>missable quest has you go past an area with enemies you are probably not equipped to deal with
why
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>missable quest has you go past an area with enemies you are probably not equipped to deal with
why
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>knock down strong bandit with starter burst strike
>grapple hold
>let pawns frick him up
Let's be real lad. That's the only time the game feels challenging. At the start going up to bandit territory.
After that you gotta wait for that wilderness dragon for a fight or wait for some fun Bitterback Isle bosses
I thought some of the bosses in the ever fall were challenging. Two of those petrification griffins with no sorcerer on the team.
>gore chimera
>chimera
>sorcerer
>hellhounds that respawn while the lich is alive
Fuuuugggg that room.
I died and when I respawned they were gone. Does opening a chest trigger them?
chambers sometimes change, just rest at the pawn guild for 1-3 days to reset them
gives you something to do in new game +
DD was meant to be replayed several times for the full experience
>and now the new one is 4x times as large as the OG
lads... we're going home...
16 TIMES THE DETAIL
I never understood this argument.
It wasn't that you had two different paths to choose, where not saving your childhood friend led to her having some alternate content. You just missed out on some of the few good side quests in the game when most of them were really shitty.
The game is never as fun as the first time because its a half baked game that is none the less magical when its fresh and nothing like you've played before, its like STALKER.
Games should be allowed to be obtuse at times so you don't just blaze through it and experience everything it has to offer in one go. If I wanted one and done playthrough games I'd just play the same FotM games all my co-workers play and forget about every two weeks.
You are one of those kinds that think what makes old games good is that they had sharp edges and didn't think anymore about it. They were not IMPROVED by their imperfections, their imperfections were a (difficult to avoid) result of their innovations.
Case in point, the village chief that meets you at the rear entrance of the encampment to tell you you're waifu is missing. My first playthrough I'd already explored south of the encampment to death and went north. I missed it entirely. He could have met you on the INNER side of the entrance to the encampment and this whole problem would never have happened.
Would that have made the game worse?
Making the game more replayable is by giving the player different options to try in subsequent playthroughs, not by removing a chunk of content.
I’m sorry how is finding a person in a place you didn’t expect ‘removing content’? You can move forward or you can make sure to find her, what’s the problem
The crux of your argument is that subsequent playthroughs are improved by not doing some content the first time around so that you can enjoy them the second time.
It is at best a zero sum equation, you could have either enjoyed that content the first time, improving your first playthough substantially, or enjoyed it the second time.
I am trying to separate that fundamental idea from the "why" did you miss the content by equating the "you missed it because you missed it" to "you missed it for any reason (such as it simply not being doable the first time)".
There is a way of doing this that is NOT a zero sum equation though. Take for example if missing the missing waifu had her show up dead or undead later on. That would give two routes, and when/if you see it in your second playthrough you'd go "holy shit I didn't see this the first time, this is why she died!"
No, I mean on your first playthrough, since you know you can find this woman because the game told you, you can try and go find her. I suppose it makes sense to think he meant she’s somewhere up ahead, but when you’re on a side quest to look for someone it’s not removing content for you to advance not looking for her in the area
Nah, I just like that a game doesn't handhold you through every major development and leaves room for you to make mistakes because otherwise they'd be boring and forgotten instead of loved and revered over 10 years later because people are still finding things they didn't know about it.
No one is discovering you can save Quina 10 years after their first playthrough.
I wasn't talking about that specifically. There's lots of little interactions and hidden lore you'll miss unless you systematically interact with everything in the game at specific intervals.
I agree with you there. Those "little interactions" and "hidden lore" that you pick up later on are good and don't substantially detract from the first playthrough by missing them. Mostly they give context to things you already know so they're actually a lot better finding them the second playthrough.
I can't remember now if anyone in the camp tells you that the old man is waiting south of the encampment for you after you slay the hydra, the first time I played I didn't even see him, I wanted to explore north because I'd already done so much south. It wasn't until about half way through the game that I realised that this whole obscured forest area with the witch in it seems like it should have content but doesn't. I thought it was a bug at first.
You could consider not talking to the man to be as much a decision as not looking for her after you talk to the old man, maybe. But what was the repercussion of that decision within the game world? This experience would have been improved if the result of NOT doing that caused some flag to switch so her body showed up later to punish you for either missing the old man, or ignoring the quest. That would have made it what I talked about earlier, a different route rather than just "skipping" the content.
>Would that have made the game worse?
yup. despite the brisk walk you take to get to the encampment its a ways off for an old man on a goblin infested road, plus he's the chief. the only reason that would happen is as a gameplay concession.
you don't deserve her until you git gud
>go to the end of the escort
>put down port crystal
>accept escort quest
>use a ferrystone
>instantly complete it
ask me how I know you've never played ddda before.
Dev's intention. You get just enough port crystals in a playthrough to cover every escort destination.
No dev is that dumb anymore.
You were supposed to go there at night, and the path is nothing but level-appropriate wolves
>Oh so did the game tell me that
No.
to filter you
Npc literally don't shut up about it till you do/fail that quest. Maybe don't rush through the game?
How did the cylcopes get into the castle and climb inside the walls?
how viable is fighter from 1 to level 200? how do I go about fighting the ur dragon
You'll have a frick ton of health. Anything is viable if you build pawns around your build. Also if you're on pc just use Dinput8.dll Hooks to respec yourself.
Why not
Explosives my friend.
>why is the game PUNISHING ME
not necessarily what you’re saying here but god I want to slap people who say this
Damn you. Damn you to hell.
Dragon's Dogma is probably the only game I suggest having a guide open for because you will just miss so much shit if you aren't keeping track of world state triggers that advance the game.
Only page I'd suggest keeping open is the quests page in the wiki, to track which quest starts when you do a main story quest. It's not as complex as it looks either, though about halfway it opens up a bunch of side quests that if you wanna do before continuing, it'll take a while to get through them