Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Check out the second post if you're interested in info about mods.

Numbers for augments



https://www.dragonsdogma.com/2/en-us/


!There are a lot of DLC items, they are all normal things that can be purchased in game for free! Don't spend actual money to change the appearance of your character or pawn.

https://www.youtube.com/watch?v=9lwSXSOzRjk

________________________


Official Story Trailer

Reviews:
IGN https://www.ign.com/articles/dragons-dogma-2-review - 8

PC Gamer https://www.pcgamer.com/games/rpg/dragons-dogma-2-review/ - 89


TechRadar https://www.techradar.com/gaming/dragons-dogma-2-review - 4.5

Gamespot https://www.gamespot.com/reviews/dragons-dogma-2-review-pawn-stars/1900-6418199/ - 9

The CPU requirements for PC are pretty high:
https://www.pcgamer.com/games/rpg/dragons-dogma-2-performance-analysis/

It's finally almost here :pray: The release of the long awaited sequel to Capcom's 2012 Action RPG is just over one week away, with an official release date of March 22nd.
The first Dragon's Dogma had a unique class system known as Vocations, allowing you to keep some augments from every class, and a companion building system called 'Pawns'. Pawns are allies built by each player (who also had vocations) which could be shared with other players online across The Rift. Any pawn could go to the world of another player through The Rift and be hired to join their party, sharing information to their new friends about monsters, quests and items, or take new things they had learned from their journey back to their master while they were logged out. Every session of play held the potential for your pawn to introduce you to something new as long as your Pawn was being shared online.

The other fantastic element of Dragon's Dogma was the combat. The player could explore a huge world and discover massive beasts, which you could climb all over and fight strategically. By using their special weaknesses against them you could knock them off balance and pull them to the ground, doing things like tearing out their eyes, smashing off their tusks or breaking their claws, disarming them of their weapons, setting their wings on fire or chopping off one of their many heads. The monsters were ferocious, dangerous, scary, and in some cases felt genuinely evil. These felt like fights that you had to win for the good of the kingdom of Gransys.

Dragon's Dogma 2 will build upon the ideas in Dragon's Dogma, and realise the ideas of game director Hideaki Itsuno even more than the original:
https://www.youtube.com/watch?v=eGFfyHj3as8

____________________________________________________________________

The world is becoming truly alive!

Now that we're in a new generation of technology, Dragon's Dogma 2 can take advantage of tech for enhanced lighting and hi res textures, as well as characters who look and act alive to make the world feel more real. The original game had interesting towns and memorable characters to talk to, with other people's unique pawns actually inhabiting your game world, but there were very few people to find outside of major towns or cities - The open world of the first game was a bit empty, and except for the occasional wandering traveller you'd find on a main road, everything was out to get you.

In this sequel, the transitions between the open world and towns will be seamless, and the monsters who are out for your blood can follow you inside. Can you uphold your reputation as the arisen, to stand and fight with the citizens, or will you run away to live another day? Remember that every individual could potentially be part of a greater thread in your story, and leaving them to die could change the outcome of your game.

https://www.youtube.com/watch?v=t85nj7Zrovs

The relationship with Pawns drives the gameplay.

Previously, Pawns would often point out the same information over and over again. Anyone familiar with the first game would be well aware the goblins ill like fire, or that wolves hunt in packs. Dragon's Dogma 2 will hopefully show far more variety in their banter, and as the party leader you will be able to respond to their suggestions and give them some orders.

https://www.youtube.com/watch?v=JpWloIZ9KLw

https://www.youtube.com/watch?v=kBJW9xrM8Y4

The world has grown massively.

There are two major cities we know of - Vermund and Battahl, the kingdoms of Human and Beastren respectively.

New to the world of Dragon's Dogma 2 are the Elves, who reside in the Sacred Arbor. Elves speak their own language not known to many, and the ability to translate their speech and writing will be a unique trait for some Pawns that could help you unlock secrets across the world during your journey.

_________

The question is: How do we get around in such a big world?
Dragon's Dogma 2 is avoiding the use of many types of fast travel, like just being able to select icons on a world map to visit familiar locations. When you move from place to place you will travel! More importantly, you will sometimes also need to rest. Eating food and taking health restoratives doesn't fully regenerate you, it will only restore whatever part of your health bar is remaining - Yes, some forms of damage will be permanent until you've had a proper rest by setting up a camp or visiting an inn to enjoy photorealistic dinner:

https://www.youtube.com/watch?v=mfS7hBkSkeY


Time continues to pass every where you go, so plan your path wisely (you can pause the game to stop time). You have to decide whether helping some stranger who runs up to you is worth your time, or if you should focus on the jobs already placed upon you. Everyone depends upon you, Arisen! You know that a quest in your log has a time restriction if it has an hourglass. Other quests might be effected by your point in the story or the time of day, and these do not have any indicator - people might travel around the world during the day or night, or might move to different towns or cities as the story progresses.

If you need to wait for someone to meet them at a certain time of day you can do something simple like sit down at a park bench and just have a nap, or go to a local tavern and hang out for a while (it is a menu option) you can also buy everyone a round, which might make you a bit more popular! Keep in mind that cities might increase security late at night (the palace at Vermund might not appreciate you sneaking around after dark, but only one way to find out I guess).

_____________

Camping and eating are two new mechanics out in the wilderness of DD2. To create a camp while travelling you have to have camping gear in your inventory, which can only be set up at existing camp fires. Finding these will put an icon on the world map so you will always know where to camp in the future. Camping comes at a risk, because you might be attacked in the night
speaking of which, night time is DARK and you probably won't be able to see more than a few feet ahead of you without some kind of light source whether physical or magical.
Usually everyone in your party will be carrying a lantern (you have to give one to your own pawn, so assume hired pawns will have one). It is fuelled with lantern oil created from combining rotten food items (read more below). Most enemies don't carry a source of light, and you will probably hear them before seeing them in the dark even with a lantern on.

You can eat at camp. Meat items provide buffs to your party after cooking, and will be consumed from the inventory (you cannot keep the cooked items). Cooking buffs include increased attack, defense, recovery speed, etc. Animal meat was previously just another way to restore stamina, but now stamina is restored by eating vegetable items. If you want to restore the permanently lost portion of your health bar then you do this by sleeping at a camp, inn, or bed you have permission to use - you don't have to eat anything. Even though your pawns might talk about how it's been a while since they've eaten, there is no indication in game that people will perform less efficiently if they don't eat. It's possible that when you dismiss a hired pawn without ever feeding them for several days they might give a vague trip report to their master that they were mistreated or did not enjoy their time across the rift.

All food items start normal, then age, and then go rotten e.g fruit and vegetables ripen, meat and fish age, but if you leave them in your inventory for too long they rot. If you combine ripened fruit/veg or aged meat with another of the same type then you can make a dried food item. Which keeps forever in your inventory. These can be combined further with certain herbs to make stronger curatives - there are a decent amount of recipes to discover. Note that rotten items can be eaten at camp for a small buff, but have negative side effects that need to be treated.

Food items placed in storage will not age regardless of the state they are in

The camping items you have can be reused infinitely, so you only need to carry one, but it can be destroyed if your camp gets raided during the night. You might get caught out with no way to fully restore your health except by walking back to town. Camping kits are also pretty heavy and will take up a lot of inventory space in the early game. If you give it to your Main Pawn and they die or get caught by the brine, you cannot access the camping kit until you resummon the pawn.




____________________________________________________________________

You mentioned 'Real Characters'?

Capcom has released an awesome character creation and storage utility for Dragon's Dogma 2 ahead of the game. You can make 5 main characters and 5 pawns. This is really fantastic because the first game only allowed you to maintain a single player character and main pawn. I've not seen news if you'll be able to swap your main pawn in and out with your others in storage, even just for the sake of altering their appearance.





Pawns can be deeply customised - adjust things like height, weight, muscle mass of the upper and lower body, length of arms and legs, width and depth of the waist and chest, amount of body hair, and a whole heap of facial adjustments including individual teeth. Then there's multiple tattoos (which can be scaled and shifted to cover the whole body), makeup, and options for iris, pupil and sclera of each eye. You also have the Beastren race that include unique options for fur, ears, eyes and claws.

Characters can range from brave, beautiful, bashful, or just dumb as hell in appearance. I expect the world of Dragon's Dogma 2 will look a bit weird to begin with, depending on how full of pop culture and meme references it gets stacked with.

Or maybe it will just look a bit juicy


Find the Dragon's Dogma Character Creator and Storage on Steam, PS5 or Xbox store.

There are already a lot of people sharing their creations in the original Dragon's Dogma thread:
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=345#post538280887
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=343#post538264157
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=343#post538265918
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=343#post538267590
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=343#post538270412
https://forums.somethingawful.com/showthread.php?threadid=3759580&userid=0&perpage=40&pagenumber=341#post538239881

If you're not into deep character customisation, there are a bunch of pre-set body templates to choose from, then you can do a 3 step face selection to help adjust the general age and background appearance of your character.

____________________________________________________________________

Vocations: Introducing the new and redesigning the old.

The Vocation system of the first game is back, but a number of the mechanics classes have changed. Previously some classes fit familiar tropes like the dagger and bow wielding Strider, the sword and shield Fighter, or the staff twirling Mage. All of these were 'basic' classes that any player and pawn could take on. Both could also pursue advanced classes which had some unique core skills and augments, and allowed access to some more powerful weapons (like longbows for the Ranger). The original game also had player only hybrid vocations like the Magik Archer, Assassin, and Mystic Knight, which contained unique skill sets and approaches to play.

There was also a system where your character stat growth was based on the vocation you were using while levelling up. This system meant that some people would play specific vocations to min-max their stats up to a certain point before using any others. Based on this source min-maxing is gone and you can level up comfortably with whatever vocation you prefer.

Dragon's Dogma 2 will see some vocations return, while adding brand new ones, removing others, and enhancing the utility of some that were previously lacking:



- The Strider is now split out into the Thief and Archer, with the former having increased attack aggression and implementation of bombs and traps into their move-set, while latter is more agile doing lots of jumping kicks, mid air shots and rolls. The thief cannot use bows and as far as we know the archer is limited to ranged weapons only (no word on crossbows or gun-like weapons).



- The Fighter seems similar, but can do a bit more with their shield, Fighter Pawns should also have a better idea of when to use certain abilities to the benefit of their team, and play a better tanking role.



- Mage is a casting class with some skills for buffing party members. It has a new targeting system for magic spells - The casting circle is directly in front of you and becomes smaller as you come closer to finishing the spell.



- Warrior able to withstand direct attacks without a shield, they charge up their physical strength to deliver massive strikes that will stagger, stun, or even decapitate the enemy. This class looks like it has had a lot of improvements. The new physics engine allows them to do things like charge an enemy through with their sword and impale them against a wall. There is a degree of skill involved with releasing their charged attacks at the right moment for increased damage, or using charged attack timing as a way to parry massive enemies.



- Sorcerer is a purely aggressive casting class, with some much bigger spells than the Mage. It's been revealed that many casters together could have the ability to empower each others casting time, and possibly their casting power, leading to some potentially incredible scenes of magic power being unleashed against the world.


There are some player only vocations:



- Mystic Spearhand is a brand new vocation. You're a jedi-monk, it's the easiest way to put it. Teleport around with a double ended spear, pick up enemies and objects with your mind powers and throw them around, or into each other.



- Magik Archer looks very similar to the first game, but the different spells seem to have been improved for different environments (indoor/outdoor).



- Trickster is another brand new vocation where your weapon is confusion and fear. It has been described as a support class; you don't do very much actual fighting, but can cause enemies to kill themselves with happy little accidents like jumping off cliffs or thinking their allies are...not. A lot of people are curious about how this vocation will work against much larger opponents. It has a new weapon type, a 'Censer' which is a type of smoke or incense burner.



- The very unique Warfarer is a customisable vocation, allowing you to mix weapons and abilities from different classes into one and build you preferred playstyle.
An important note about Warfarer is that the weapon switching ability 'Rearmament' is not a default part of the vocation! You have to do a a quest for the Maister, and he will give that ability to you in the form of a scroll. I accidentally went into NG+ without getting the scroll, and so I couldn't do the main thing that Warfarer is supposed to do! - It also partly limits your ability to use some mods like 'True Warfarer' which is to some extent designed around having the Rearmament ability already.

**********
There are some skills that are pawn only. These are called specialisations which are earned by doing side quests or making NPC interactions. They come in the form of a 'tome' and are applied to pawns by using it on them. A pawn can only have one specialisation at a time, and using a new one will overwrite the existing one. They include things like being able to mark rare materials on the map automatically, combine curatives/food items in the inventory automatically (mixed reports of usefulness, might be based on player character known recipes or completed items given to the pawn), the ability to translate the elven language for the player (the subtitles are non-human until you have a translator standing nearby), there is even a specialisation that will make pawns talk less.
**********

____________________________________________________________________

What Else?


Needless to say there is quite a bit more to talk about. If you want to find out more info, check out the official website or just look up the game on Youtube for lots of pre-release gameplay footage, discussions about vocations, pawn behaviour, quest systems, and more.

Dragon's Dogma 2 will be available on PC, Xbox X | S and PS5 from March 22nd

TheMostFrench fucked around with this message at 05:24 on Apr 27, 2024

Adbot
ADBOT LOVES YOU

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Add your pawn details to this Google doc! Current understanding is that a pawn code is required to share cross platform.

Lamare posted:

This link should probably go in the OP : https://docs.google.com/spreadsheets/d/1CPUxGkeK6FHGsSe1igMFOsSc-81RxfUxVHRDqr-KyE4/edit#gid=0

Just add your pawns in there!


___________

They added a 'New Game' option with the latest patch, so it should be easy to start a new save slot now. Just like with Dark Arisen you only have one save slot.
Yes you can change the appearance and inclination of your character and pawn as many times as you like, but not straight away, and you can't change it by importing character data - it costs rift crystals which are earned through using the rift and doing pawn interactions like hiring secondary pawns and completing pawn quests. Your main pawn will get rift crystals when it is hired, and they are paid to you after you sleep at an inn or payer owned housing.

__________



TheMostFrench posted:

Adding some steps for PC to ensure you have a smooth experience getting your Character and Pawn into the game from the character editor:

1. Make sure Steam Cloud is enabled.


2. Make sure the 'Cloud Status' for DD2 Character Creator and the DD2 main game is 'Up to date' to synchronise the programs.


3. In the Character Creator, check who is set as your Main Character and Pawn by looking for the DD2 logo beneath them. You cannot browse between the different characters you've created in the main game when it comes time to choose your character.
If the Steam Cloud is synchronised you will be asked to import character data when the appropriate time comes in the game (Main character selection comes first, then Main Pawn selection comes a little bit later). If you aren't asked to import character data then you get taken to a normal character creation screen. Even if you import your characters you can still edit them in the game, but you can't change this until you purchase an item with rift crystals.



If you are not asked to import character data you should kill the program with Alt+F4 so that your decision is not saved. You can create a new game now if you want to make a new character and it will delete the existing save data.

If you're new to Dragon's Dogma, other people's characters that you can hire do not level up with you - only your main pawn will level up and can make changes to its vocation or skills. Other hired pawns stay at their level but they can learn new things during their time spent with you, and they take the knowledge back to their master. The same thing happens when people hire your pawn! You will only know if they've been hired or not after sleeping in a bed at an inn or player owned house, because they provide a trip report and will give you any gifts that were sent back with them.

4. If you have five Main Characters you do not need five Main Pawns, and vice versa. The character you made in slot 1 doesn't have to go with your pawn in slot 1, so don't be concerned about killing the game if you decide at the last second you want a different main character or pawn.


____________________
MODS

When dealing with mods they can get updated pretty regularly so you need to keep an eye on that yourself. If they stop working properly you might need to uninstall and reinstall them, and ones that were working properly yesterday might stop working today because of some official update. They can also potentially cause your game to crash more than the game normally would on its own, and you can use mod management tools to send error reports to the mod authors themselves. Capcom probably won't care that your game stopped working after you started altering the base product.

PC version already has a bunch of mods out altering things about the game which maybe should have always been that way, or are subjective alterations. Maybe you've played through the whole game now once or twice and have thought about how what could extend the life of the experience.

Any mod you use could potentially get your main pawn removed from the online hiring pool if it interferes with online systems in a way that breaks TOS. If you're interested in testing stuff but feel unsure about any consequences, just turn the in game network connectivity off first.



This guide introduces some tools for mod management in DD2. It's pretty easy to get going and anyone who has ever worked with a desktop computer should be able to figure it out.
https://www.youtube.com/watch?v=W6gi8agXarU


Fluffy Mod Manager
Mentioned in the video above, a mod management tool for installing and activating mods. Can be used for many RE Engine games including Resident Evil 4 and Resident Evil 2 REmake. I added the mod manager to my steam library as a non-steam game, and so far I've been downloading zip and rar files from nexus mods and using the mod manager to install directly from those. The documentation says mods come in pak format, but I haven't directly handled any pak files yet. Everything else about the installation process has been the same, I drop a zip or rar file onto Fluffy and refresh the mod manager, then I activate the mod to see it in REFramework.
https://www.nexusmods.com/site/mods/818?tab=description

quote:

--- USAGE INFORMATION FOR DRAGON'S DOGMA 2 ---

Usage:

Extract the mod manager anywhere (if you're upgrading from an old version, simply extract it over the older version).
Run the mod manager once and choose Dragon's Dogma 2 as game.
You can drag'n'drop mods in PAK format onto the mod manager window while it's running to copy them to the mod manager OR manually copy mods to "[modmanager]\Games\DragonsDogma2_Chara\Mods"
Click on mods in the mod list to install them. Click again to uninstall.
*
REFramework
Mentioned in the video above, this interface lets you actually control mods in game and has a few options built. Essential if you're thinking of making your own mods.
https://www.nexusmods.com/dragonsdogma2/mods/8

From the readme:

quote:

## Installation
The last stable build can be downloaded from the [Releases](https://github.com/praydog/REFramework/releases) page.

For newer builds, check out the [Nightly Developer Builds](https://github.com/praydog/REFramework-nightly/releases)

### Non-VR
* Extract only the `dinput8.dll` from the zip file into your game folder.
The game folder refers to the local DD2 root directory like C:\...\steamapps\common\Dragons Dogma 2
*
Script Core
There are a bunch of mods that require this so it's worth installing.
https://www.nexusmods.com/dragonsdogma2/mods/30
*
Custom Difficulty Tweaks
If you think the game becomes too easy, or certain aspects need to be adjusted to suit your skill level or character and equipment, then this mod might suit you. Adjust damage taken and given out, numbers can be changed automatically to suit party size, with separate sliders for normal and boss enemies. See more options at the link. Installing this mod changes default damage settings and makes the game more difficult.
https://www.nexusmods.com/dragonsdogma2/mods/195
*
Lock On Combat
Dark Souls style targeted lock on for all classes. Also lets you move the lock between the vital points/limbs of boss enemies (won't curently switch between the medals on a golem, this might be a bug or maybe Golems just have no 'limbs' per-se). You can target enemies in dark places even if you can't actually see them. There are options for hold and toggle-lock on separate key binds. Has an option to disable soft lock which is the system already in the game where you automatically lock onto nearby enemies while attacking (this is how Archer works by default, you just kind of automatically target things that are standing near you but you don't always know what it's going to be, like if you walk into a cave and start shooting at bats and spiders).

Lock on combat has a 'practice mode' option which gives you infinite stamina, and makes you and your enemies invincible so that you can create a config that works for you.
https://www.nexusmods.com/dragonsdogma2/mods/185

https://www.youtube.com/watch?v=grMbJQB5iyA&t=67s
*
Advanced Clock Widget
Show in game and local time with an on screen clock. Customisable elements, useful for those quests where they ask to meet at a certain time like 'after the sun goes down' or 'between midnight and dawn' but the game only lets you rest 'until night fall' without specifying when exactly night fall is. Displays the current day on the in game clock which is useful for tracking how inventory goods are aging, how long it has been since you last spoke to someone, and how many days your playthrough has lasted. Can have different fonts and colours for the different timers. What I love is that it lets you see exactly how much time has passed if you get raided during an ox-cart trip or while camping in the wilderness.
https://www.nexusmods.com/dragonsdogma2/mods/214
*
Mousewheel Camera Distance (also works for controllers)
Adjust how close or far away the camera can be using button inputs. Can set it to scroll pretty far, or a lot closer than the game allows by default. Now that I can zoom out much further, the default game settings actually feel a bit too close, and I can rotate it to be above the action for more of a Baldur's Gate 3 feel in open areas. This is a useful mod for when the pawns point out ladders and treasure chests because you can actually have a birds eye view to see what they might be talking about. Things like trees don't block the camera and become see through, which is awesome while travelling.
https://www.nexusmods.com/dragonsdogma2/mods/152?tab=posts

Here is my character standing at the red arrow (cropped out the other half of the screen). With one press I can reset the camera to the default distance behind me.
Also have the Advanced Clock Widget mod active in the top left corner showing the current in game day and time (118th day).


If you look closely you can see the max camera distance is 100, and further down the current camera distance is sitting at about 26.7. The furthest I've tried moving the camera away is 500 units, and that lets you see the entire city of Vernworth and surrounding bridges while standing inside it.

The mod doesn't take little doors and archways or ledges into account; the camera will zoom right in if any architecture or solid barrier blocks it, no matter how far away it is. In this video the camera is also briefly interrupted by the combat lock on mod, which forces the camera behind the player regardless of the distance.

https://www.youtube.com/watch?v=UGAlHpFhaxc






___________________

This game has a new mid-late game mechanic called 'Dragonblight' - there are tiny hints of it in the official trailers and you can see some screenshots of it progressing here https://forums.somethingawful.com/showthread.php?goto=post&postid=538739009







TheMostFrench fucked around with this message at 14:27 on Apr 4, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Shaman Tank Spec posted:

I really wish there was some good way of sharing pawns and characters. People have made some insanely good creations but there's no way I can see to dump out a preset as a string or anything. I myself made a pretty good Doctor House, M.D. and a passable Will Ospreay.

They really should have a shareable code somewhere...

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



For PC users you might save some money with a Green Man Gaming purchase here https://www.greenmangaming.com/games/dragons-dogma-2-pc/

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Cardboard Fox posted:

So what is the drawback to playing Warfarer? Seems like you can do anything you want, but have limited slots so you can't do everything?

There's access to three different weapons, but you have the same number of skill slots as any other class. You have to find some of the skills for other classes in the game through quests, so I expect that it will take a while to really build up Warfarer to be the best it can be, and then figure out what you actually want to get out of it.

In that regard, I think the Warfarer has replaced the Hybrid classes from the first game, and the two colour classes of Dragon's Dogma 2 simply represent ones that are player only. It might explain why the Trickster has a colour scheme which doesn't really match anything else.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



BEHOLD. A WORLD TOUCHED BY MAGIC.



e: It was a lovely advertisement.


TheMostFrench fucked around with this message at 00:10 on Mar 15, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Adds a bit of flavour to the OP

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I'm very excited be an Archer because of all of the jump kicking and shooting people in the face looks like hilarious good fun. It seems like exactly the thing that most ranged RPG classes lack is a bit of close ranged manoeuvrability.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Once I unlock Mystic Spearhand, this guy should make an ok Monkey King

e: Why is the preview Thief armour so fat and saggy?



TheMostFrench fucked around with this message at 08:37 on Mar 15, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



https://www.youtube.com/watch?v=2c4vOSUI9WM

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Working with what is available, here's MGS2 style Revolver Ocelot (Revolver Ocelot)









I never noticed that he pretty much always has his pony tail over the front of his shoulder.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Don't make me tap the OP title image..

TheMostFrench fucked around with this message at 02:26 on Mar 16, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Tiny Chalupa posted:

I'm not seeing any real hype around the Trickster...is there just not a lot of info on them currently?

It SOUNDS interesting but I'm leaning Spearhand for sure.

For me it's like... Tricksters don't seem to have a weapon that can fight, it's more like a casting tool. I haven't seen them actually hit anything or do anything but run around and trick people, which is absolutely fine because that's in the name. But meanwhile the other classes are flipping or flying around, smacking dudes in the head, shooting fireballs, etc - it doesn't really look as interesting in comparison.

Still gonna try it out of course, because there's been interesting footage of how enemies respond to the environment around them. The Tricksters job is to turn the world into a weapon by drawing aggro. It makes me think of the videos that have shown stuff like destroying a small dam of water to kill a cyclops, or destroying a rope bridge

https://www.youtube.com/watch?v=Hman7xDg8jI

I would be curious to see some Trickster gameplay put into the Warfarer class. Paired up with Mage or Sorc it could be very powerful to get enemies to be exactly where you want them.

TheMostFrench fucked around with this message at 04:54 on Mar 16, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I just finished a play through of DD1 last night, and as much as I love my Assassin main, the caster pawn having elements specific to each enemy brought them all down so much faster.



e: 9:10 this video shows lots of good snippets of enemies (mainly cyclops) responding to the world dynamically. Falling over face first and smashing its face on a rock, tripping into a canyon but catching the other end to save itself (then the player can walk across), and the more common bit of footage where it is washed away by a flood of water.

https://www.youtube.com/watch?v=fX_ao7jWZj0&t=548s

TheMostFrench fucked around with this message at 05:29 on Mar 16, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!




Especially love the eyes on this one.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



.

TheMostFrench fucked around with this message at 04:13 on Mar 18, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Unlucky7 posted:

I just wanted to confirm if I am near the end.

nyes

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



It's similar to what they did for the first game, but I think they only had 4-5 voices in total?

With DD2 I expect they will have a heap of pawn-ish things for each vocation to say which are relevant specifically to it.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Nuebot posted:

I'm still criminally undecided on which set of my characters to pick from. Cat, human, or thanks to inspiration from this thread: some green people I get to pretend are goblins.

Excited to see how racist our pawns are preprogrammed to be. Can they direct their interdimensional hatred towards player appearance?

It's a shame we couldn't alter tooth size for massive underbites. I think that massive level of face alterations will be next gen tech.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Nuebot posted:

Weird thing to be excited for




I said come in! posted:

Why do you say this?

That came across far too seriously. The pawns are canonically targets of racism or at least prejudice for their unusual emotionless nature. I'm told the game opens with a Pawn slave mine. Now people are using the character building tech to create even more non-human pawns, and I'm sarcastically remarking that I just can't wait to see how they'll handle that.

No I am not actually hoping they will be racist.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Start putting down Discords and friend groups to find people for sharing pawns, and I'll put them in the second post of the thread.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Put a few reviews at the top of OP for people looking

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



CharlestonJew posted:

Kiss:
Fournival
Jester

Kill:
Everyone else


Phlegmish posted:

Marry the guy who says 'Masterworks all, can't go wrong', I think it was Caxton or something

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Current mental state re: keys

https://www.youtube.com/watch?v=2ZO1jauV31U

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Malaria posted:

like 75% of my friends list on Playstation is made up of goons from Dragons Dogma on PS3 and PS4.

Are we gonna do a list again with PSN ID/Whatever Xbox has so we can add each other for pawns? I think we had like a google doc previously.

Yes please share your info and whatevers I reserved second post on the first page for it.

e: I love people being amazed about the pawns high fiving because that has been a thing since like the first gameplay trailer.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Adding some steps for PC to ensure you have a smooth experience getting your Character and Pawn appearance into the game:

1. Make sure Steam Cloud is enabled.


2. Make sure the 'Cloud Status' for DD2 Character Creator and the DD2 main game is 'Up to date' to synchronise the programs.


3. In the Character Creator, check who is set as your Main Character and Pawn by looking for the DD2 logo beneath them. You cannot change this in the main game.
If the Steam Cloud is synchronised you will be asked to import character data. If you aren't asked to import character data at the appropriate time (character/pawn selection) then you get taken to a normal character creation screen.
If you are not asked to import character data you should kill the program with Alt+F4 so that your decision is not saved. This means the character data has not synchronised.



4. If you have five Main Characters you do not need five Main Pawns, and vice versa. The character you made in slot 1 doesn't have to go with your pawn in slot 1, so don't be concerned about killing the game if you decide at the last second you want a different character or pawn.

e: I had the wrong Main Pawn set in the character creator just now, so I Alt+F4'ed out to change it. Reloaded at the last save and then it loaded the one I wanted to play with.

TheMostFrench fucked around with this message at 06:43 on Mar 22, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Fox....DIE?!

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Lamare posted:

This link should probably go in the OP : https://docs.google.com/spreadsheets/d/1CPUxGkeK6FHGsSe1igMFOsSc-81RxfUxVHRDqr-KyE4/edit#gid=0

Just add your pawns in there!

Added to second post

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



For hiring in the rift it's possible to copy paste Pawn ID from the spreadsheet. Cross platform hiring isn't working for me.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Yay just had my pawn catch me from a fatal drop for the first time. It was kind of funny because I rotated in mid air so that I would be falling at the correct angle for the animation.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Came out of a cave at the top of the water way to see an Cyclops and Ogre fighting each other.

https://www.youtube.com/watch?v=3cf_tl44jnY

TheMostFrench fucked around with this message at 09:10 on Mar 23, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Ra Ra Rasputin posted:

So, how's the verdict on the game so far? is the microtransaction stuff ignorable or does it shove it in your face alot and game worse for having any? is the exploration fun or does it repeat the same few notes constantly? game good regardless or wait to pick it up for balance and performance patches?

The game has an 'online store' option at the main menu, other than that I haven't noticed any in game advertising anywhere.

The exploration is really fun and there are lots of little things to find around every corner. It's a good idea to hire a couple of new assist pawns every few levels and rest at an inn to see if your main pawn has learned anything new, because they will point things out all the time.

Running very high settings at 1080p, I get some lag whenever I'm in an area of town where you can see a lot of people, or out in the wilderness when there are lots of monsters fighting around their camps (trees, buildings, camp fires and torches
12th Gen Intel(R) Core(TM) i7-12700K, 3610 Mhz, 12 Core(s), 20 Logical Processor(s)
NVIDIA RTX 4070 12GB
32GB RAM

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



toasterwarrior posted:

Anyone tried running a party without a mage? I feel like you just absolutely need a dude who can heal, and sadly that means I'm either running a party with a single melee fighter while I'm running archer and my pawn sorcerer for augment farming, or I'll have to switch my pawn back to mage in order to keep two melee fighters in play

keep picking stuff up and combining it. I'm finding it very easy to create high quality healing items, and being able to camp and cook out of town means I can have a party wide food buff for some improved stats and heal up lost hp. There are 2 d-pad shortcuts that automatically assign health and stamina items in inventory to the up and down button (not sure what the kb+m shortcut is).

Combine any 2 ripened fruits to make dried fruit (normal fruits become ripe automatically over time), and then combine the dried fruit with greenwarish to make fruit roborant which is a decent healing item. Same works with dried meat. Saurian tails are a good item for upgrading these even further to let them recover health and stamina, but that item doesn't get automatically put on a shortcut button.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!





This is about to be something

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Internet Explorer posted:

I ran into an ogre with some sort of boot/leg armor on and wasn't able to climb up his legs? Is that a thing or was I doing something wrong? My character kept trying to... I guess just grapple his leg when I tried to grab.

Not a very big spoiler You can break the armour by attacking it and eventually it should break. Being metal I think it is resistant to strike and slash attacks but weak to lightning. If you grab large enemies who are off balance and pull them in a direction you can cause them to fall over. Usually they will be standing on one leg and it looks really comical and obvious

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



TeaJay posted:

Well, they are immune to physical attacks, and once my elemental weapon buff ran out, they just slimed me and I was "caught" in them and got stunlocked and died. It probably didn't help I had huge death penalty racked up. Eventually managed to get through the cave.

To start the quest, the old woman just leaves after a while and goes to the hill where the big statue is, I could talk to the girl when she was gone and she started the quest. She does mention to bring the grimoires when the granny is not around, so maybe it even fails if you don't?

I'm traveling with Ser Gregor now and he said we were supposed to get an ox-cart, but it's nowhere to be seen. I remember others talking about an ox-cart, so is this actually a consequence of me dawdling around before going on his quest or is it just a scripted thing?

Not sure specifically what quest you're on but if you need to summon an ox cart look for the ox head icon on a map and use a bell there to summon one. I had a quest where I had to ride one and it got interrupted by a fight and the cart ran away.l, I went back to town and got another cart - the people I was meant to rid with were waiting for me at the destination.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Ytlaya posted:

I added myself to the list, but it's tedious to go through adding everyone as friends, so I'll have to make some time for that later. You have to add as Steam friends, I'm guessing?

You can just copy paste the Pawn ID directly into the game when searching for a hire, then add them to favourites. It won't make them distinct as goon pawns but its faster than adding to steam.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Where do we find the Meister characters? Do you have to max out a vocation first or do they appear after a certain point in the game? To be fair I've been ignoring the main storyline quests and doing a lot of running around exploring, so I'm at level 30 but haven't completed the first few story quests (Caged Magistrate, Disa's Plot, etc).


Still having a good time with my boy regardless.

TheMostFrench fucked around with this message at 14:05 on Mar 31, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Vargs posted:

Anyone else finding climbing monsters to be not really worth it compared to DD1? The main issue is that in the first game, your primary means of getting up there was to jump while grabbed on, which gave you a lot of vertical distance, at which point you'd grab again. Repeat as necessary. It was reasonably quick, felt good, and had a bit of a skill element to it.

I have had no luck doing this in DD2 at all, so instead you have to sloooowly clamber up them with the incredibly awkward and unpredictable controls for doing so. It takes so much time that you're bound to get knocked off before you can get much done, not to mention how much stamina it takes to climb around for that long. Whatever extra damage you get out of this just doesn't seem worth it compared to hanging out on the ground using abilities that can hit high, or even just slicing at the ankles using whatever has the highest dps. Doesn't help that monsters seem like 50% taller this time around too.

I refuse to use the spinny move because it's brokenly overpowered, just like I refused to use it on strider in DD1.

It's been easier to just knock some big enemies over from the ground, so climbing hasn't always been necessary. In situations like grabbing onto a drake or griffin, having a shortcut to take stamina items makes holding onto them a lot easier while they fly around, and it's especially useful as a Fighter using Gouging Skewer to rapidly stab them again and again while holding on.

I've put the launching/lifting abilities on my main pawn to see if they'll help me climb up faster, and also practiced the distance getting my pawns up onto enemies, but there are like 5 or 6 classes who can do most of their damage without even needing to make physical contact.

Adbot
ADBOT LOVES YOU

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



johnny park posted:

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

Tarezax posted:

Also there's a bunch of random adventuring parties you can encounter in the wilderness that seem more than capable of handling the smaller monsters out there. I've also seen traveling peddlers out there with armed guards, though not all of them seem to have escorts.

Yeah I've seen a bunch of 4 person groups walking around, as well as people buying/selling on the road. There are also individuals already in fights who might be about to lose (some of them are pawns I've ended up hiring), and others looking for escorts. The roads seem pretty busy and people display vague goals, a lot of them will just tell you to go away which I think is a realistic detail.

Propaganda Hour posted:

You mean you don't like fighting packs of slightly redder wolves in Battahl? Or slightly greyer hob-goblins? Or slightly larger harpies?

The frustrating thing is that there are tiny rats, spiders, and bats in caves. Just make those things like 300% bigger and ya got yourself an RPG stew cookin'

Yeah I went into a cave where one of my Pawns said something about spiders which got me pumped up, but they were about the size of my foot which was like...oh :shobon: I've also seen things that look like blood sucking leeches hopping around.
In the first game tiny enemies like that could give you toxin status, which from memory was a DoT like poison, but was incurable without items (poison would diminish on its own over time).

Deformed Church posted:

The problem with trash mobs every few steps is that they're just fundamentally not fun or interesting or compelling. Saurians and goblins and bandits haven't made me feel like the world is actively dangerous since about hour 5, because I can kill whole groups in one or two spells and my pawns slap the rest to death (or just stand around staring at gently caress all while I do the work, so I guess the trash mobs do expose the dodgy AI). They don't drop interesting loot at this stage, they offer no reason (or really opportunity) to play with the game's more fun combat mechanics, and they don't really add to the narrative or feeling of the world because they say and do nothing except double the length of every trip because I have to stop and cast high salamander twice.

Ultimately I think the game would be far better served by having fewer encounters but use more of it's bigger enemies, which are more threatening, more interesting to fight, and drop stuff I might actually care about.

Like, the game is a lot of fun, but I wish I could get to the fun with a little less faffing around in between.

I have a similar issue but the other way around, where I am the max vocation Warrior but my mage and sorc pawns are killing the Saurians before I can even finish charging up a swing. The smaller enemies like goblins also move around quickly enough that they'll be out of range. It seems like my role is more about knocking stronger enemies off balance or just drawing aggro and tanking damage without a shield.

LibbyM posted:

Enemies definitely stopped being a threat really early on. I've been doing every side quest so I'm sure I'm over leveled for the part of the world I'm in, but I don't even think about night or day anymore, I just charge out into the wilderness do to whatever quest I have because who cares. don't even bother with a lantern since I'm just sticking on the path 95% of the time anyway, and its not like suddenly stumbling into melee range with a skeleton is really a threat.

I go out during the day just because I like to see more of the world around me, but I guess undead enemies drop unique materials and some quests only happen at night. As others have said the lack of enemy scaling becomes very noticeable.

neosloth posted:

Yeah I think between the pawns and the oracle figuring out what to do isn't too bad. But some of the quests are obtuse and I'd just look them up.

It's very weird that some of them specifically require you to 'grab' a thing or person to advance to the next step instead of pressing the 'interact' button.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply