The best option is to get them via the Action Replay codes that unlock them, frankly. But if you are set on getting them via multiplayer, it sounds like what you describe is your only option.Need some opinions on the Dragon Quest IX DLC dilemma. I want to jump into the game, but half the reason I bought it was for the Legacy Bosses (and the armour sets that come with them). Since it's impossible to get them via DLC now, I'd like to get those quests through local multiplayer. What's the best way to do this? I've seen that it's possible to get save-hack a second copy and transfer the DLC over that way. Would that be my best option?
Have you played DQ7?I'm at the final dungeon in DQ6 and I still haven't masted my 2x Gladiator and my 2x Sage. The first time I beat the game I thought the vocation system was simply there and I didn't enjoy it much. I had taken time to grind a bit to unlock vocations and skills. This time I'm simply rushing through without taking time to grind and the game is still very easy. It's also not very fun to grind for skills when most of time takes forever to unlock while a lot are simply terrible.
Really not a fan of the job system in this one.
Have you played DQ7?
Well, the only classes that have more skills compared to DQ7 are the casters, which learn two skills per rank in DQ6, and that's modified by the hybrid skills in DQ7 which you alluded to -- you learn them by going from one class you're proficient in (i.e. having reached rank 5 in it or having fought at least 30 battles in it if you were already over rank 5) to another and achieving the same status. Of course, hybrid skills were removed in DQ7 3DS and they moved back to having more skills per class, but they also don't carry over from advanced classes anymore in that version so I guess it balances out!Yes but not recently. I have the PSX version. The job system was pretty similar with the difference there are more jobs, less skills for each job and even more skills that do similar things. I remember some skills being unlocked when you mastered a bunch of jobs too.
Agreed about the balance point. I guess that's the bright side of things. I didn't bother either with dances since I have 2 sages and the sage's stone.
Well, the only classes that have more skills compared to DQ7 are the casters, which learn two skills per rank in DQ6, and that's modified by the hybrid skills in DQ7 which you alluded to -- you learn them by going from one class you're proficient in (i.e. having reached rank 5 in it or having fought at least 30 battles in it if you were already over rank 5) to another and achieving the same status. Of course, hybrid skills were removed in DQ7 3DS and they moved back to having more skills per class, but they also don't carry over from advanced classes anymore in that version so I guess it balances out!
I think the main difference is that DQ7 is a much longer game, so it gives you quite a bit more time to get your classes maxed.
In the end, I don't think any DQ game has had a perfect class system yet. I'm a big fan of the one used in 6 and 7, as I mentioned, but they are gimped by the game making weapons restricted by character instead of by class, and tying progression to number of battles fought means they work best in particularly lengthy adventures. DQ9 removes the character/class level duality and forces you to level each class up from a weak level 1, and then implements a system where lower level characters get less experience than higher level characters. Not to mention the fact that spells don't carry over. Still, of all of them, I ended up coming to appreciate DQ9's setup the most, despite really hating it at first. Although if they do classes again in DQ11, I hope they change it up a bit again.
In the end, I thought it worked very well. Abilities not transferring from advanced classes makes the monster classes valuable, since you can get many of the same abilities from advanced classes through them, but they transfer from monster classes. And even if you don't use monster classes, I like how it makes certain classes more attractive. Unfortunately, it also makes some classes much less attractive, but it's a good balance overall since advanced classes learn more abilities overall than they did before.Aeana, having played DQ7R, how do you feel about the skill/class rebalance? I was quite worried when I heard about it and most people's reactions were kinda mixed.
I'd play through the PSX version but for some reason they never hit PSN and muy old CDs are rather scratched. And missing.
I wonder if we'll get a world as vast as DQ8 in DQ11. Or ever again, really. DQ10 is certainly close, but it is what it is. I'd also like to have meaningful treasure on the field again rather than just resources like DQ9 has. In fact, the move that DQ9 made from using traditional DQ items in alchemy to all of these new materials made it feel a lot less cool to me..
I honestly don't really want a world like 8's again. The game was so slow in every possible part, and the world was no different.
Can't say I agree at all. Take load times out of the equation and it doesn't feel slow in any way to me, frankly. And fortunately that's doable with PCSX2 or HD Loader.I honestly don't really want a world like 8's again. The game was so slow in every possible part, and the world was no different.
Is that feeling of slow traversal a product of the frequent battles? They were pretty load-heavy in the NA/EU version of the game. I never found moving around the world to be too slow, the battles could drag on though.
Can't say I agree at all. Take load times out of the equation and it doesn't feel slow in any way to me, frankly. And fortunately that's doable with PCSX2 or HD Loader.
Can't say I agree at all. Take load times out of the equation and it doesn't feel slow in any way to me, frankly. And fortunately that's doable with PCSX2 or HD Loader.
The encounter rate is suitable for the scale, I think. I just replayed DQ2-6 and played about 8 hours of 9 so I've got a pretty good feel for these things. DQ8's encounter rate is lower in a relative sense than those games, but you have more ground to cover. It works out to be about in line. And it's easier to clear out large groups in DQ8 earlier in the game than any other DQ, with how quickly they give you access to boomerangs and whips, and with how many skill points they give Yangus early on (8-9 per level for quite a while) which gives you quick access to stuff like his group-hitting axe attack. Battles move along pretty speedily if you make good skill decisions.It's a sum of all the things. The world was too big, it took a lot more time to walk from one point to another in comparison to the older games, the battles are just way too slow, the menus slow as well (although this probably is a non-issue in the Japanese version, with its normal menus), and the random battles hurt any drive I would have had to explore. Usually, I like random battles, but that's normally on a 2D plane. When you need to walk so much more from one point to another, along with an encounter rate that isn't that much less frequent than that used for tight 2D maps, it gets on my nerves pretty quickly.
Can't say I agree at all. Take load times out of the equation and it doesn't feel slow in any way to me, frankly. And fortunately that's doable with PCSX2 or HD Loader.
Battles are still ever so more cinematic in DQ VIII and that takes time. It's not the absolute blazing pace the games have between 3-6.
Running it off an HD on a PS2 though does make a world of difference and keeps it from feeling like FF IX though, but it's still not quite perfect when it comes to battle speed.
The addition of animations really doesn't add that much more time, because a lot of it is done within the same window as the text delay in earlier DQ games. I'd say that the slowest thing in the game is probably when an enemy does a whole-party status altering ability on the group and it goes through each character relatively slowly. For stuff like group damaging attacks, it's actually faster in DQ8 than many others because the damage all appears at once instead of sequentially.Battles are still ever so more cinematic in DQ VIII and that takes time. It's not the absolute blazing pace the games have between 3-6.
Running it off an HD on a PS2 though does make a world of difference and keeps it from feeling like FF IX though, but it's still not quite perfect when it comes to battle speed.
The encounter rate is suitable for the scale, I think. I just replayed DQ2-6 and played about 8 hours of 9 so I've got a pretty good feel for these things. DQ8's encounter rate is lower in a relative sense than those games, but you have more ground to cover. It works out to be about in line. And it's easier to clear out large groups in DQ8 earlier in the game than any other DQ, with how quickly they give you access to boomerangs and whips, and with how many skill points they give Yangus early on (8-9 per level for quite a while) which gives you quick access to stuff like his group-hitting axe attack. Battles move along pretty speedily if you make good skill decisions.
Frankly, the games with the highest/most annoying encounter rates are 9 and 7 3DS. Combine the constant appearance of visible enemies with super tight corridors and you've got a recipe for irritation.
Most dungeon maps are definitely too tight to reasonably dodge in DQ9, and a lot of the time if enemies catch sight of you in an open field, they run straight at you faster than you can run and eventually catch up. And since the monsters all spawn randomly anyway, it's so much more annoying than if they were just random encounters, and this is ignoring the fact that they can spawn right on top of you and force you into a battle all the time. Sure, sometimes you can dodge, but it's not as easy as it should be. In general I find the implementation of visible enemies in DQ9 and DQ7 3DS to be among the worst I've seen in a game. All of the annoyances with none of the benefits. You can't even get pre-emptive strikes by running into an enemy's rear.I vastly prefer DQ9's encounters to 8's. It's incredibly easy to dodge pretty much whichever battle you want, the maps are definitely not too tight. I have no idea how it is in 7 3DS, given that I haven't played it.
I thought the encounter system in dq9 too lenient. Battles should have been much harder to avoid. I could go entire dungeons without fighting unless I wanted to. Same with the world map. Most enemies were unaggressive. DQX has the same problem.
Might as well not have encounters if its gonna be like that.
can you slow down that gif a little bit. I can barely see each layer.
The music in there makes me tear up.Going through Trodain castle is such a cool experience, every time I play this game. The scale of everything really helps make it feel the way it does.
On the subject of DQIX encounters, I did like how they made metal slime hunting easy-peasy.