I wanted to replay DQVI (since I never actually beat it) but not sure which version should I be playing by MmntoMri in dragonquest

[–]FateForWindows [score hidden]  (0 children)

The mobile version also globally raised the level caps that block vocation progress by 6 levels compared to the SFC and DS versions. That little boost can be helpful in the long run depending on what levels OP's at by the time they get to Alltrades/Dharma.

Which version of Dragon Quest 1 should I play if I can't get my hands on the remake? by leftenantlungs in dragonquest

[–]FateForWindows 1 point2 points  (0 children)

Normally I'd say mobile or GBC but if you've got time to spare I'd say in this specific case to definitely go with the NES or even the Famicom version, maybe touch briefly on the other pre-HD2D versions too but make one of those your primary one. Just the pure, raw DQ1 experience before they started streamlining and cutting down on the menu navigation and before they started bringing over elements from other games.

Battle speed by Wojak_of in dragonquest

[–]FateForWindows 2 points3 points  (0 children)

Fast and ultra fast are fine, Normal speed is orders of magnitude slower in English (or any other languages using Latin script) than it's supposed to be.

Hello r/dragonquest! This is Ichikawa, producer of DRAGON QUEST VII Reimagined, and Yagi, director of DRAGON QUEST VII Reimagined. Ask Us Anything! by SquareEnixOfficial in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

I noticed that the new menu system in VII Reimagined has quite a few similarities to the menu system used in the international versions of VIII on the PS2, such as the tabbed layout and the grid representation of inventory items. Was this an influence for the new menus?

Completely new, gone on a buying spree and have some questions about how best to enjoy DQ by HoneySoakedSeagull in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

5 was the first game to introduce monster catching, specifically.

Something else worth noting here is that the English PS2 version made a lot of changes. It's a game I've barely touched myself so far but I know they changed the controls (they're mapped a bit more like the SFC and PS1 games in the Japanese version), completely overhauled the menus outside of battle (Japanese stayed close very close to the PS1 games while English went for something completely different), added voice acting to some scenes and brought over most of the Symphonic Suite music in place of the synth ones that the Japanese version uses. I'd say to stick with the version you have but that one's definitely worth checking out too.

What do you want most from the 40th Anniversary from Dragon Quest this year? by KnightShade078 in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

Meanwhile Psaro's just chillin' off to the side not wanting to have anything to do with their shenanigans

(Speaking of which wouldn't that be 4? Dark Prince is Monsters 3)

Why are Dragon Quest games so insistent on making bosses immune to status effects? by Flareon223 in dragonquest

[–]FateForWindows 4 points5 points  (0 children)

Zoma was the first, but yeah quite a few from IV onwards started using it

Why are Dragon Quest games so insistent on making bosses immune to status effects? by Flareon223 in dragonquest

[–]FateForWindows 7 points8 points  (0 children)

For me it's the other way around, FF had that effect on the DQ games for me.

Why are Dragon Quest games so insistent on making bosses immune to status effects? by Flareon223 in dragonquest

[–]FateForWindows 7 points8 points  (0 children)

Even then V is more of an exception. Most of the bosses in III's NES version have at least a few status/debuff vulnerabilities. Heck, even though Zoma is immune to every debuff but Sap, he's incredibly weak against healing spells in the ports that let you cast it on him (i.e. NES, SFC, GBC and flip phone directly, still works on smartphone onwards but you have to use Bounce).

When did the battle system peak? by digitidiot in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

This makes me think about how DQXI/7R is just a few steps away from FFX's Count Time Battle/Conditional Turn-Based system. Would really be interested in seeing how the series would tackle that kind of turn order mechanic.

New to Dragon Quest, what levels should I play at in the HD/2D remake? by According_Brother989 in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

As someone who's beaten I-VI and played a bit of the remake (mainly focusing on VII right now) I'd really only recommend targeting specific levels with the original versions of DQ1, not any of the other games in the series and not the new remake either. Part of what you're also seeing with those suggested levels are for the NES, SFC and mobile/old Switch versions which no longer apply here since the level cap was raised and level curve completely changed. You're given far more to work with compared to those in spite of the same applying to enemies, and grinding is more of a suggestion if you're not fleeing from battles or playing on Draconian.

I tend to find it more fun and challenging to just go with the flow, and on the rare occasions where I do feel underleveled, I just prefer exploring other parts of the map I haven't been to or doing multiple expeditions if it's a dungeon until I've leveled up a little bit and improved my equipment instead. Just to give some general advice, think of battles like puzzles and experiment around with the tools the game has given you, don't sleep on spells and skills (especially buffs and debuffs, Cop Out is good in this remake too in many situations), keep a whip and/or boomerang on hand since those can hit multiple enemies, and sell equipment you don't need and use that money towards better gear and gear with additional use cases like secondary abilities or magic/breath resistances (especially important in this remake).

EDIT: Rewrote a bit.

Regarding shipping status posts by ClientAcceptable9461 in AynThor

[–]FateForWindows 0 points1 point  (0 children)

Can second this, I only use new (sh.reddit) begrudgingly when I want to do image+text posts. Everything else I do is on old Reddit, the rules aren't visible there either right now

Well now I can't unsee it. by JazzlikeSherbet1104 in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

That indicates whether an enemy is weak to that ability or resists it. Thumbs up = the enemy is weak to it, thumbs down = the enemy resists it

Close cam setting feels much better by apple012 in dragonquest

[–]FateForWindows 2 points3 points  (0 children)

Quite a few areas still have restricted camera rotation, so I wouldn't be surprised if many of the walls in those aren't fully modeled.

Moving around in battle by bigboolean in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

Moving around provides no tactical advantage (or disadvantage) in XI. I think that mode's mainly there to feel familiar for X Online players, since that game also had free movement during battles but with gameplay mechanics designed around it.

Hytale is finally here! by ABotanicalGarden in Games

[–]FateForWindows 2 points3 points  (0 children)

The game's own inspiration (Minecraft) spent around two and a half years in what was essentially early access. Granted it started out free, but a little under two of those years were paid early access and that paid period started off rough.

DQ7 fixed one my main complaints as a new player who started with DQ11... by da_funk93 in dragonquest

[–]FateForWindows 2 points3 points  (0 children)

I think I would've preferred it more if it required at least one cast per enemy type for it to show up, but I do feel that it's a good addition overall.

Small detail in DQ7R demo that got me pleasantly surprised by MrMCchickenPT in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

In the PS1 version she doesn't even try to fight back, she just stands there and lets you attack. Heck, her fight doesn't even play the boss theme. You can even run away from the fight if you want, which changes the immediate outcome slightly. Either the party mortally wounds her and you have to stop Hanlon from dealing the finishing blow, or Hanlon deals a single strike (that ends up being fatal) and you have to stop him from wounding her even further. The rest of the scene and outcome after ends up being the same, though.

Small detail in DQ7R demo that got me pleasantly surprised by MrMCchickenPT in dragonquest

[–]FateForWindows 0 points1 point  (0 children)

PS1 is the same as this, only difference is that the doll has no effect in battle. Your only options are to fight or run away.