robertthebard wrote...
My first thought was "Gee, they've been doing things like this since Baldur's Gate, if to a lesser degree". It is very definitely not a new trend, it is, however, getting more and more refined every time it comes up. It works much better for me than {Pause} Issue commands to all party members{/pause} only to find out that half of them forgot what they were supposed to do, so {pause} reissue{/pause} until they get it right.BobSmith101 wrote...
bEVEsthda wrote...
I'd like to present the, apparently very individual and novel, opinion, that these tactic slots, this DIY- AI-programming represents a direction that the gameplay should never have taken.
It was the same going back to BG. The only real difference is that writing AI scripts was a lot more involved.
Micromanging is fine if you need to do it. In DA I need to do it about 10% of the time, removing AI scripting would make that 90% extremely tedious. I don't care how the party does things, I only care that they get done.
Yes. As I said this all started when they tried to make BG look like RTS. But in those days you could configure the pauses, to a playable scheme.
To configure pauses, it leads to micromanaging. (But it's much better micromanaging, than constantly pause and try to figure out what chars are currently doing or how far they are on their task.)
To configure the AI, is a further solution to the problem of chars spending substantial time not doing anything sensible, if you don't configure pauses. But I also said this before.
I gather none of you have a clue what's wrong here? Or, should I say, what I feel is going wrong. So let me elaborate it this way: I don't feel the party combat gameplay should consist of either programming, or watching the combat play out. That's opinion, yes, but I think the gameplay has by then sidetracked quite far away from where I feel it should naturally be.
Configuring pauses, I quite liked that micromanaging, even though it was dangerously close to tedious. It had some solid advantages. One was for instance really playing the game, playing the battle, first hand. I liked that. It forced you to understand the anatonomy of the battle in detail. And the system's precision also allowed for winning some really bonehard encounters. I'm remembering those last battles in 'Trials of Luremaster', for one thing.
It would be better, than the blank-pause micro managing, but it's not really what I ask for.





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