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Should Companions have fixed Tactics?


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51 réponses à ce sujet

#26
cJohnOne

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sjpelkessjpeler wrote...

cJohnOne wrote...

Weapon Proficiencies are a better compromise than having a character invested in the wrong tree than you want.


If you made wrong decisions you can drink a mythal's favor and change it to your liking right?


I didn't think of that.  While a good feature it's not very realistic to be able to reasign your abilities.  We're trying to make interesting companions here while mantaining choice.

#27
Dejajeva

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I would love for the option to do both. Have a default fixed tactic menu that would level up as Maria said, but still retaining the option to switch them into something player contolled. That wouldn't take any options away from players that like that while still retaining the option to not have to mess with them.

#28
Worrywort

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the_one_54321 wrote...

Absolutely not. :pinched:


Iit's not very realistic to be able to reasign your abilities.

Did you really just type that out?

Modifié par Worrywort, 18 avril 2012 - 01:19 .


#29
Guest_sjpelkessjpeler_*

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cJohnOne wrote...

sjpelkessjpeler wrote...

cJohnOne wrote...

Weapon Proficiencies are a better compromise than having a character invested in the wrong tree than you want.


If you made wrong decisions you can drink a mythal's favor and change it to your liking right?


I didn't think of that.  While a good feature it's not very realistic to be able to reasign your abilities.  We're trying to make interesting companions here while mantaining choice.


Isn't that what you do then? I used one mythal's favor. In my case it was for Fenris. I later realised what great tree his "special" one was but didn't invest in it at first.

After I took the mythal's favor Fenris became a more interesting fighter with me having the choise to do that.

#30
Zexiv

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cJohnOne wrote...

Weapon Proficiencies are a better compromise than having a character invested in the wrong tree than you want.


How would a weapon Proficiency prevent selecting an ability set you didn't like?  Are you suggesting changing tactics or abilities?

#31
cJohnOne

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Zexiv wrote...

cJohnOne wrote...

Weapon Proficiencies are a better compromise than having a character invested in the wrong tree than you want.


How would a weapon Proficiency prevent selecting an ability set you didn't like?  Are you suggesting changing tactics or abilities?


No Weapon Proficiency allows you more freedom to select your companions abilities at the same time your companion can have a unique weapon style already partially selected for him.

Modifié par cJohnOne, 18 avril 2012 - 01:39 .


#32
Zexiv

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So the proficiency would be a new mechanic or a skill point investment to unlock additional abilities. Thus you could unlock two handed fighting trees for a rogue, or archery trees for a mage, or a banch of the magic tree as a fighter?

What it originally sounded like is you wanted to remove the ability to assign tactics for party members such as heal ally when health below x %. Or having party members target the tanks target to reduce agro.

Modifié par Zexiv, 18 avril 2012 - 01:54 .


#33
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If there will be to much of a mix in the character development (two handed magic using rogue for example) the identity of the character will dissapear in my opinion.

I think the whole reason for having more companions is that you can make a party suitable for boss fights or certain quests. If you give them to many specialisations the whole thing gets to blurred.

#34
Mark of the Dragon

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As far as tactics go I like the idea of them having a specialization tree of there own. Other then that no. WE should be able to choose specializations for them from a list of all the specializations for there class. WE should be able to choose their weapon style (ex. Warrior one hand and shield or two handed) and we should especially get to choose their armor.

#35
PsychoBlonde

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the_one_54321 wrote...

Absolutely not. :pinched:


I wouldn't mind if certain companions have unique tactical OPTIONS (which you can then choose to implement or not implement.)  That might actually be a cool gameplay addition.  I'm not talking about, necessarily, unique abilities, but it could be things like, one of the companions REALLY HATES dragons, so they may have special tactical options like "Nearest Dragon" on their list of possible targets.

Might be cool.

It might also be cool to have some of the old-school Baldur's Gate stuff, like certain characters going berserk if their health gets really low (Minsc) or if another companion gets killed.  Er, dropped.

But having tactics that you can't change or get rid of but may or may not be desirable?  No.

#36
AkiKishi

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Tough call that... On the one hand I want the NPCs to be as autonomous as possible. But on the other you NEED to be able to keep them on a tight leash in a game like Dragon Age. Both for the tactical implications and because, well if you removed that, there would be nothing to the game as it is.

Best recent example I've seen is Binary Domain. Treat your squad well and act well in combat and they will take on a lot of the workload for you. Do the opposite and they will pretty much leave you out to dry and you will find yourself "soloing" levels while your squad do very little except cover their own asses.

While you can give them orders, they will choose,based on your relationship how exactly they will follow them.
 
Not quite as sophisticated but Fire Emblem does a similiar thing with support relationships. Depending on the characters involved and the level of the relationship it can make a tightly knit group of characters invincible, where as without those relationships they would be fodder.

It's something DA needs to explore.Moving the relationships into combat and not just by giving bonus stats as it was in Origins, or skills like in DA2.

Modifié par BobSmith101, 18 avril 2012 - 09:30 .


#37
Loc'n'lol

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If they want to give them more personal default behaviours, sure why not. But I won't use the defaults if given a choice in the matter...

#38
Arthur Cousland

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As the Arishok said, "No."

You just need to look at the default tactics to see why having them fixed is a bad idea.  I always customize my companions' tactics as soon as I use them in the party for the first time, after using a Maker's Sigh potion.

#39
Vovea

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Not at all. I love being able to assign tactics to followers. It's super satisfying when I work out a system that works well for a certain character/party. I'd actually like to see it expanded in DA3; being able to save multiply sets of custom tactics to swap between when different party members are in the group would be sweet.

#40
RonixisJK

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 On the one hand, I thought it might be interesting if the companions' behavior reflected their personality and disposition toward the rest of your party. For instance, maybe if Hawke needed healing, Anders would do it relatively quickly (or possibly not...), but if Fenris needed healing, Anders would take his time. A party of Anders/Fenris/Merrill would end up as a bit of a train wreck, which I think sort of makes sense. On the other hand, it sounds problematic from a gameplay perspective.

#41
Xeyska

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Set tactics? Heck no.

#42
schalafi

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I always set my tactics for the way I want my npcs to fight. Sometimes it works well, and sometimes it doesn't do what I expected. so I go back and change it. I wouldn't want set tactics,that would take away the ability for a player to personalize their game play. There's already enough "set" stuff in DA2

Modifié par schalafi, 18 avril 2012 - 04:15 .


#43
AkiKishi

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RonixisJK wrote...

 On the one hand, I thought it might be interesting if the companions' behavior reflected their personality and disposition toward the rest of your party. For instance, maybe if Hawke needed healing, Anders would do it relatively quickly (or possibly not...), but if Fenris needed healing, Anders would take his time. A party of Anders/Fenris/Merrill would end up as a bit of a train wreck, which I think sort of makes sense. On the other hand, it sounds problematic from a gameplay perspective.


Good for roleplaying.. not so good for wargaming. Which is essentially what DA is when it comes to combat.

#44
Servo to the bitter end

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I think I like it the way it is. You can set your level of involvement to as much or as little as you like with the system in DAO and DA2.

RE Mythal's Favor and "realism" - that's tricky. On the one hand, I would throw one mother of a tantrum if we don't have a decently affordable option for respeccing in the next DA. That one is almost non-negotiable, as far as I'm concerned, because I feel experimenting with different skill sets is something that should be encouraged, in addition to being a lot of fun.

But if they are really going to make your prestige class a factor in how people react to you (which I think is a pretty cool idea), I don't know how they can provide respecs - at least with regards to prestige class.

Modifié par TommyServo, 18 avril 2012 - 05:40 .


#45
Arppis

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No, this is something I really like about DA-companions. I don't like strategy games that much and would much rather just vagely order my companions around, instead of assumin direct control and breaking the RP-immersion.

So, I want these to stay as they are.

#46
Anvos

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Just plain no.

If you think about it the repercussion of fixed companion tactics would make lvling your companions broken as there would now be whole sets of abilities the ai wouldn't use unless they made it ridiculously complex. Not to mention that then you would either end up with the player having to micro to make up for the ai's weakness or putting up with an ai that can't do things efficently.

#47
Andraste_Reborn

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Customising tactics is my favourite thing in the DA series! (Well, one of my favourite things, anyway.) I would hate not being able to do it.

#48
Hobbes83

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Maybe as an option. Like if you have your companions on autolevel, they choose their tactics.

#49
Sabariel

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NOPENOPENOPE.

Modifié par Sabariel, 19 avril 2012 - 10:07 .


#50
Kidd

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A default set of tactics based on their personality might be pretty cool, but it must be editable. I'm all for iconic looks, not choosing your companion's wardrobe and all those things that make the companions feel like PC's of other players around a P&P rpg table.

Setting up tactics is to me an abstraction of pre-planning along the lines of "when I weaken an enemy with this spell, I'm sure you could take advantage of that", "hey I've got this trick that puts them off guard every time. Look for it, then help me take that bugger down" or "remember, I'm not stingy with health poultices. I'd prefer you not drop, dear."

Modifié par KiddDaBeauty, 19 avril 2012 - 10:06 .