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Devs - Consider Action Queue


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#1
lenkeith

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Bioware devs, I hope you guys can consider action stacking like in Neverwinter Nights. That way, for people who like to micro manage based on situations rather than having a standard combat tatic. can do so.

I understand Combat Tatics helps plan for situation but sometimes situation calls for different inputs especially for CC. Example, I want mage to Hex, Drain Life, Winter Grasp another enemy followed by Disoriant yet another enemy and I don't want to keep having to pause 4 times for that action.
If stacking is possible, I can lay out all actions for one character and micro manage another and pausing less and handle based on situations rather than "If enemy > 3 do this......"

I know that there are other players who are just fine with the Combat tatics or even pausing more often but adding action stacking is simply further adding on to the combat options and play styles and thus, does not affect those who are fine with what is currently available in the game.

Modifié par lenkeith, 24 novembre 2009 - 03:39 .


#2
Gabo

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 We did consider the option of queued actions, a long, long time ago and we actually had it implemented, but we found a big issue with playability that conflicted with our combat and ability system:

What happens to an action in the queue if you have run out of the resources necessary or where somehow disabled from being able to execute the action. At first it seems that its obvious, you just cancel the action and problem solved. However, we found that gameplay became very annoying since actions were being cancelled all the time: you run out of mana/stamina, you get a spell that drains mana/stamina, the previous action changes your mana/stamina, someone stuns/knocks/grabs you, your target dies, etc. This was even worse since you could queue up actions that depended on each other. For example, paralyze someone, then throw some stone fists at them to shatter them.. but what if the paralyze failed, the fists were kind of wasted.

It actually felt much better to know that you have to specify your next action every time than to see your action queue constantly cancelled out or not quite working because the ability system was so reactive. There were alos other minor issues, like the GUI getting too crowded when we tried to indicate what each of your party members had queued up.  

When we realized this, we started to look for other options and thats when development began on the tactics system. It seemed like a natural fit to our ability system since tactics are reactive to the game state. After trying it out with an initial tactics system we were quite convinced that that was the way to go.

#3
Gabo

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Lockindal wrote...

I would just be happy with more tactics slots and a more robust tactics system ( if this, then do this AND this)


Obviously the most robust tactics system would allow adding logical statements and an even larger number of options to execute but then it becomes very difficult to implement an intuitive user interface that most people won't see and just avoid because it looks too difficult to understand. Perhaps as this kind of gameplay becomes standarized, games will slowly add more options to it.

There are better threads and gamefaqs explaining how to optimize your tactics for a given character but the logic is relatively simple and allows for a surprisingly robust AI programming of a character. 

Usually most of your characters will be able to use their tactics successfully in combat so it is easy to micro manage one or two of them to do specific things.

#4
Gabo

Gabo
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danbosko wrote...

Select rogue, click behind badguy#1, shift + click on badguy#1. Holy crap the game would explode with issues if this is implemented right? Because its so super perfect as it is right?
Want an easy fix for the excuse you gave for not putting command queuing in the game? Have it execute the actions after the stun/cc ends, or if they're out of mana/stamina pause the game and select the character.

Sorry, I love the game, it's good, but there were a few things in the game that were done poorly and I get riled up thinking about em.


The queue system works for KOTOR because its actually a fully turn based combat and because combat is much less disrupted by cancellation or delaying of commands. Believe me, we started with the action queue system first. If you played DA:O with KOTOR's queue system you would get really, REALLY riled up. We also tried that case of executing abilities after a stun effect had passed and that generated many annoying moments when the spell you wanted to cast was wasted because the target had moved away and we experimented with a few auto-pause options. 

It seems easy to come up with an idea and post it on a forum, but when making a game this big you really have to try things out first since there are many, many factors that can affect how an idea might work and its usually impossible to consider them all until you see it working in different scenarios. Perhaps for future products we can try out more things and evolve our system, now that we have a fully working game. That is the nature of games and is why sequels are often loved more than their original versions.