1 is very level based, so dont become attached to anything you build since enemies will just destroy it, and when you've beaten the island you start on the next one and dont carry anything over. saying that if you play 2 first you will never want to touch the first
i enjoyed the hell out of 1 but the only reason to play it over 2 would be if you were a big DQ fan and wanted to see all the references in 1.
2 just improved on EVERYTHING including how it ties to the older games
Like DQ11 its still mostly music from other DQ games they just picked different tracks for different places
DQ9 was the last time a DQ game got new music for stuff besides battles and the overworld theme
you can literally turn the dialogue boxes to instant in the settings?
though this game has the odd design choice of making the left hand side of the scale the fastest in the settings for the camera/dialogue speed, as opposed to turning it to the right
i have no idea what the frick youre on about because i can skip through dialogue so quickly
Not regular npc dialogue, the stupid cutscene narrator/demon/malroth/whatever shit. That hangs up for like a whole 20 seconds after you read it.
It's not when you're talking to a npc.
I know its because it had to be made to drop a quest chain and come back to it later but I really hated that npcs repeated shit so much. >hey thanks for doing thing! >now we must do other thing! >quest complete jingle >talk to them again immediately >now that we are done with thing we need to do this thing!
i want to play it again because i didn't actually beat it (i think i just finished babs area and story?) but the linearity makes the idea a bit hard to sell myself on
are the online features cool? like the blueprints? i played pirated before would that improve it a lot?
I'm playing it right now actually, is there a way to auto rebuild the shit the monsters break or some material that won't break? It's annoying having to rebuild the fencing and even part of the buildings at the edge of town after a monster attack.
are you on about builders 1 or 2? if 1 then dont get attached to anything you build, if 2, then the story scripted battle events will auto rebuild your town of any damages, but damage from the random event monsters you will need to repair yourself. though these events stop after beating the island boss.
my tip is to just build an arena around where the enemies spawn
No, but you're probably supposed to build walls around your town as a defense line to prevent them smashing your more important buildings which then have be painfully rebuilt
It depends on the monster but there's a lot of blocks that their weapons just ping off of, and with some clever design you can corral them into an area where they get kinda stuck doing that over and over
wish it didn't have such arbitrary limitations on building >rooms only consider 2 tiles up from the floor as part of the room >fairly small area limit, certain prefabs like the castle throne room have to be cut up >incredibly small caps for various items like fish, paintings, etc
I remember having a hell of a time trying to build a mountain around the desert tavern and trying to sort of enclose it like a dwarf town, and doing something as simple as a kitchen and dining area put together as a restaurant with some form of divide and an attempt at an outdoor area down a single block of steps.
Then I tried making a huge sort of communal inn for a ton of npc beds on the main island and had to fight a lot and I remember my staircases fricking shit up too.
I really want DQB3. They're so close to a great game.
The limitations exists probably because of consoles.
The reason why rooms only count two tiles up from the floor is because of how buildings looked in older 2D top-down jrpgs, where they had no roofs. It's a lot more obvious in DQ builders 1, since most of the buildings in that game had no roof and the camera controls were shit.
the co-op building is so fricking limited that it can barely be considered a feature, game should have just called itself singleplayer and been done with it
There's a story, so constant goals to work towards to get to new islands and areas and unlock new features and weapons and powers and use new mechanics (mine cart tracks etc).
It's much more focused on making inhabitable towns for NPCs where they can work and grow to a level the story needs.
Combat is simple, but not as simple as minecraft. Like the other anon said, main similarity is the graphical style. The rest of it is more like an action adventure game and a bit of a colony builder. You can do some random islands for materials if you really want to and have a main island that's for your more freeform stuff, but you really aren't surviving aimlessly.
its adventure based, you have an actual city hub with villagers you need to defend from frequent invasions while going on quests and doing objectives, like if all your villagers get poisoned you need to trek out and find an antidote etc.
Theres several scenarios each with a different terrain and mechanics, its really head and shoulders above minecraft in gameplay depth but building is kind of limited ironically
idk i played the first one for a while and i just starting feeling stressed about missing things or what i was supposed to be doing. i try the second game, and it's somehow even more stressful with the farming management and things. even though it was a lot more guided and concise on what to do than the first game, i still didn't feel like i was making the houses right or had enough space to do shit.
maybe town management games just aren't my thing, and yet i was thinking it would be more like minecraft.
>i try the second game, and it's somehow even more stressful with the farming management and things. even though it was a lot more guided and concise
so 4 things to keep in mind about the story islands, particularly the first one. >Your options/tools for building are severely limited >always build as compact as possible >minimum effort/resource expenditure unless it directly helps (You) (farms for food, resource gathering) >don't delay the main quest for exploring, it'll probably take you to every area of the island regardless
save all the experimenting for the isle of awakening
I ended up trying this on a whim and I am so glad I did. Loved it, though it can get a little grindy when you build on your own island.
That said, when you do finish something that you're genuinely pleased with, it feels great to see the villagers you've picked up enter places and use them too.
And Malroth is great. Grew on me super fricking quickly.
Have you guys found all the secret spots on the builder's island yet? Like the secret Harkon church?
I wish I could just reset my island instead of having to rebuild mountains or start a new game if I want to change something, it's my only issue with this game
Yes I know you can build on the random islands post game, but they're not as soulful
>make nice rooms and amenities for people on the island >make a nightmare obstacle course for my residents if they want to move from room to room
wish i had screenshots of that rats nest
a large map where you build several towns maybe even monster lairs like a DQ overworld would be cool. or just a long line of casinos full of bunnygirls from coast to coast. i dont like how disconnected everything feels and how functionally useless most of the map space far away from the main town build areas feel.
>and the text boxes are unbearably slow.
they're not, though. The "unbearably slow" ones only happen about a dozen times throughout the entire game, during specific plot-important cutscenes that are entirely predictable. Regular text boxes, which account for 99.9% of the game dialogue can be sped up to display instantaneously.
Don't misrepresent the issue just because you're impatient and lack basic cognition.
It's the kind of game where you start really wanting to just frick off and do your own thing, but the fact that so much is tied to progressing and you're ultimately wasting your time if you ignore the story for too long (because of less tools and locations) compels you to put your whims aside and just focus on what the game tells you to do first, I guess.
Like there's too much handholding or guidance going on. You can find yourself saying "hurry up" to the story a lot unless you really get in to it.
I would say it's a pretty big flaw. If you just want to frick around and build stuff without having to deal with 40 hours of JRPG plot, DQB2 is not for you.
blocks are locked behind story progression and you don't really get "creative" mode until you beat the game, it's a 40-50hrs jrpg story and a lot of people just want to make cool shit
>build a pond/lake near crop farms for watering convenience >farmer fricks would rather walk miles to the story build river to get water
I hate metagayging with the moats.
It was so good, I didn't expect it
Short lived threads saying so are actually very common. We tried.
as a PCgay, should I emulate 1 first or just play 2?
I didn't play 1 but when I asked this a long time ago I was told 2 was better in every single way and felt a lot better to actually play.
1 is very level based, so dont become attached to anything you build since enemies will just destroy it, and when you've beaten the island you start on the next one and dont carry anything over. saying that if you play 2 first you will never want to touch the first
i enjoyed the hell out of 1 but the only reason to play it over 2 would be if you were a big DQ fan and wanted to see all the references in 1.
2 just improved on EVERYTHING including how it ties to the older games
I liked 1 more than 2.
the rimaldur overworld theme is goat, at least play it for that before you switch
why do these games have a better OST than DQ XI
Like DQ11 its still mostly music from other DQ games they just picked different tracks for different places
DQ9 was the last time a DQ game got new music for stuff besides battles and the overworld theme
theyre both great, 2 improves a lot so I would jut start on 1
I was gonna pick it up this sale but they removed the ability to get some of the dlc or whatever so frick it
too much damn talking. so much so it made me drop the game.
yeah it's still dragon quest at it's core story-wise which means LOTS OF DIALOGUE
something I still feel was worse in 1
filtered by pastor al
O r, t h e s l o w c u t s c e n e d i a l o g u e b o x e s
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you can literally turn the dialogue boxes to instant in the settings?
though this game has the odd design choice of making the left hand side of the scale the fastest in the settings for the camera/dialogue speed, as opposed to turning it to the right
i'm pretty sure the disembodied voice shit isn't affected by the dialogue speed setting
i have no idea what the frick youre on about because i can skip through dialogue so quickly
I'm talking specifically about the cutscenes where maroth is hearing voices. it doesn't use normal dialogue boxes
Not regular npc dialogue, the stupid cutscene narrator/demon/malroth/whatever shit. That hangs up for like a whole 20 seconds after you read it.
It's not when you're talking to a npc.
I know its because it had to be made to drop a quest chain and come back to it later but I really hated that npcs repeated shit so much.
>hey thanks for doing thing!
>now we must do other thing!
>quest complete jingle
>talk to them again immediately
>now that we are done with thing we need to do this thing!
i want to play it again because i didn't actually beat it (i think i just finished babs area and story?) but the linearity makes the idea a bit hard to sell myself on
are the online features cool? like the blueprints? i played pirated before would that improve it a lot?
I'm playing it right now actually, is there a way to auto rebuild the shit the monsters break or some material that won't break? It's annoying having to rebuild the fencing and even part of the buildings at the edge of town after a monster attack.
are you on about builders 1 or 2? if 1 then dont get attached to anything you build, if 2, then the story scripted battle events will auto rebuild your town of any damages, but damage from the random event monsters you will need to repair yourself. though these events stop after beating the island boss.
my tip is to just build an arena around where the enemies spawn
2, after some point monsters start attacking the town regularly.
No, but you're probably supposed to build walls around your town as a defense line to prevent them smashing your more important buildings which then have be painfully rebuilt
It depends on the monster but there's a lot of blocks that their weapons just ping off of, and with some clever design you can corral them into an area where they get kinda stuck doing that over and over
wish it didn't have such arbitrary limitations on building
>rooms only consider 2 tiles up from the floor as part of the room
>fairly small area limit, certain prefabs like the castle throne room have to be cut up
>incredibly small caps for various items like fish, paintings, etc
I remember having a hell of a time trying to build a mountain around the desert tavern and trying to sort of enclose it like a dwarf town, and doing something as simple as a kitchen and dining area put together as a restaurant with some form of divide and an attempt at an outdoor area down a single block of steps.
Then I tried making a huge sort of communal inn for a ton of npc beds on the main island and had to fight a lot and I remember my staircases fricking shit up too.
I really want DQB3. They're so close to a great game.
Consoles, probably.
The limitations exists probably because of consoles.
The reason why rooms only count two tiles up from the floor is because of how buildings looked in older 2D top-down jrpgs, where they had no roofs. It's a lot more obvious in DQ builders 1, since most of the buildings in that game had no roof and the camera controls were shit.
is it basically minecraft or does it have some depth to combat and shit?
the aesthetic and voxel based nature are pretty much the only similarities to minecraft
ah k
looks like reviews say its mostly a singleplayer game though
are you not able to play through everything multiplayer?
Not him but I don't think you can do anything at all in multiplayer besides build shit in your island
the co-op building is so fricking limited that it can barely be considered a feature, game should have just called itself singleplayer and been done with it
no multiplayer, it's largely a story based game, there is exploration to be had but most points of interest will be tied to a quest anyways
adventure driven minecraft with more inspiration to build shit
There's a story, so constant goals to work towards to get to new islands and areas and unlock new features and weapons and powers and use new mechanics (mine cart tracks etc).
It's much more focused on making inhabitable towns for NPCs where they can work and grow to a level the story needs.
Combat is simple, but not as simple as minecraft. Like the other anon said, main similarity is the graphical style. The rest of it is more like an action adventure game and a bit of a colony builder. You can do some random islands for materials if you really want to and have a main island that's for your more freeform stuff, but you really aren't surviving aimlessly.
its adventure based, you have an actual city hub with villagers you need to defend from frequent invasions while going on quests and doing objectives, like if all your villagers get poisoned you need to trek out and find an antidote etc.
Theres several scenarios each with a different terrain and mechanics, its really head and shoulders above minecraft in gameplay depth but building is kind of limited ironically
ah thanks guys
maybe ill try the demo sometime but was hoping for a new multiplayer game on sale
the demo is a solid chunk of the game, and you can carry it over to the full game if you end up buying it.
yeah i played the DQB demo for an hour or two and bought the game that same day, DQB2 was a first-day buy for me
idk i played the first one for a while and i just starting feeling stressed about missing things or what i was supposed to be doing. i try the second game, and it's somehow even more stressful with the farming management and things. even though it was a lot more guided and concise on what to do than the first game, i still didn't feel like i was making the houses right or had enough space to do shit.
maybe town management games just aren't my thing, and yet i was thinking it would be more like minecraft.
>i try the second game, and it's somehow even more stressful with the farming management and things. even though it was a lot more guided and concise
so 4 things to keep in mind about the story islands, particularly the first one.
>Your options/tools for building are severely limited
>always build as compact as possible
>minimum effort/resource expenditure unless it directly helps (You) (farms for food, resource gathering)
>don't delay the main quest for exploring, it'll probably take you to every area of the island regardless
save all the experimenting for the isle of awakening
>why did nobody tell me dragon quest builders is peak comfy and fun?
I keep the good games a secret.
I ended up trying this on a whim and I am so glad I did. Loved it, though it can get a little grindy when you build on your own island.
That said, when you do finish something that you're genuinely pleased with, it feels great to see the villagers you've picked up enter places and use them too.
And Malroth is great. Grew on me super fricking quickly.
Have you guys found all the secret spots on the builder's island yet? Like the secret Harkon church?
I wish I could just reset my island instead of having to rebuild mountains or start a new game if I want to change something, it's my only issue with this game
Yes I know you can build on the random islands post game, but they're not as soulful
>make nice rooms and amenities for people on the island
>make a nightmare obstacle course for my residents if they want to move from room to room
wish i had screenshots of that rats nest
I really liked DQB2, but it was just soooo long and there were so many cutscenes. I never finished it.
a large map where you build several towns maybe even monster lairs like a DQ overworld would be cool. or just a long line of casinos full of bunnygirls from coast to coast. i dont like how disconnected everything feels and how functionally useless most of the map space far away from the main town build areas feel.
>game is too long/slow
how come this is a common criticism?
The story itself is actually pretty good, there's just a lot of unnecessary dialogues and the text boxes are unbearably slow.
>and the text boxes are unbearably slow.
they're not, though. The "unbearably slow" ones only happen about a dozen times throughout the entire game, during specific plot-important cutscenes that are entirely predictable. Regular text boxes, which account for 99.9% of the game dialogue can be sped up to display instantaneously.
Don't misrepresent the issue just because you're impatient and lack basic cognition.
It's been like 5 years since I played the game, give me a break.
people playing it wanted minecraft and not dragon quest.
the pacing is very bad
It's the kind of game where you start really wanting to just frick off and do your own thing, but the fact that so much is tied to progressing and you're ultimately wasting your time if you ignore the story for too long (because of less tools and locations) compels you to put your whims aside and just focus on what the game tells you to do first, I guess.
Like there's too much handholding or guidance going on. You can find yourself saying "hurry up" to the story a lot unless you really get in to it.
agreed but for anyone reading it, its a very minor flaw in the game overall
I would say it's a pretty big flaw. If you just want to frick around and build stuff without having to deal with 40 hours of JRPG plot, DQB2 is not for you.
blocks are locked behind story progression and you don't really get "creative" mode until you beat the game, it's a 40-50hrs jrpg story and a lot of people just want to make cool shit
We did. You weren't listening.
no one answered so ill ask again
are the online features fun? did you use them a lot? think it would breathe a lot of life in to another playthrough?
>build a pond/lake near crop farms for watering convenience
>farmer fricks would rather walk miles to the story build river to get water
I hate metagayging with the moats.