make the mandatory traveling fun or interesting. It's just pack after pack of goblins/harpies/bandits every 10 feet

Jack Trades
Nov 30, 2010

johnny park posted:

Unfortunately this reviewer misses the trees for the forest, so to speak. They laud DD2 for daring to push back against the AAA open world trend of easy travel but don't touch on the fact that DD2 forgot to make the mandatory traveling fun or interesting. It's just pack after pack of goblins/harpies/bandits every 10 feet

:jerkbag:

Roobanguy
May 31, 2011

any fighter/warrior mains who are frustrated about getting staggered easily, i'd suggest going back to vernworths castle at night after entering Battahl and getting a quest there.

you'll get a quest that requires you to fix a dull sword. finishing that quest gets you a new upgrade type, dwarf, which heavily increases the knockdown resist/power of armor and weapons respectively.

Crowetron
Apr 29, 2009

I'm enjoying exploration in this game more than any in recent memory. There's little nooks and crannies everywhere, and the goblin hordes don't bother me because combat is fun and those little encounters are quick anyway. Plus, there's been loads of times where I'll finish mopping up some randos, turn around to see my pawn floating ominously inside an ice tornado (Sorcerers love to do this) and notice some ruin or cave or landmark behind her that I missed before.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Which forge is best for magic upgrades? The elf one?

TeaJay
Oct 9, 2012


I don't even think the distances are that bad? This after doing some elven stuff and running back and forth Sacred Arbor. I just tend to run past mobs if I don't feel like fighting them, but the basic goblins die pretty fast should I engage them.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The small mobs also are good at dealing chip damage to you, pushing you to camp more often, which is fun because camping is fun.

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"

Zore posted:

Which forge is best for magic upgrades? The elf one?

Seems like for weapons: elf = magic, butt = attack power, vern = balanced. Butt increases weight but it doesn't really matter.

ACES CURE PLANES
Oct 21, 2010



Detective No. 27 posted:

I saw an excellent written review of the game posted on Twitter today. The writer actually has nuance and good observations on player vs developer oriented world design.

I saw this boosted by the RPGsite reviewer for the game and a handful of other industry vets and honestly it's heartening to see praise for the design principles and stuff that DD2 has at its heart.

https://twitter.com/DominicTarason/status/1772467972918935980
https://twitter.com/DominicTarason/status/1772468785036820616

Vermain
Sep 5, 2006



the endless goblin/harpy/dog packs are there to provide life to the world to emphasize its hostility and to add to the loss gauge if you don't handle them efficiently. they're kind of a necessary precondition in an open world that prioritizes traversal like this: if you don't have them, then the world seems barren and the run to a specific PoI is just holding forwards with nothing to break it up, but if they're too difficult, then it makes the journey too tedious since you have to really pull out the big guns every few minutes

what they probably should have done is add more midweight encounters that can randomly take the place of standard spawns, so that you occasionally have an increased hit of friction without creating encounter fatigue. i actually wonder if this was part of the initial plan, since battahl has the alpha wolves that have miniboss sized healthbars without the accompanying HUD element, and they either chose not to go with it or didn't have the budget to implement it for every monster clade

Draven
May 6, 2005

friendship is magic

johnny park posted:

Unfortunately this reviewer misses the trees for the forest, so to speak. They laud DD2 for daring to push back against the AAA open world trend of easy travel but don't touch on the fact that DD2 forgot to make the mandatory traveling fun or interesting. It's just pack after pack of goblins/harpies/bandits every 10 feet

I'm sorry you don't find it fun or interesting.

Because I'm having an absolute blast.

CharlestonJew
Jul 7, 2011

Illegal Hen
the longest part of any trip for me is seeing some new thing off in the distance and going "ooh whats that"

the 2nd longest part is rubbing my junk against the terrain in the hopes of finding the one rock that will let me clamber up to that treasure chest on top of a cliff

explosivo
May 23, 2004

Fueled by Satan

CharlestonJew posted:

the 2nd longest part is rubbing my junk against the terrain in the hopes of finding the one rock that will let me clamber up to that treasure chest on top of a cliff

It looks a little something.. like this:

jokes
Dec 20, 2012

Uh... Kupo?

Would you be willing to escort this oxcart?

Sure!

*dozes off in cart*

*wakes up to the cart being under attack by goblins, saurians, and a minotaur already hitting every single passenger inside the cart*

D.Fuzzbot
Sep 5, 2023
A lot of the praise sounds so weird when it boils down to "they don't have easy fast travel!" or "there's no additional saves!"

ACES CURE PLANES
Oct 21, 2010



Honestly if I were to have any problem with the traversal, and map in general, its that it has a bit of a box canyon situation going on where you don't really get nice vistas that much since you're kinda sunk in to the map and the plateaus around you make the map a lot smaller than it looks on paper.

But at the same time, getting around and such is still plenty fun and going around and just finding a bunch of caves and stuff is always a highlight so I can't really dock points for it or anything.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

You installed mods to make combat more interesting -pretty much the only thing in those vast treks from point A to B- why are you this hostile to someone who wants more stuff in the wilderness?

Vermain
Sep 5, 2006



D.Fuzzbot posted:

A lot of the praise sounds so weird when it boils down to "they don't have easy fast travel!" or "there's no additional saves!"

dark souls birthed an entire subgenre off the back of the conceit of "what if you couldn't quicksave/quickload every 5 seconds and had to take your health seriously", it's not that weird

Broken Cog
Dec 29, 2009

We're all friends here
Post game seems pretty sweet so far. Though not the best time to start trying out Trickster.
And I'm not sure I'd call it post game as much as "act 2".

Edit: you know, I'd like these escort quests way more if the escortee actually kept up with you.

LibbyM
Dec 7, 2011

I'm not sure how I feel about this game and its systems yet, I might end up falling on the negative side. But there isn't a single feature in any game you can't make sound bad if you want to boil it down to contextless 1 sentence descriptions.

Gyoru
Jul 13, 2004



Phlegmish posted:

Personally confirmed: to get access to Dwarven smithing, you just have to do the Dulled Steel, Cold Forge quest (which you get at the palace grounds from a guy called Roman so make sure to pick it up when you're in Vernworth), and the follow-up one. It takes you to Volcanic Island, but you can get there without having to progress the main story by taking the southern route. It would be a good idea to bring a portcrystal with you, and plop it down in the Volcanic Island Encampment while you're there.

I'm all about those Dwarven smithing bonuses, so I knew I had to do this as soon as possible.

Roobanguy posted:

any fighter/warrior mains who are frustrated about getting staggered easily, i'd suggest going back to vernworths castle at night after entering Battahl and getting a quest there.

you'll get a quest that requires you to fix a dull sword. finishing that quest gets you a new upgrade type, dwarf, which heavily increases the knockdown resist/power of armor and weapons respectively.

Besides Sara, who is the most accessible one, there's another NPC who knows dwarvern smithing: the dwarf with the bad back living with his elf wife all the way in the middle of nowhere. The wife is the magick archer maister

CharlestonJew
Jul 7, 2011

Illegal Hen
escort quests are no issue for me now

D.Fuzzbot
Sep 5, 2023

Vermain posted:

dark souls birthed an entire subgenre off the back of the conceit of "what if you couldn't quicksave/quickload every 5 seconds and had to take your health seriously", it's not that weird

It's more the sense I dont hear why certain systems like quests and traversal are good in the same way the combat is praised but rather, I hear that because they didn't implement things that would be considered normal for AAA games.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

It is kind of tedious to see the interesting play and narrative design of this game get slowly but surely claimed by the long-dormant “FROM is succumbing to ‘accessibility’, we must retvrn to Battletoads” goof brigade

ImpAtom
May 24, 2007

D.Fuzzbot posted:

It's more the sense I dont hear why certain systems like quests and traversal are good in the same way the combat is praised but rather, I hear that because they didn't implement things that would be considered normal for AAA games.

It is because they didn't include those things in an intentional and considered way. Travel is actual travel, with consequences (even if it's just time spent) and the possibility of discovery and the game focuses heavily on making that feel weighty and meaningful and emphasizing that it it is the time between fast travel points where you'll encounter cool stuff. A lot of games treat fast travel as a given and in doing so tend to de-emphasized the in-between parts, either encouraging you to leave as fast as possible or emphasizing that only the important places matter.

Not including something can be a valid choice if you design around it and DD absolutely does that. It's still largely combat focused because of course it is, but it treats the combat as an end goal to itself where a lot of 'open' games just expect you to treat it as filler.

johnny park
Sep 15, 2009

Vermain posted:

the endless goblin/harpy/dog packs are there to provide life to the world to emphasize its hostility and to add to the loss gauge if you don't handle them efficiently. they're kind of a necessary precondition in an open world that prioritizes traversal like this: if you don't have them, then the world seems barren and the run to a specific PoI is just holding forwards with nothing to break it up, but if they're too difficult, then it makes the journey too tedious since you have to really pull out the big guns every few minutes

what they probably should have done is add more midweight encounters that can randomly take the place of standard spawns, so that you occasionally have an increased hit of friction without creating encounter fatigue. i actually wonder if this was part of the initial plan, since battahl has the alpha wolves that have miniboss sized healthbars without the accompanying HUD element, and they either chose not to go with it or didn't have the budget to implement it for every monster clade

Gotta disagree. If anything the relentless encounters drain the believability of the world - how does trade between Battahl and Vermund function when you're accosted by saurians/goblins/bandits every two minutes? If they wanted to provide life to the world while maintaining a sense of danger, they should have had strong city guard patrol groups walk the roads and independently keep them clear during the day, or maybe mercenary groups that charge travelers tolls. Then a player could attack the patrols for loot at the risk of making the road less safe for themselves in the future. That would be interesting and dynamic and believable. Right now it's just tedious

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Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

johnny park posted:

how does trade between Battahl and Vermund function when you're accosted by saurians/goblins/bandits every two minutes?

It doesn't, it's a main quest plot point about how they don't really have that much communication between them.

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