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More drama in Dragon's Dogma 2 with one mechanic ruining play throughs :marseyrage:

https://old.reddit.com/r/DragonsDogma/comments/1bmm9pd/one_pawn_killed_99_of_venworth/

With recent drama from @Losercel, DD2 continues to cause issues.

One such issue is with a mechanic called dragon plague, that makes any pawn in you party capable of killing all npcs in a town.

Only way of checking is if the pawn has pulsating red eyes, disobeys your orders, or and an idle animation :marseyxd:

Now g*mers are getting paranoid and killing their pawns to be sure.

https://old.reddit.com/r/DragonsDogma/comments/1bmoyxg/rant_i_dont_think_this_community_is_making_a_big/

Video of the aftermath of a dragonplague pawn

!g*mers is this what Itsuno meant for his Vision of Dragon's Dogma?

55
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This is what happens when someone wants to make a game like Dark Souls but doesn't know that the mechanics should also be fair...

The g*mers that bought this trash deserve everything they get.

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Dragons dogma isn't trying to be dark souls play another game :marseysolaire: "erm is this game Tough but FAIR like dark souls the hardest game ever?"

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The concept of NPCs (one's that can give quests) being killable, and making decisions that lead to them dying is pretty Dark Souls like. I'm not saying this is a Dark Souls clone, but they certainly took lessons (the wrong ones) from the series.

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That was a thing in Oblivion, I remember getting a mod to prevent it. To level up your skills at certain points you need trainers, and to become a master there was only one NPC in the world that could help per skill. More than one of them could be killed in the world before you even encountered them, same as with some quest givers.

So it's been a problem in games for longer than Dark Souls. :marseyagreesuperspeed:

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You know, I thought Demon Souls was older than Oblivion. No idea why.

Yeah, NPCs should prob not be killable without a respawn system in most games.

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At the very least not the ones who provide a unique function before you've even found them. The master trainers were generally out of the way, so you could have been near them without knowing, so a monster can have killed them loooong before you even knew you needed to find them. Which also means you could be left scouring the entire game world because they're not where you thought the clues said they were, no matter how long you waited, so the player could keep looking forever for an NPC that died because an Oblivion Gate opened near their location and the demons killed them months ago, in game time.

The Elder Scrolls games are seriously janked up. I can't imagine playing them without mods to take out the worst issues.

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Yeah, seems like this game has some Bethesda dna with this bullshit lol.

Thank god Morrowind warns you when someone important dies.

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Bro you could do that shit in a lot of old crpgs

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Yeah, but they usually didn't get themselves killed (outside of scripted quest events). Also those games had save files. Dark Souls is the biggest example of being unable to reload after an NPCs death.

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Like in Ultima you could just kill story important NPCs lol

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Didn't that game have save files? Could always revert if you fricked up. Meanwhile if you get an NPC killed here you're screwed (if you don't revive them in 3 in-game days).

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Permadeath for NPCs has been around since the 80's you fricking r-slur

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The way the system works is pretty reminiscent of how FromSoftware handles it.

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There is a literal tutorial when you get your first infected pawn, r-slur.

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I wouldn't know, I didn't buy this pos. Also that doesn't excuse how braindead of a system this is...

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:marseys#oycry: :marseysoypoint:

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