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Everything posted by ignasia

  1. Weird. All the videos I've seen and everyone else is reporting she's spamming it far more consistently at 2 hits, than she ever did with 3. That really would make a difference. When I get to her I'll be doing testing to get a grip on her AI script (since the only Japanese site with it was pulled and none of the DQ11 stuff was cached, just the links to data pages). I'll be doing the same on PS4 as well, though for now it's critical hit base value testing, and I'm starting to think each weapon has it's own base value. I might even attempt fisticuffs to get a human base: https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928917546 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928959689 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928983852 https://gamefaqs.gamespot.com/boards/189709-dragon-quest-xi-s-echoes-of-an-elusive-age-definitive/78036294/928998689
  2. As I said, her Strength adjustment in Stronger monsters on PS4 is +40%, it's +15% on Switch. So those crits pack a much bigger punch on PS4, even if they're more common on Switch. Thus on PS4 it's a crapshoot between her being super bloody difficult, and just a tad hard. On Switch, she's more dangerous, but given preparations, if you're at the same levels on Switch, she's not going to be nearly as hard. At slightly lower levels though, she would be more consistently difficult on Switch, which is what I think they were aiming for given the QoL adjustments. I think they assumed people would be getting to her earlier, thus there's less need for her Strength to be nearly so high, while the higher chance for crit and more dangerous vampiric ability would make her generally more difficult. I really wish they had just buffed her Vampire ability though, and left her Strength at +40%.
  3. I am the smartest! *hits head on door, opening it the wrong way* I is da...uh...smut...no no no...shart...sma...saaaamaaaaaarrrrrrest! Da smarrrest!!! EDIT: to be honest though, I find it's more often the opposite. We tend to downplay our intelligence, and I think the general sense that we aren't as intelligent as we're capable of being breeds a need to prove this isn't true, generating behaviour where we make mistakes rather than calmly assess a given situation, leading to foolish statements and ideas that some feel stuck in sticking with, rather than accept a mistake and move towards the goal line of a more accurate assessment/conclusion, or more thoroughly considered statement or question. Thus the need for humility to fill in the gaps during those moments.
  4. It probably also has to do with gameplay limitations and how many on screen poly to sprite count the DS could handle. Note the lag in a lot of places. The DS remakes of 4~6 would lag heavily in certain towns if enough NPCs were present on both screens. DQ9 only uses the top screen for the game, bottom for maps/data, yet it still has tons of spots with lag if enough NPCs are present, or just off camera, so there models are loaded into RAM and rendering even when we don't see them. It's a lot more load heavy to use 3D models than 2D models, especially for those ARM based CPUs. They're essentially APU's as well, so double the processing load. So while jarring, the most likely reason is just pure processing power, and keeping the 3D models to, as you both surmised, to highlight significant characters.
  5. Do you recall when you read it? Nevermind, it isn't worth looking into. I just read over 30 articles, they all say the same. Either the job postings, or DQ12 is a long ways away, or Yu Miyaki's statement regarding making preparations for connections and storylines for 12.
  6. About 400k copies sold in Japan. http://garaph.info/softwaregroup.php?grid=192 The 3DS and PS4 copies also sold very poorly (I cannot find numbers, but I've heard either at or just under 200k). Thought that could be because they're purely digital releases (also likely due to precedence in sales numbers). So most likely the main reason for Japan not getting a physical copy. Especially when on mobile, DQ's have sold roughly the same in Japan as in the US. DQ3 is the exception, but only because it went Free to play on its anniversary, and numbers spiked hard. Which is funny, because it means Japanese players hold mobile gaming in the same level of esteem as Western gamers: they don't like it unless it's free or freemium. There's also the reality that games released in Japan with either no new, or limited new, or new content that is only available late game, tends to do poorly. DQ's 1~3 SFC, 4 PSX/DS, 5 PS2/DS, 6 DS, and 7 3DS sold very well. 1.2, 1.4, 1.2, 1.5, 1.8, 1.57, 1.4, 1.24 = 1.41m average between them. DQ's 1~3 GBC, 1~3 Wii, 8 3DS, and 11 Switch have so far sold WAY under those values. 720k, 750k, 397k, 859k, and I'll wait on 11 Switch's numbers, but the average of the other releases, with actual new content, not direct ports, which are perceived as having just not enough new content, or earlier enough access to said new content, equate to: 681k average, which is 48% of the average sales of the rereleases/remakes that sold well. Do note that DQ8 3DS sold 584k its first week, and by 1 year 5 months later, was selling 31k copies, and had sold a total of 859k (so it could be 900 or even 1m by now in Japan). DQ11S by comparison, sold 360k its first week, or 61% of DQ8 3DS's first week sales. It's already estimated, by week 2, to have sold 418k, which for Japan is not bad selling 16% of week 1 sales in week 2, even for Dragon Quest (that's actually fairly high, usually drops to around 5~12%), which means it could actually hit DQ8's 3DS numbers over time, which would be a very good turn-around in Japan. Though I have to wonder if there's something else affecting general sales, because they're way down.
  7. Erdrick read no such thing. I am thinking he's conflating statements Horii made about wanting an Action DQ following DQ7's release back in 2001 (no longer exists, not even archived...thanks 1UP!), which was well known to the fanbase for a very long time. Alongside likely DQ9 starting out as an action RPG, and the recent anniversary couch conflagration of Horii and Level-5's leadership and how they discussed DQ9 and a remake (intended to make it seem as though it wasn't intended, but clearly they had plans before this, and this was how they planned to announce it). Then probably with the recent job postings SE has put out for new Dragon Quest games, and one which specifically calls for someone with Action oriented battle experience. DQ9 remake reveal: https://gematsu.com/2019/07/dragon-quest-ix-staff-discuss-possibility-of-remake-during-10th-anniversary-live-stream Dragon Quest job postings relevant to Action RPG's: https://www.jp.square-enix.com/recruit/career/contents/dragon_quest_new/ https://hrmos.co/pages/square-enix/jobs/100400900 https://nintendosoup.com/next-dragon-quest-title-in-development-could-be-an-action-rpg/ https://mynavi.agentsearch.jp/jobDetail/?jobId=31772535
  8. @YangustheLegendaryBandit @Twinkie you cannot reset skill points in DQ8. Any version. However given you can postpone skill point distribution in the 3DS, and see what each skill available does, it offers a chance to plan out builds. While I like DQ8's system (and DQ9, which is a drastically improved revision, particularly the weapon attack bonuses, which DQ8 3DS should have changed to stacked bonuses), DQ11's is very well balanced, to the point where at particular skill point intervals, the game assures just enough skill points for certain groups of skills even between multiple paths, often highly useful skills and stat buffs at that particular point in the game that normally most people would be at said level, to have those skill points available. One thing though that DQ8 does give that DQ11 doesn't... The skill tree requirements, point gains, and seed of skill gains gives the impression you're always moving forward at a nice steady pace in skill development. DQ11 by comparison, is like a gulf of extreme limitation until level 40, which is likely to be around the point the 70% story marker clicks. Skill seeds give only one point, and while at max level that 1 point is meaningful, for the bulk of the game, it is meaningless, and rarely ever allows access to a new skill, weapon boost, or stat boost. It feels like walking through a desert hoping I place points in the most effective manner, something that is never present in DQ8. While I prefer the format for skill point usage in 11, I prefer the sense that I can definitely get that new skill on the next level or two, not feeling as if I have to wait 5+ levels for enough points to get a new skill or buff.
  9. Oh, I agree. Falcom, whenever they do a NG+, take the Bamco route started with Tales of Symphonia. Where you get a point system and you spend the points based on how well you handled the game, to determine what carries over to the next one. I kind of like that one too. Since it means spending time actually mastering the game to get everything to carry over (or nearly so). That said, it's the first time it's been in a DQ game, and it does have aspects unique to this game. One that is also a NG+ by technicality I think, not design. As in I think they were forced to do this to allow transfer, and simply let it ride. Since it doesn't really force a New Game, just a Switch with any amount of backtracking at the player's discretion. It's just Chrono Trigger and even Xenoblade Chronicles, functions in a similar fashion. I do wish I could restart with levels at 1 if that were possible, and allow resetting of certain data, like Quests. Though perhaps we'll see another system like this, with more time to process how it should work, so more refinement.
  10. Since you haven't really done it, I will say you're wrong. It's not a hassle by any stretch. 2D mode cutscenes are very short by comparison. Maps are easy to traverse, and the level requirements for Holy Water to work are fairly low for the bulk of enemies. So getting from place to place is easy. 3D mode cutscenes can be skipped entirely, and with running/riding, it doesn't take long to get to the specific place you need to be. Literally should take like 5 minutes to get back in most cases. ==== However you have the option to: 1) Raid old treasures, so you can seed farm, gold farm, get access to rare materials early game with one-time access points, gain second/third sets of one-time weapons/armour. 2) Can abuse the dupe system to get certain one-time story equipment, that carries over, to double up, or heck, abuse it for certain seeds (like the Super Seeds, which in this game give +20 to a stat). 3) Get to see the special scene for defeating the Black Dragon under Heliodor. Shame this is the only one. 4) Get to play from early game with the Sabrecat as a mode of transportation. 5) Rebattle rough boss fights in Super Strong Monsters to curb stomp them in much the same way you can in Chrono Trigger. 6) Maybe you just want to replay the other mode, but want to easy and sweet...just to see what it's like. ==== This system is like Chrono Trigger's, only instead of forced to the start, you get to pick ANY major story marker prior to where you're at before the "Switch." So you can just rehash certain battles if you want to. Or relive certain story points, without just using the scene recording system, but to actually replay that section.
  11. @ErdrickRotoLotoOrtega Maybe they had issues working out kinks with carry over at the same save point, and didn't feel like spending extra time ironing those out, and preferred to work on other things due to time constraints and the number of people involved? That's often the reason for oversights on some of the most glaringly obvious loopholes in programs. Some minor detail that causes a bug due to some conflict in the data. I would clearly be speculating, but it could be as simple as the placement and story data cues that are distinct between the PS4 and 3DS versions, that they couldn't rectify in how they're written and cataloged, and there are too many instances to account for, especially as the games progress. Where they could not account for the myriad distinct elements between save files, and found it easier to just pick particular story points that share the same check data in both, and just carry over certain data. I VERY highly doubt it's an oversight, and they didn't think of it, given how it works in the 3DS, that would likely be the one thing they would attempt to make work first. We also know the PS4 code is carried over as is. Same with the 2D mode from the 3DS. They didn't alter anything for either game's gameplay, and I doubt they messed with the way save data was handled. Only added in check lists for new content. I'm sure anyone who visits here and programs at all could offer more insight. @AustNerevar Don't you code? I cannot think of anyone else who is a regular.
  12. This isn't a Grotto question though. It's a stat/character gameplay development question. I would say farm and get all character specific skill sets to max, for all the stat bonuses. So Guts, Courage, Enlightenment, etc. Those stat bonuses carry over between classes and stack with one another. After that, just keep grinding away until you get harder grottos, and I suggest using the Baramos map to gain access to harder maps. if you want to get the post-game quests (the bosses that come with them), and the legacy bosses that also come with them: or this: https://gamefaqs.gamespot.com/boards/937281-dragon-quest-ix-sentinels-of-the-starry-skies/77723677 ...this is the better method if you can set your router to allow WEP encryption for a night...OR if you have a second router you can physically plug into your main router/gateway, then set that to WEP (or better yet, just whitelist only the DS Mac address), and use that for your DS.
  13. Levels transfer. So if Serena is level 70, she'll start in 2D at level 70. No way to change this.
  14. To do that would have required completely rebuilding the entire 2D game to match the PS4 3D. I thought they might do that, but that is a LOT of work considering just how different they are. Even the battle system changes remain the same, so 2D is a completely distinct experience when it comes to how certain Pep Powers work, damage output, max stats, etc. So to keep things kosher, and to avoid complications, this is the compromise they made without sacrificing extra time. I'd say they did a very good job with what they worked with, plus the system is superior. Matt's rant is a little bit off, as you keep your levels, items, equipment, skill point distribution (unless the switch is to a point in the game where there is a difference in the skill tree, or where certain story skills wouldn't be available). Meaning you can blow through the same section in 10~15 minutes. Cutscenes in 2D are shorter on average, and dialogue is text based, so it's not hard to mash the button a bit to get through them. The world is faster to traverse, and given you're likely already at the level where Holy Water and/or Holy Protection work, it's easy to avoid random battles. 3D, you can just skip the cutscenes altogether, and running/horseback riding at a charge allows quickly moving through to the end of the previous chapter. The other positive is that this version then works like a NG+ mode, only one where you pick your point of return. ==== Thinking about it, I guess the reason for the lack of change is that chapter indicators are at the end of said chapter, not the beginning. Which I do get, though it would have made sense to start them at that point. I have noticed if you end a chapter and switch over, you will start almost at the exact point you were in before. It's just a matter of switching after that critical marker. Before and yeah, you'll have to redo a bit.
  15. @Stuner50 1) Changes come to DQ all the time already, but they're handled as branching off elements that expand from base simple elements from previous games. This would be an overhaul. So of course there would be changes expected for long-time fans. It's now expected some new elements will be integrated. Once they become more consistent and stick around, there's more appeal in the long-term for fans, because it becomes more the new defacto look and style. Given DQ doesn't change, so much as add on and grow new branches, so the differences are more subtle, it's much easier to shift viewpoints and adopt to those changes with subsequent games, as they really are subtle. 2) SE won't control DQ after the creator trio pass on. Armour Project will still control the story, content, and gameplay. Sugiyama Kobo will still control the music. Bird Studio, the art direction. There will be other people at the helms of those studios, but this is Japan, and there is a personal desire to show deference and absolute respect for the vision of the original creators. Something lost in the West, unfortunately. SE, on its own, would also actively choose to show a measure of respect and deference to the vision of the creator. There would be lines they would be more willing to cross, such as orchestral music renditions in games, or artistic direction with a little more flair...like DQ's 7 and 9 showed, though both of those were done by Toriyama. 11 shows a little initiative in monster design aesthetic, not as much as 9, or the outright reworks of old monsters 7 attempted (I prefer 7's reformed versions of old classics), but all of them still feel and look like Toriyama, something I would expect from future artists Toriyama puts in charge of handling the series when he moves to retire. 3) As Mordegon above me states, this is Japan. The main audience expects the DQ experience. This is something SE would fully understand, and would know they would be taking a massive gamble and potentially kill the series there, at a heavy risk of potentially greater success in the West. There's also no guarantee that even should it become successful in the West with such drastic changes, that the differential in growth in the West would make up for the loss in Japan. It would also alienate a lot of fans here, that do exist. There are people who refuse to buy DQ8 because it looks to them like a Final Fantasy game, as the characters aren't chibi. It's not 2D. I know this is true in Japan, but it is true here as well. Same with 11, except one of those friends passed on, and I no longer speak to the other. I know people who refuse to buy DQ9 because of enemy spawns on the map rather than random encounters, the heavy puns, and spell translations they just cannot get around. They don't appear on GameFAQs anymore, but there were people who were long-time fans, who felt alienated because of those minor additions/changes. There are people who used to post here, who felt VERY strongly about the puns, town/place/enemy/item/npc/character names, and spell names. I don't know if they left the series or not, or bought any of the new games since 8, but they certainly haven't posted in years, and left rather upset at the changes. ESPECIALLY when 9 was released. There was a hell of a lot of haranguing in the forums, so much so that some people who used to post here left as a result. A lot of them were sick of defending the fact that it's not a huge issue, and it's better to move on and enjoy the games or just stick with nostalgia, or wait out a fan translation that might take a more literal path. Even FF, which is built around the concept of change, gets shat on by fans who dislike some of the changes, but not because they're necessarily bad (though some do take issues with quality control and integration), but because conventions they feel are inherent to the FF series are dropped, even if they've only been around for two games, at best, but they happen to be the two games those particular fans adore more than anything, and see as the defacto format for FF, and look for even a semblance of similarity in other FF games to point to those systems existing in some primitive form, or as a slight carry-over with a lot of tweaking (even if this is pure fantasy, as the amount of similarity is so minute, the two systems are barely distinguishable). Plenty of people who jumped on the DQ bandwagon recently, are from other series, who feel betrayed at changes in direction for those other series (most notably FF). So imagine if you would, the impact in Japan, a country that is notorious for maintaining nostalgic consistency of theme and form in everything. From daily life, to art, to cultural practices, to even belief systems (even melding old forms and practices to new religious systems...which is fairly human and historically consistent with most cultures who adopt a new philosophy or religion). Dragon Quest VIII's Japan sales were LOW for what they should have been, despite the release at the height of the system in Japan, when it had roughly the equivalent system sales in Japan to the Playstation 1 sales when DQ7 was released, as it was fading into oblivion. Yet DQ8 undersold DQ7. Why? Harsh criticism over the look and style. Despite the cell shading look, and that the models maintained a strict adherence to Toriyama's style, and would be the natural progression of that art aesthetic in a game world, after technology allowed for more realistic NPC models, it was taken as a betrayal of form, because DQ was a 2D chibi-pixel art game series in the past. The overwhelming sense in Japan of that format, once introduced, being the defacto form, and the one that should continue to represent the series, is quite strong. So for those who started with the NES, I'm sure the SNES releases were seen as an undesired change. DQ7 PSX a continuation of the SNES format, so for those who played on the SNES, a continuation of form, and for those from the NES era dying to play DQ, and that DQ is the only one maintaining that consistent aesthetic (even Atlus games were seeing drastic changes), it was probably the most comfortable fit that maintained some consistency of form in a new system, that over time, anger over changes might have thawed and reason come to play. So when a minor shift in DQ8's design, and the dungeon design, and world design can cause such a stir. Imagine the reaction if DQ makes a dramatic shift in look and art-style. A total 180. Not a natural progression, but a complete facelift.
  16. There is a drastic difference in having party members you create yourself, which was a staple of the defacto Dragon Quest that refined and defined most of the elements we qualify as Dragon Quest, and having a completely different setting. Having created party members in DQ9 is akin to having a marriage system in Phantasy Star Online. It's something already done within the series, and something that is a gameplay element, not a thematic aesthetic that creates the allure and feel of a game world. Having a Phantasy Star game without technological elements but instead a pure fantasy, with a look similar to Link's Awakening Remaster, would be the equivalent of Dragon Quest going from a Fantasy setting to a Steampunk setting. One is a minor change in the nature of your characters, that has absolutely no impact on the larger narrative, or the vignette structure inherent to Dragon Quest. Afterall the hero's personality is defined by other characters, whether they be NPCs or story recruited characters. Essentially DQ9 is a solo game, and it's treated and meant to be a solo game, much as DQ3 is a solo game, and is meant to be treated as such. This keeps the spirit and flow of the Dragon Quest story and gameplay structure. It changes nothing. Steampunk would be a total overhaul. You'd have to add in munition type weaponry, something never before seen in Dragon Quest. The generally clean and friendly look of characters would have to be changed to a more wild and erratic mixture of 50's style art deco shapes and form, with more ragged or wild mixtures of cloth and mechanical elements. Stuff that seems very strung together, unless they take the cleaner high road and pretend it's the rare exception in steampunk where there isn't a degredation in society, and an inherent metal poison keeping things in a degenerating state where nothing moves forward, and people just repurpose old tech and items. I forget the word, but Steampunk is specifically...dystopian (remembered as I wrote this sentence). The few times it's not are more modern interpretations to maintain the feel of steampunk without the psychological and sociological elements that maintain a lack of development in stylization and aesthetic...which make absolutely no sense in context, as it requires total magical thinking that somehow society would retain a specific perspective and the lack of development would not circle back and rot over time. I'm not saying that wouldn't be cool...but that's such a common thing these days, it's refreshing DQ maintains its roots, as that becomes the exception today. That level of change would require a total overhaul of the battle system. It wouldn't look right for DQ style attacks, magic, etc. in that setting. It would look off. FF6 maintains the illusion because it isn't actually steampunk, it just borrows elements from that era...it's proto-steampunk, showcasing the development from the start of a technological world, and one that melds in magic, leading to new directions and designs that are anything BUT steampunk. Even the capitol of the empire isn't steampunk, it just has a few elements and parallels, but lacks the overall feel and dynamic. It's "new" while steampunk has the distinct flavour of "old-rehashed-inability to move forward-static time loop," while the empire and world in FF6 felt alive and developing, where it feels like the capitol would shift in look as the technology progressed, as with the rest of the world. FF7 has a similar aesthetic. An alive, functioning, burgeoning new world that develops AS the technology develops, or regresses naturally as the technology is destroyed and taken away. In such a world, the concept of magic as a mystic force that governs nature is not a juxtaposition, but rather a parallel element growing alongside. This is something inherent to all FF games with technological wonders. Steampunk games by definition, maintain that feel of mechanical, even in magic. I can point to Arcanum, a magical world in a steampunk-like universe. There's also Septerra Core. The magic as it exists in both games, has a very sciency feel to it. There is almost no mystical aspect to either of those worlds. Magic is treated as a byproduct of biological forces or science, or a connection to natural forces that can also be harnessed by science, and the demonstration in how attacks work, have very mechanical elements to this. This is true for Fallout as well. Meaning for a Dragon Quest game, placing Gigaslash into that universe would require a reworking of the form and look. It's too fantastical. Too magical in style. Too mystical and unexplainable in form and function. It's just there, and we accept it's there because it's a fantastic fantasy, magical force that fits with the setting, with a world steeped in magic and forces one cannot rationally explain with scientific endeavour. It would feel out of place in that world in its current form. That would also alter the nature of how it's obtained. It would need something science related, not just a skill tree where you magically just learn a skill via skill point dumping. The DQ experience would feel out of place and counter to the world structure and the science and mechanic aspects. That would be hard to justify for me DQ12 being DQ, as it would be the first that requires a total overhaul of everything. A dropping of literally all conventions, all carry-overs, the very essence and nature of Dragon Quest itself. The music, the visual style, the gameplay aesthetic, even the story telling would need tweaking as it would require dropping the lighthearted surface layer inherent to DQ. It wouldn't feel right in that format. Maybe it might work...the only thing that could potentially work IS the story format. Gameplay though, definitely needs a shift to fit the feel and I can't think of the damn word for it, but like the inherent expected format for that type of world. You'd have to explain Gigaslash away as needing some lightning thing added to the character's robotic arm, or weapon. Something that works in context with what I would expect in that game world. I suppose the one thing both have in common...is the nature of being trapped in a time loop, and awash with a nostalgia, a need to maintain form. They're just very different.
  17. Yes, I would play it. If that's what Horii wanted to do, since it's his baby, I would give it a go. I might hold my nose a tad, but I'd certainly play it. Though if it does, it would be a setting, and likely the fantasy setting would be present, but let's say he did make it a full on space setting (which is actually distinct from Steampunk, which is a particular flavour of sci-fi)...sure, though again, I would hold my nose a tad, as it would feel a bit out of place in the DQ universe. Now steampunk, if it were not just sci-fi, and in space, but also steampunk. I would still play it, and feel that not matter what anyone says, it wouldn't look like Dragon Quest, even if it played like Dragon Quest. I'm sure it wouldn't sound like Dragon Quest either, as the necessary shift in musical composition to fit the scenery and style, in particular for Steampunk, is so wildly unique to the standard flavour and format, it would be very vexing. Even if I found it to be a great game, and thoroughly enjoyed the experience, I already know I would NOT classify it as a great Dragon Quest experience, no matter what label is pasted on the box. It would just be a great game that happened to be called Dragon Quest. Now I guess they would need space dragons, and more metal dragon types. There's only one so far, and it's...kind of steampunkish, but more in the sense it fits 1950's design aesthetic, not true steampunk, which has a darker theme, more layers and additions, and more fantastical elements added to it...though I guess Metal Dragon could be called a proto-steampunk. If the series simply took that direction and maintained it, then at that point Dragon Quest is just Dragon Quest, regardless of setting. So I would say 3 games using that as the main setting would satisfy my need to feel comfortable calling that format for Dragon Quest...Dragon Quest. That's not particularly unpopular. I've rarely met anyone who didn't feel it's one of the strongest OSTs in the series. Myself included. I prefer most of the tracks to 1 and 3, despite enjoying both compositions. That's just like New Parma in Phantasy Star III. A fantasy world living in a spaceship, heading to a new planet, complete with mysticism, the evil dark force that can meld with both biological creatures and machines, swords, magic, bows, guns, and bazooka's.
  18. What? Are you saying you don't like my spendiferous, galactic level superfluous and stupendous name!
  19. I agree. I'm more keen on the original Japanese. Especially for 2, 3, and 7.
  20. There ya go. That's why. Also, you did not say that until now.
  21. ...where did this happen? I've never seen it here, not on GameFAQs. I've never seen it in my social circles on social media. That's pretty crappy since DQ2 is widely believed by almost all DQ fans, to be one of the hardest to get into, and one of the least liked in the series. Hell, I'd be hard pressed to find anyone here aside from myself who actually enjoys the experience thoroughly. I certainly wouldn't condemn you for not being a fan. It's a poorly paced game that jacks up difficulty sporadically due to lack of focus after you get the ship. Everything leading up to the ship is just reasonably difficult, but not obtuse, as there was definite thought put into it. However, even Horii himself has admitted in at least one interview, that DQ2 had a lot of flaws in focus due to time limitations and the sheer scope and size of the world. Plus he was busy working on marketing and coordinating with Shonen Jump to use his contacts and friends there to help promote DQ2 and by virtue of 2, DQ1. So he wasn't fully focused on game development, and this apparently occurred after the ship. So even from the creator's mouth, it's not a fully fleshed out experience, and it took until the mobile ports for some time to be spent fixing the obvious story direction flaws, and even then, it's not perfect...it would have to be remade from the ground up to properly solve the issues. ========= You were warned over that? Is that what really happened, or is there more to the story? I'm just asking because that seems a little odd. We've had talks about futuristic DQ before, and while there was a lot of disagreement, there weren't any warnings for the suggesting or postulating how it would look or play. Only when someone went out of line in how they presented their case. So I am a tad incredulous that you would be attacked for having made that suggestion. I believe I took part in the most recent discussion over it, at least a post, and I don't remember anyone shutting down opinions. I would be the closest one, but only in the sense that I don't think it would work, as DQ is..well, it's a fantasy game with some robots that pop up, and on occasion, some technological elements, but they're explained away, or done in a way that makes them magically oriented, not science fabricated. DQ7's mech base for example. The issue though is it would undermine the focus of DQ in being DQ, which is a main draw for the fanbase. I can see a spinoff series, but it's not FF, which seeks to revise and rebuild itself in some capacity each game. DQ is about maintaining a sense of similarity. Growing and developing off the same basic premise, and any complexities and add-on elements draw from that association of the similar, the known, which develops a certain harmonization where each DQ still feels like DQ, something a Sci-Fi or Steampunk world would undo. It would also kill the series far more effectively than an MMO experience ever could. It has to be mystical and magical, and mechanical elements need to have that sense of wonder, or it doesn't work in context with the flow of the series. Sure, I get the desire to see a different and new direction. I can see sci-fi elements added INTO a DQ, maybe some steampunk elements added in, but it would have to be a town, or area, not the world as a whole, or it undoes that illusion. You might say I'm shutting you down, as you clearly felt in the other discussion, but am I, and are not others allowed to disagree or present an argument why we wouldn't like it? Why it would be detrimental? ...more later, I'll return.
  22. Yes, a LOOOOT of changes. Switch -> early enemies have about 10~20% more stats, including HP. I can take down Platypunks in 3~5 hits at level's 6 and 7, and it's 2~3 in the PS4 at the same level. Dora in Switch has the same HP/Defense as PS4 SM, but only +15% or so Attack, goes 2 actions per round 100% (normal is almost a 50/50 1~2 actions in all versions), and her vampire skill is about 30% stronger. Her AI pattern is changed so she uses critical and her HP sucking skill back to back, and more often. Dora in PS4 has +40% or so Attack, goes 2~3 actions per round (usually 3), but is less threatening per round as she'll use her fixed damage attacks more often, and isn't as keen on using critical hits. I think a fair portion of the time they took developing the Switch was in heavy rebalancing of every battle. Elysium Bird is much harder in the Switch. The start of the game is definitely muuuuuch harder in the Switch, even ignoring the Healer + Supplicant, the PS4 is better balanced leading up to Hotto, after Hotto, it starts to even out.
  23. They don't exist...they're all unique experiences. As per favourite, it depends on a lot of factors. I'll split into multiple factors: 1) Overall Favourite - 2) Content - 3) QoL / Best Balance - this one might be split into multiple if one doesn't satisfy both 4) Visual / Auditory Aesthetic - this may also be split into multiple if one doesn't satisfy both Dragon Quest I Overall Favourite - ...I don't like this game Content - ...I don't like this game QoL / Best Balance - ...I don't like this game Visual / Auditory Aesthetic - ...I don't like this game, but I LOVE the music If I had to say...put Switch on everything but Visual, in which case, the SFC version Dragon Quest II Overall Favourite - Switch (the added content to emphasize the crest search helps give grander purpose to 70% of the game, and spearheading a direction...I know this is in the iOS/Droid, but the controls are superior, as #$*! mobile controls, they're terrible, even if DQ's are particularly well done, you can't fix bad, just make it tolerable, so technically the 3DS and PS4 would fall in here too) Content - Switch + iOS/Droid (crest search focus helps move the goal posts for the main quest, instead of random wandering) QoL / Best Balance - Switch + iOS/Droid (more Zoom locations...yes please, that solves everything, though a shoutout to both the NES version, for the bug that allows for a second Waterflying Clothes, and the GBC for giving better general reductions from reduction equipment) Visual - SFC (I cannot for the life of me enjoy those models) Auditory Aesthetic - Switch + iOS/Droid Dragon Quest III Overall Favourite - GBC (Ice Dungeon, certain equipment is actually useful, whereas it's pointless in every other version, like Ortega's Helm and the Magic Bikini, the Pachisi games, the Grand Dragon boss fight, the better Content - GBC (though medal hunting is nightmarish, using codes to gain access to the second bonus dungeon, it's a fun place to be, and a cool boss fight at the end...plus that Rubiss Sword) QoL / Best Balance - GBC (two exceptions...Baramos on the SFC, mobile, iOS/Droid, 3DS, PS4, and Switch is the superior and harder battle ...due to limitations in equipment thanks to the lack of the pachisi mini-game, the mobile/iOS/Droid/3DS/PS4/Switch releases have the hardest perfect Zoma and Xenlong fights...Zoma normal is easier as EXP gains are MUCH higher, like 2x higher, so levels are generally higher on average...early 40's vs late 40's, making a huge impact on difficulty of the dumbed down Zoma battle after using the Sphere of Light) Visual / Auditory Aesthetic - SFC (that SFX reverb, that dark palette, that even the new synth renditions are barely a step up, though I will say iOS/Droid and Switch has the best quality OST) Dragon Quest IV Overall Favourite - iOS/Droid (DS for controls, but that party chat) Content - iOS/Droid (that party chat) QoL - iOS/Droid (that party chat) Best Balance - PSX (changes to the DS and beyond render the game easy mode, with the exception of Keeleon and Balzack...hero's stats especially, but also Nara have insane stat gains compared to the other versions...PSX strikes a nice even tone even the original NES doesn't have, especially as it was the first version to have full control of the party, plus the DS version's AI is terrible, and unfortunately, the best AI, even considering Cristo/Kiryl, is still the NES) Visual / Auditory Aesthetic - iOS/Droid Dragon Quest V Overall Favourite - iOS/Droid (DS for controls) Content - iOS/Droid + DS (same content really, the online feature on the DS is removed with no replacement, but it added nothing except as a lame form of sharing really silly stuff) QoL - iOS/Droid Best Balance - PS2 (the most difficult overall...I'm not sure what happened with the DS and iOS/Droid versions, but they are easier, despite virtually the same stats, my guess is higher EXP gains, and pachisi track changes to benefit stat boosts? I'd have to look into it) Visual / Auditory Aesthetic - PS2 Dragon Quest VI Overall Favourite - iOS/Droid (DS though, for play controls alone, if the Droid/iOS version ever gets released on Switch, THAT will be the superior release due to controls) Content - iOS/Droid (Dreamscape system is added to the normal game, making for a fun mini-game collection quest to access two of the best slime recruits) QoL / Best Balance - iOS/Droid (tweaks that benefit Terry, plus the earlier access naturally for Curie + Shelley, and Mercury make for a better experience) Visual / SFX Aesthetic - SFC (darker colour palette fits the world perfectly, while the remake's light and bright palette just doesn't work well, especially in this game...the SFX are just superior, especially that chill reverb sound that makes certain attacks sound like they're in an audience chamber, it adds another layer of bombast to the battle system...otherwise, the visual effects on the DS and iOS/Droid releases are superior, the models are better, and the enemy animations are top notch). Auditory Aesthetic - iOS/Droid (highest quality music, remastered synth that sounds fairly close to actual orchestration) Dragon Quest VII Overall Favourite - 3DS Content - 3DS QoL - 3DS (though it could have used more, and lacking Padfoot is a HUGE negative...the main bonus is the tracking system, so it's easy to walk away for any amount of time, and come back to a very well written story synopsis, and ample explanation for missing elements, and the various fragment tracking systems makes it easy to move forward) Best Balance - PSX (the 3DS needs a LOT of enemy work, or the EXP gains, spawn rate, and monster aversion should be tweaked to match the PSX experience, as the balance is the best in the entire series for normal play...just fight as you go, no farming until post-game, is literally KNIFE EDGE perfection tied to the tempo of the game and encounter rate, and likely levels/classes mastered at each point) Visual / Auditory Aesthetic - 3DS Special Note: iOS/Droid, if it ever comes out here, allows access to all the DLC maps without the need for the DLC system (of course being Dragon Quest, it's on-cart locked out...needs unlock keys sort of system). If we ever get a Switch release, it will be this version, and there aren't on-screen enemies, but instead random battles, as I guess the encounter rate was a massive f-up, and Arte Piazza, or the SE mobile team who worked on it clearly didn't have the resources or time to rework the system, so they just switched it back to Random Encounter, and apparently it's higher than the original, but definitely better than the general encounter rate on the 3DS, which is a plus. Dragon Quest VIII Overall Favourite - 3DS Content - 3DS QoL / Best Balance - 3DS (hardest and easiest to break and turn into an easy experience) Visual / Auditory Aesthetic - PS2 (while I prefer seeing monsters on the screen to random encounters, the changes to the landscape were tragic, and while the OST is properly integrated, I greatly prefer the more relaxed and slower tempo of the Orchestrated renditions, ESPECIALLY the battle music, which was further altered in the 3DS to a higher tempo beyond the original Japanese PS2 tempo, and it sounds off putting to me...also my second least favourite DQ battle theme...I actually prefer 11's more over time, with 9's being my least favourite) Dragon Quest IX Overall Favourite + Content + QoL / Best Balance + Visual / Auditory Aesthetic - DS (only one release) Dragon Quest XI Overall Favourite - Switch Content - Switch QoL - Switch Balance - 3DS for Normal , Switch for max Draconian run , PS4 for Stronger Monsters ...though this may change to the Switch as they worked hard on rebalancing SM Visual Aesthetic - PC (PS4 Pro looks the same, but it lacks the ability to scale up to 60FPS and for any setup with more than a 1080p screen, it lacks the blur effect, plus the ability to mod) Auditory Aesthetic - Switch (8's overworld music, symphonic tracks for 80+% of the ost, and baumrun's track) ========= I only mention the iOS/Droid as separate for DQ7 because you CAN play the other versions of the other releases via emulator, but I'm unsure where to go to get the iOS/Droid, though it's probably available somewhere on the web.
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