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30 Oct 2012
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Playstation Staff

Dragon's Dogma Sequel Speculation

31 Replies 916 Views Created 30-10-2012

Following on from the interesting discussion we were having elsewhere I thought I'd make a dedicated thread for Dragon's Dogma sequel discussion.

 

We already know that Dragon's Dogma has performed pretty well, so a sequel (although unannounced) is looking likely. What would you like to see added to the game?

Personally I'd like to see the option to play the game co-operatively (you could possibly control your own pawn in another person's game world?)

 

Over to you!

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Message 1 of 32 (916 Views)
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Re: Dragon's Dogma Sequel Speculation

I'm pretty sure a Dragon's Dogma sequel HAS been officially announced by Capcom...  I've read that in a few places now I think.

 

Dragon's Dogma was a strange beast.  The initial exploration of the world was probably some of the most exciting RPG-ing in years.  The lengthy battles when you first encountered a Cyclops or Orge felt epic and really kept you on the edge of your seat (or shouting at your inept pawns to buff you!).  

 

However as you approached the end game and could almost one-hit a cyclops the excitement dipped.  Worst still you began to learn where all the encounters were as all the enemies are generally in the same place, every time you walk past. EVERY TIME.

 

I never thought I'd hear myself saying this about an eastern developed RPG but the sequel could really use some random encounters... 

 

Better DLC too would be good.  The "collect a series of badges from different roofs etc." DLC was very poor...

 

Still, it's up there for game of the year for me.  Really enjoyed it.

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Message 2 of 32 (911 Views)
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Re: Dragon's Dogma Sequel Speculation

A better fast travel system would be great. A lot of times in my last play through I simply skipped/out ran every enemy I came across when I needed to be somewhere in a hurry.

 

If we can't have a cheaper system then port crystals when it comes to instant travel, can we at least liven up cross country a little? Can I rent a horse? Can I trick a grappable enemy (Chimera or Griffin for example) into taking me somewhere if I am a high enough level?

 

And can NPCs on escort quests not be quite so dumb? If I am playing as a fighter and need to wade into a group of bandits I don't want the person I am escorting to follow me until the coast is clear. And stop kicking me when I am trying to carry you across the poison water you keep running into.

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Message 3 of 32 (906 Views)
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Re: Dragon's Dogma Sequel Speculation

I would like to see the difficulty curve reversed... The hardest part of the game was leaving your starting village for the first time, then the game gets progressively easier from then on. And I would like to see NG+ scale up appropriately too. The game was at it's most fun when you had to fight with tactics and not just wade in button mashing...

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Message 4 of 32 (884 Views)
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Re: Dragon's Dogma Sequel Speculation

Ok, things I want in DD2, I'll try to be brief...but not promising it'll happen.

 

1. Not so much a new fast travel system (I'm one of those likes that you have to walk everywhere) but mounts would be cool. You could have eveything ranging from donkeys and horses through to a "tame" Griffin.

2. Non human pawns. How good would it be to have a dog, or a wolf as your companion? Or you could go all mythical and have something like a centaur. And you could then use your pawn as a mount as well. Charging into battle firing arrows whilst the centaur uses his sword. 

3. More weapons. Where were the axes? or the spears?

4. Dual wield swords. (or axes) and the skills and augments to go with it.

 

5. Harder monsters. It gets way too easy. Thought on this lots and think that rather than having them level up as you level up (too simplistic and no representation of how your characters skills progress) how about having each monster having its own level system. For example, when you kill a Cyclops, the next one you meet would be 1 level stronger. And it keeps raising in level until it reaches a maximum for that type of monster. If however, the Cyclops should kill you, then the next one you met would be 1 level lower. 

For lower level fodder (Goblins, Wolves, Harpies etc.) it could be every 10, 20 or even 50 kills that changes a level. Every monster type could also have its own rate of increase, a Cyclops might only change by 1 but a Drake could raise by 5 levels. 

Having a maximum level per monster type would stop a goblin ever being level 200 and stupidly overpowered. Wolves and goblins could have a level of 0-25, Cyclops and Chimeras 20-70, Drakes 50-150 etc. But each would vary as to how often you've fought it eventually reaching a point where it becomes balanced with your skill as a player, and always having that sense of danger that this monster could kill me. ......having to face 2 monsters at the same time would be an armour soiling experiance.

 

6. And more random monsters. I dont want to know whats coming when I'm on my travels exploring.

 

7. You have shops and somewhere to forge items but how about a blacksmith and an enchanter. If there was only one new thing in DD2, this is the one thing I would want. A place where you can make and buy custom weapons (or armour). Make it like the character creation menu's. You choose blade length, shape, style, handle, material etc. And the weapon strengths and statistics are defined by not only the choices you make but also by what materials you give for it to be made with, the level you are when you make it, and how long you allow the weapon to be worked on and money you're willing to hand over. The enchanter can also then add magic to the item following the same type and style of menu's  and methods of choosing.

 

Hmmm, and thats me trying to keep it short (and I've left loads out). I'm just getting into playing it again, I broke my hand, wrist and arm in early August and only got my cast off last week. That might explain why I've had so much time to sit and think up all of this. Theres other stuff of course, like a bigger world and more dungeons and more beasties and weapons and armour, more classes. More everything really.

 

Seriously love playing this game

 

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Message 5 of 32 (875 Views)
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Re: Dragon's Dogma Sequel Speculation

^ LOL good job keeping it brief :smileyhappy:

 

Some great ideas in there. You sound like you'd enjoy Sacred 2 if you can find it now.

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Message 6 of 32 (817 Views)
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Re: Dragon's Dogma Sequel Speculation

Lots of good ideas here people! If we can get enough of them built up I'll send a list over to Capcom. Hopefully it's not too late to get some of your ideas over to the right people.

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Re: Dragon's Dogma Sequel Speculation

[ Edited ]

:xRolleyes: Rather worryingly that was short LOL

 

2 things I forgot though

 

1. When you die you should lose all earned experience points (just the ones that you need to level up) This would discourage letting a monster just kill you to make him easier to kill and also the whole "Godsbane" in front of a chest 100 times until you get what you want. At the lower levels, its not so harsh of a deterent but at the higher levels you could lose XP points that took a lot of time to build up. Trying to get that perfect build max level character would become much more of a challenge.

 

2. Weapons/armour should get damage and break. In real life when you whack a sword against another sword or armour and sooner or later its gonna break, why not in the game. The same could apply to magic weapons, their power drains a little after each use. Are you gonna use your super-duper ultra rare weapon to chop up your run of the mill wolves and goblins, or save all its power for some real nasty? Do you want to be in the middle of a fight when your weapon breaks? A piece of armour fails? A shield breaks? 

You have to look after your weapons/armour and you can use the blacksmith and enchanter fix any damage the weapons taken. But a broken weapon is permanently broken. 

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Message 8 of 32 (786 Views)
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Re: Dragon's Dogma Sequel Speculation

No no no no no.

 

As much as I enjoy gaming, I'm not actually very good at it. I'm all thumbs at the best of times, so I grind in order to power my way past difficult bosses/situations. I also tend to die a lot, either in battle or because I mis-aimed a jump or whatever. Losing all the exp required for the next level because of death would screw me over big time.

 

Also weapon breaking would probably work better if you didn't have weight limits. If your sword is in danger of breaking when you go into a large dungeon you'd want to take spares, especially if you need to swap around a lot to stop favourites from breaking, which would eat into your storage space something rotten.

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Message 9 of 32 (749 Views)
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Re: Dragon's Dogma Sequel Speculation


Berzerker793 wrote:

 

2. Weapons/armour should get damage and break. In real life when you whack a sword against another sword or armour and sooner or later its gonna break, why not in the game. The same could apply to magic weapons, their power drains a little after each use. Are you gonna use your super-duper ultra rare weapon to chop up your run of the mill wolves and goblins, or save all its power for some real nasty? Do you want to be in the middle of a fight when your weapon breaks? A piece of armour fails? A shield breaks? 

You have to look after your weapons/armour and you can use the blacksmith and enchanter fix any damage the weapons taken. But a broken weapon is permanently broken. 


 

No, gotta disagree with this. There is a line between gaming and realism that needs to exist, and this crosses it IMO. When you're stuff breaks is a horrible gaming mechanic, and how it's implemented right now is fine.

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