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hold position=follow, but at a distance: bug or feature?


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#1
Zeevico

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Either way, please scrap it in a patch. Or give a third mode called "hold position: this time, for realsies."

#2
Lumikki

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Hehe, I had same problems.

Sure, when you are sertain distance away from your other characters, others will starts to follow you anyway. it's feature, not bug.

Also sometimes they don't stay put even without distance, if example the enemy is out of range or behind something and they are in attack mode. I think that's bug.

Also I would like induvidual hold and free move options. So, that I could example let "tank" as melee character move freely while put hold in range attackers. I often try to prevent range charcaters movement, but same time it allways make tank to stuck in some position too.

Modifié par Lumikki, 05 avril 2011 - 09:09 .


#3
MartinTheGrey

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Well they got rid of fighter's ability to equip bows, weapon sets, and friendly fire, so do you even need hold position to work anymore?

#4
Morocius

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MartinTheGrey wrote...

Well they got rid of fighter's ability to equip bows, weapon sets, and friendly fire, so do you even need hold position to work anymore?


There still is friendly fire, anways it would be nice if it worked as a real hold.

#5
cloudwalker

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1. Varric tiptoes across the room, leaving his companions to hold position at the door, avoiding the traps to open the chest. Companions ignore Varric and follow anyway getting continuously impaled on traps. BUG
2. Tactics working fine, but during some battles, Hawke commands companions to hold. Carver and Varric hold position while Merril runs head long into the nearest enemies. BUG
3. Hawke and companions sauntering along a corridor get attacked by some beasties. Hawke turns round to find that Merril is stuck two rooms away on a walkway. She has to manually run all the way to the battle in order for Tactics to trigger. BUG

Honestly Bioware, it worked great in Origins...

#6
Waltzingbear

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** DISCLAIMER **
Those things are in fact not bugs at all.
Bioware's games do not have any bugs. Ever.

As it was in Dragon Age: Origins, the Nightmare difficulty was more fitted to be called Hardcore because it offered solid challenging situations, with predictable factors that required special preparations and optimal building of your party.

To remedy that and make Nightmare to be more Nightmarish and thus stand for its name Bioware adopted a novel development strategy; companions not following orders, reduced chance of Tactics to function properly, misleading abilities' description, devastating friendly-fire, tedious and long hours of kiting to beat a boss encounter, enemies spawning out of thin air and killing your party after four seconds and much much more, as always Bioware keeps a high quality standard and has worked hard to implement those features and provides the most Nightmarish Nightmare gameplay ever to be presented in a game.

This is in fact all that you are experiencing. You would have known all that if you would have read the Readme file under Balance- section 5 and three quarters.

#7
Forst1999

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Well, i guess it is a bug. Though one that never made any troubles for me, during battles i never had such a big distance that there was a problem.
Let's just say that the companions have severe abandonment issues. Or that they realize they will probably kill each other without Hawke.

#8
Beerfish

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Yeah, whether that is a feature or a bug it simply doesn't work the way a person would hope.

#9
solstickan

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I believe they keep a certain distance from Hawke so that should you jump back to them the map won't have to reload. Or something like it.Still, annoying as hell!

#10
Esdoc

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It does mess things up on the ancient rock wraith: If your characters end up on opposing pillars during his shard storm aoe they can't hold position as the those on the "far pillar" will immediately run to join their fellows, dying messily in the process.
The range on the leash is simply much too short.

#11
Torilund

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Agreed. This "feature" fails. When I say "wait here" that's exactly what I mean.

#12
rabbitchannel

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MartinTheGrey wrote...

Well they got rid of fighter's ability to equip bows, weapon sets, and friendly fire, so do you even need hold position to work anymore?


On nightmare, threat management is a must and that often involves charging your tank into a newly emerging group of enemies before they target the nearest softie. Keeping them at an advantageous area, holding very precise ambush positions, etc. The new feature is really quite irritating.

Hold position = Hold position except when you're x distance from controlled party member or you detect enemies. Then you run forward out of hiding where everyone can see you.

#13
HolyWarrior21

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Waltzingbear wrote...

** DISCLAIMER **
Those things are in fact not bugs at all.
Bioware's games do not have any bugs. Ever.

As it was in Dragon Age: Origins, the Nightmare difficulty was more fitted to be called Hardcore because it offered solid challenging situations, with predictable factors that required special preparations and optimal building of your party.

To remedy that and make Nightmare to be more Nightmarish and thus stand for its name Bioware adopted a novel development strategy; companions not following orders, reduced chance of Tactics to function properly, misleading abilities' description, devastating friendly-fire, tedious and long hours of kiting to beat a boss encounter, enemies spawning out of thin air and killing your party after four seconds and much much more, as always Bioware keeps a high quality standard and has worked hard to implement those features and provides the most Nightmarish Nightmare gameplay ever to be presented in a game.

This is in fact all that you are experiencing. You would have known all that if you would have read the Readme file under Balance- section 5 and three quarters.


Is it just me, or is.this.just.f*****g.stupid?

#14
Waltzingbear

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Please tell me you realize it's a joke or I'd stop making those.

#15
Xanfaus

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Lumikki wrote...

Also I would like induvidual hold and free move options. So, that I could example let "tank" as melee character move freely while put hold in range attackers. I often try to prevent range charcaters movement, but same time it allways make tank to stuck in some position too.


I would love to have this option as well for exactly the same reasons.

#16
Sylriel

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solstickan wrote...

I believe they keep a certain distance from Hawke so that should you jump back to them the map won't have to reload. Or something like it.Still, annoying as hell!


What maps?  There is only one house, one mansion, one warehouse which is also a sewer section, one cave which is also a mine and a hideout.  There are no maps to reload.  :pinched:

Oooh, wait.  I just got it!!!!

The reason the companions do not obey is because they are lost and confused!  They enter an area and have no clue what to do because it looks like the same place they've been to several dozen times including the place they left just a few areas ago.  :o

#17
Zan Mura

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I think it extremely unlikely that the reason for this is anything other than memory or LOD distance. Even with my top rig, using the HI-res textures and best details available, occasionally when I switch between characters who are at extreme distances (at or even beyond the point where your companions typically break the HOLD and start following anyway), the screen goes black for just less than half a second to load the map. And it would make sense considering how many other engines work too.

#18
Fadook

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Zan Mura wrote...

I think it extremely unlikely that the reason for this is anything other than memory or LOD distance. Even with my top rig, using the HI-res textures and best details available, occasionally when I switch between characters who are at extreme distances (at or even beyond the point where your companions typically break the HOLD and start following anyway), the screen goes black for just less than half a second to load the map. And it would make sense considering how many other engines work too.


I think you've hit the nail on the head. I've noticed that weird pause when you switch characters as well and couldn't understand why. Now that I think about it, it was always when I switched between two characters who were somewhat far away from each other.