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the_dog_days

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Posts posted by the_dog_days

  1. I fought my first drake the other day. I Brined it. 'cause the drake has fire breath and a lunge attack, it likes to back off if the person who's pulled it's agro is melee. I'm a fighter and I have a core skill that pulls agro so despite being up against a river, it takes flight and backs off. I stood on the bank for a few minutes while the drake's AI tried to puzzle out this situation, and it ultimately decided to land in the river. I've killed a surprising number of enemies by getting them to back off into the Brine.

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  2. 13 hours ago, Wormerine said:

    Hmm, I must say, I don’t remember H:ZD story to be much more than serviceable. I cool visual design though. Alloy was likeable, if a bit too one note. 
    I am tempted to pick it up at some point. While Open World checklist simulators aren’t my cup of tea, Sony ones (Spiderman, Horizon) have been fairly pleasant time wasters, when I wasn’t in a mood to play anything demanding attention. 

    I didn't like Aloy. Not 'cause she was a bad character but 'cause I bought the game to fight robot dinosaurs and her cut scenes were the stuff that happened in between the fighting robot dinosaurs.

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  3. 1 hour ago, melkathi said:

    And by making it an elvish language course, they can probably get into a literacy program and have 0 expenses.

    You can buy the same scroll to teach elvish in game. It just take longer to unlock that store. All Capcom games have a meta too them. Watch some speedruns of DD:DA. This is just another one. I honestly couldn't tell you what they have for microtransations 'cause I've never needed them even through I bought the Basic B!tch Edition.

  4. 1 hour ago, melkathi said:

    Does your character learn elvish at some point or do you as the player have to learn elvish, with Capcom offering two week intensive elvish language courses?

    No, but you can pick an elf, give them flowers once a day for three days consecutive days and they'll give you a book you can use to teach your pawn elvish and they'll act as translator for you. On an unrelated note, I have an elven innkeeper who's quite taken with me.

  5. Been playing DD2. I've got over 15 hours and I've only done one main quest. Visited the inn to heal up and rest. Woke up to see goblins running around in the city everywhere. My first thought was that the Goblin Wars had begun but figured out later that an ox cart pulled the goblin's agro and led them into the city.

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  6. 2 hours ago, Keyrock said:

    Right now I'm leaning toward starting as a thief with either a fighter or a mage as my main pawn. As far as advanced vocations go, I'll cross that bridge once I start unlocking them.

    I'm going fighter and using a mage pawn (heal bot). Also plan to go just my character and pawn in hopes that the XP bonus for a smaller party is in DD2 like the first game.

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  7. 4 hours ago, kanisatha said:

    But surely all of this is possible to do with companions without those companions having to be shared with other players.

    No, you can't. There are too many buffs, debuffs, actions, reactions, weaknesses, and invulnerabilities for an action game where you can control the pawn like Dragon Age. Really, Dragon's Dogma has always been a game you have to play to understand. It's way too in depth to summarize. Back in 1994 Capcom made Dungeons & Dragons: Tower of Doom, a side-scrolling beat-'em-up rpg. Dragon's Dogma was a spiritual successor in that it tries to capture DnD in an action game and is the closest anyone has ever come. They'd have to slow the action down, make combat and exploration more 2D rather than 3D to make pawns full blown companions.

  8. On 3/4/2024 at 9:50 AM, Keyrock said:

    I'm honestly surprised other devs haven't tried to swipe Dragon's Dogma's pawns system. It's a pretty ingenious way to do companions IMHO.

    I saw a very recent review where the reviewer showed a bunch of footage of them abusing Throw Blasts (throwable items in your inventory) and then said she couldn't figure out why her pawn would throw items in their inventory. I think it's great how the pawns would learn from not just being borrowed, but also from just watching how the player character and other pawns play. A harpy can pick you up and then just drop you from a height, but you can teach your pawn to grab onto your legs to drag the harpy down by doing this yourself if the pawn gets grabbed. There are dozens are little things like that.

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  9. 18 hours ago, mrhawkprime said:

    At this point we now know that the character creation is going to be limited to human or elf rimarily due to the region our character is from.

    This is bullcrap. You can play as an aristocrat from Aedyr of any race in POE 1&2. This isn't an 'immersion' decision. The reason is 'cause they don't want to have to program the game to work with characters of different heights.

    This is one of the most contradictory designed games I've ever seen. "We don't have classes 'cause although they make sense in the world, players should be able to play as they want." but simultaneously, "We don't have more playable races 'cause they don't make sense in the world despite they're want players want." Maybe I'm just old school. I prefer the Tim Cain approach of give the players all the tools and let them make sense of it if they want to roleplay.

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  10. 12 hours ago, Hawke64 said:

    Could be context dependent, like, if (target==enemy) and (distance to the target>5 m) and (weapon type==melee), then (charge); or even something more simple. Not a new thing*, but if it is possible to program the conditions for the actions to be used, like it was in Dragon Age and PoE, it would be convenient.

    *I remember in Vampyr, teleportation, picking up items, and talking to people used the same key.

    That's the way they described it, but it still sounds like **** to me. IE games worked 'cause they automated the boring part of the game: basic attacks. While still letting you strategize with positioning and the use of abilities. I can't imagine why they think it's a good idea to take the fun part of combat (selecting and using powers) away. And it's like they know that the idea sucks 'cause they even say in that interview that the combat's subject to change given feedback--the only 'change' I think they'd make is making one ability equipped with each loadout to activate when you hit the button which still sucks 'cause it limits your options.

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