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30 Oct 2012
By Serum_Lake

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Dragon's Dogma Sequel Speculation

31 Replies 1,151 Views Created 30-10-2012
30 Oct 2012
By Serum_Lake

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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lowestformofwit

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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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MistressFortune

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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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InfiniteStates

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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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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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InfiniteStates

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^ LOL good job keeping it brief :)

 

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

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Berzerker793

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: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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MistressFortune

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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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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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Alright, the weapon damage thing went down like a lead balloon then LOL 

Dont really mind it was an after-thought from a particularly harrowing nightime journey from the Greatwall to Gran Soren. Would be tricky to balance anyway, you'd either end up with swords breaking too easy or not enough for it to matter.

 

As for the XP loss when dying, I was trying to come up with a simple way to make the game harder for those who use the exploits within the system i.e. Godsbaneing in front of chests or the checkpoint restart trick with the Drake to ensure your equipment ALWAYS gets dragon-forged. And also a way to make it much harder to get to level 200, at the moment its all quite mechanical and its just a matter of grinding no matter how you play, rather than a reward for player skill.

Maybe if you lost the XP not for dying but for restarting from a previous checkpoint, and using the Godsbane? It would become less about being punished by circumstance and more about being punished for your choices in how you play.

 

Would definately like something done to make the higher levels harder to achieve, reaching level 200 shouldn't be something that comes automatically.

 

 

Anyway 2 quick ideas, I hope most will agree on.

 

1. Be able to have more than one character per account. Multiple saves please.

2. Longer names for your Arisen. I couldn't call mine what I wanted because there wasn't enough space. 

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MistressFortune

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But people could get around that problem by simply leveling up before they start the Godsbane farming. If they tried it when they were half way to the next level or more then fine yeah, it might be a punishment of sorts, but if they simply killed themselves when they were only a couple of XP into the next level it wouldn;t matter that much.

 

How about a monster training area? Say you have killed so many of a particular type of monster, but despite all your best efforts you only have one or two stars in your Pawn's bestiary. So perhaps there could be somewhere you could go to specially train your Pawn to get those missing stars. You'd need to pay of course, depending on how many stars you are missing, you must have defeated X amount of that enemy before to unlock it and you don't get any other XP or drops when you beat the training monster.

 

It'd probably be purely for those who want to fill out their bestiary and entirely optional, but a nice touch I believe.

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20 minutes after I posted I did think of another way, other than removing XP, and that would be to reduce the maximum level by 1 everytime you restart from a checkpoint. Do it 50 times and the max level your arisen could reach would be 150 rather than 200. Dunno though? Way too harsh, but then again. it would be the players choice.???

 

I suppose all the godsbaning has less bearing on the game as its a single-player affair anyway, as long as DD stays offline and non-multiplayer its only ever gonna be your own game and world you affect.

 

Like the arena idea. But how about expanding it. (I have no idea if this is possible???) but, rather than a simple arena and choose your monster scenario, how about going all "Little Big Planet" and having a dungeon/quest creator mode? You pick the size, the floorplan, the monsters etc. And the dungeon gets put online for others to use. Obviously treasure couldn't really be any of the rarer items, but the more common weapons and drop items, and gold could be used in chests. An amount dependent on your level or paid for in rift crystals maybe? You could earn the crystals back for people using your dungeon like you earn them for having your pawn used.

And to seperate from a training scenario, you would earn no XP from killing monsters and using a dungeon created by yourself (just knowledge) but you could earn XP and drops from using other peoples dungeons.

 

As I said, no idea if that would be possible or how limited the size of dungeons would be? As long as you could get a decent size a big enough variety into enviroments its something that would add longevity to the game (as if it wasn't long enough LOL)

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MistressFortune

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Again, for clumsy players like me that would be too harsh. I lost count of how many times I fell to my death in Gran Soren because a Pawn interferred with my jump or knocked me off the wall. I doubt I would have made it to level 100 lol.

 

If it was implemented players would have to be warned clearly. Can you imagine the outrage caused if it was a hidden mechanic?

 

I'm not sure about dungeon creation. On the one hand it would certainly make the game more interesting for hardcore players who will have finished the game within a week, but at the same time I don't know if DD is the right kind of game for it.

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Yeah i dont think implementing a penalty for dying would work as I have died accidently many times. Usually from falling off the cliff fighting the cyclops on the mountain path and off the top of the castle walls in gran soren. Godsbane farming isn't really an issue unless the game involves multiplayer, Also depending on the story of the sequel there might not even be a Godsbane blade anyway.
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As it seems I am not the only one with issues jumping, how about a 'safety net' in safe areas? In Cassardis and Gran Soren you can sprint around to your heart's content and not worry about running out of energy. How about if you fall off a wall in a city/safe area your HP only drops to 1 instead of to 0? You'd still die if you fell a long drop in the wild.

 

And if I am a fisherman, how come I can't fish? Or use a boat? I know it's not a big issue, but if I have a canon job that I have supposedly spent some time doing, then surely it wouldn't hurt to have a small mini game or two revolving around it? Even if it's just a 'plonk your butt on the end of the pier with a fishing pole and see if you catch something interesting' type thing.

 

Also, I have a house I can't sleep in? Wha? Please either let my character sleep in their own house or give a good reason why.

 

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^ LOL all those things make total sense in terms of gameplay, but when you point them out in that light it's quite amusing. A fisherman with a fear of water that has to sleep in an inn in their home town :)

 

At least they tried to half-heartedly give an excuse for why the water is fatal, although I'd assume anyone wearing armour and or weapons wouldn't be great at swimming anyway.

 

I thought you have infinite stamina in the starting village? I can understand why you don't in the capital at certain points though.

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Sorry, I meant that you have unlimited energy/stamina in 'safe' zones, but you can still die (through loss of health) if you drop too far. I was wondering if they would allow you lose most of your HP but still live in future games if you took a tumble in a safe zone instead of dying.

 

I get why you can't go into deep water (the brine), but there were boats everywhere. As a fisherman, wouldn't the Arisen know how to use one of them?

 

One other (minor) thing I would like to see is the ability to dye or re-colour clothes and armour.

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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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well after fishing in Nier, Okami, Rune Factory etc  (I have a Harvest Moon type game that is just fishing) maybe they should have fishing

 

I mean because after all as The Arisen you might want to take a break in your monster fighting to catch a few fishies

 

Actually I'm starting to think that maybe I've been playing too many JRPGS and action adventure games and I'm starting to actually turn Japanese as I don't mind virtual fishing but not enough to buy Sega Bass Fishing

 

I really wish they would add multi-player questing to it but then as its been pointed out that would be Monster Hunter

 

 

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LOL just adding multiplayer would not make it Monster Hunter.

Although both a PS3 MH and proper online co-op in DD would be awesome.

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InfiniteStates wrote:

LOL just adding multiplayer would not make it Monster Hunter.

Although both a PS3 MH and proper online co-op in DD would be awesome.


 

no but as you pointed out in abother thread - just give us Monster Hunter is a valid point. personally i'm not into competitive multiplayer so co-op questing is ideal for me. I just wonder if because of the abysmal sales of WKC2 in Europe means co-op action adventure rpgs aren't as likely.

 

we really need co-op Dragon's Dogma and Monster Hunter on the ps3

 

and while the Sony employee is taking notes for Capcom - please make Sengoku Basara hd collection available in the UK please I mean pretty please with Motonari Mori on top :smileyvery-happy:

 

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