Why i hate tactics: Id rather play the games than tell the game how to play itself
#1
Posté 16 décembre 2009 - 12:17
#2
Posté 16 décembre 2009 - 12:23
They had queue actions while the game was still in development, it interferes with the game play too much and they took it out.
DA:O isn't round by round so not that they don't want queue, but they can't.
#3
Posté 16 décembre 2009 - 12:29
Invalidcode wrote...
I take it you want to be able to queue actions?
They had queue actions while the game was still in development, it interferes with the game play too much and they took it out.
DA:O isn't round by round so not that they don't want queue, but they can't.
I guess i can accept that...sorta...i don't see why you cant have a queue without a turn based system, but if Bioware says so...
#4
Posté 16 décembre 2009 - 12:34
I don't see why you need turns, but if you do there's a suggestion.
Without turns, just have the game check for an extant queue whenever an uncontrolled character finishes an action: if there is, follow the next item; if there isn't, activate the AI.
Some queues would be a no-brainer. Cast sleep here, and then immediately after than cast Horror on this particular mob. The tactics can't do that - it will pick a sleeping target according to some sleeping forumla, so if I have two mages to cast Horror they might target the same mob. Queues would prevent that.
I'd also have knockdowns or stun effects automatically clear the queue, so you don't end up with characters performing actions long after they're relevant.
Modifié par Sylvius the Mad, 16 décembre 2009 - 12:37 .
#5
Posté 16 décembre 2009 - 12:40
#6
Posté 16 décembre 2009 - 12:55
#7
Posté 16 décembre 2009 - 12:57
brelrande wrote...
I like the tactics involved with the tactic system. beats queuing up a bunch of attacks and sitting back and wait for it to end, I enjoy having to keep each party doing specific things and changing there tactics based on the situation at hand, queuing to me feels to mindless, no offense of course just not for me.
To each his own. Maybe i just never truly got over KotOR
#8
Posté 16 décembre 2009 - 12:58
#9
Posté 16 décembre 2009 - 01:03
Your probably right haha - console player here, i have heard a lot of great things from the PC version, although i have a MAC so not sure if there is even a version for me:blink:Dark83 wrote...
This is why PC > Console. Mods. 25 Tactic Slots and Advanced Tactics are your friends.
#10
Posté 16 décembre 2009 - 01:11
brelrande wrote...
Your probably right haha - console player here, i have heard a lot of great things from the PC version, although i have a MAC so not sure if there is even a version for me:blink:Dark83 wrote...
This is why PC > Console. Mods. 25 Tactic Slots and Advanced Tactics are your friends.
Same. Except for the mac part
#11
Posté 16 décembre 2009 - 01:55
#12
Posté 16 décembre 2009 - 03:28
Dark83 wrote...
This is why PC > Console. Mods. 25 Tactic Slots and Advanced Tactics are your friends.
Why would you need 25 tactics slots, I semm to get by fine with 8.
#13
Posté 16 décembre 2009 - 04:02
Search the forums for tactics advice and see if that doesn't help you out. Like this thread:
http://social.biowar...c/9/index/98039
#14
Posté 16 décembre 2009 - 04:12
#15
Posté 16 décembre 2009 - 04:19
Modifié par Dasim4, 16 décembre 2009 - 04:20 .
#16
Posté 16 décembre 2009 - 04:34
I don't so much mind the _idea_ of a tactics interface, or even of limiting the number of commands based on a skill, but the way it's implemented is probably the worst part of this otherwise exceptional game. The whole one condition - one triggered action approach is so ludicrously oversimplified that very few tasks can be done in a logical way. If I want to autoheal any party member that drops below 50%, that's easy enough. If I want my casters to prioritise healing my tank, or to tell my Rogue to get back and use ranged attacks if she is taking too many hits so she doesn't waste heals, or even to tell her to pick targets that are focused on someone else and position herself to backstab (which is supposed to be a pretty fundamental aspect of the class), I had better disable tactics and pause every half second to micro all 4 party members. I don't mind doing that, but the lack of queues, useful multi-character selection and commands and the whole way tactics is implemented make it a pain to control exactly what everyone does at all times. I'm not one of those "OMG QQ I have to occasionally control more than one character in a party-based RPG" types, but if we are meant to micro *every* action, why go with a realtime combat system and Tactics system at all? To the extent that my allies use some type of combat AI, that AI should be effective.
I understand that it needs to be a system that the average gamer who isn't obsessed with party planning or AI management can wrap their heads around, but it could have been *slightly* more robust. Simply allowing multiple conditions and/or multiple sequential actions on a single tactics command would help enormously.
I could think of plenty of different arbitrary ways Tactics could be done better. Bottom line: if most spells in the game have NO logical tactics that can use them effectively, that's a problem. Forget about using tactics *at all* for things like AOE, crowd control, targeting priority, threat/aggro management, etc.
Maybe I'm spoiled, because I want to be able to run my DA:O party as tightly as I would run a WoW group - every class playing their role, using their skills efficiently, etc. With two PC-only mods, I've turned the Tactics system into something good enough to handle about half of my healbot needs and to automate a few tasks it's decent enough at, like telling my Mages to spam all their debuffs on bosses. It's fine that Tactics can't do everything, but it's annoying that what Tactics can and cannot do well seems to be a result of which commands actually work as expected and what types of tasks are more or less awkward to set up as a series of single condition, single response triggers. Maybe it's for "balance" that Tactics has no way to, say, auto target AOEs when they can be used to hit multiple enemies and no friendlies, but I'm pretty sure it's just sloppiness that I needed a mod to allow my healers to heal anyone below 50% with one tactic rather than needing a second one for 'Self' because, for some reason, Ally hp
All in all, while it's better than what a lot of games give us (either nothing at all or just the choice of a handful of preset AI options), the Tactics system screams of an implementation that failed to live up to the idea. If BioWare didn't *intend* Tactics to be "too good" at automating some types of combat tasks, they should make a clear statement as to what is and is not supposed to be easily achievable with tactics so we can start offering more constructive feedback on the system.
Also, add me to the list of people who fail to understand how a queue system would be problematic. The game doesn't need to be turn-based to keep a queue. It can tell when a character is done casting/using a talent. It could then automatically issue the next command. Look at real-time strategy games like Warcraft 3 for examples of fully real-time combat systems with skills that can take variable amounts of time and don't match up at all to any kind of turn structure, and yet manage to have command queues not just for 4 RPG heroes but for potentially thousands of independent units. I see no reason why queueing commands is at all dependent on a turn-based combat engine.
Modifié par Solistus1, 16 décembre 2009 - 04:39 .
#17
Posté 16 décembre 2009 - 05:39
It really depends on how willing you are to micromanage. I pretty much only control my main, and everybody's automated. Some of the most basic commands (like Revive the Dead) already take a slot. Having to set both Ally and Self for Heal and Group Heal is already 4 slots - with Advanced Tactics, it's 2.Burito101 wrote...
Dark83 wrote...
This is why PC > Console. Mods. 25 Tactic Slots and Advanced Tactics are your friends.
Why would you need 25 tactics slots, I semm to get by fine with 8.
#18
Posté 16 décembre 2009 - 05:45
#19
Posté 16 décembre 2009 - 06:30
#20
Posté 16 décembre 2009 - 09:17
My Bard should always sing the regen song.
My Tank should always have Threaten and Shield wall up and use Taunt if more than one opponent is around him.
My Healer should always heal people if they fall below a certain health threshold.
However, everything beyond a certain point is very fast not desireable. Yeah I have no trouble if my mages and tanks throw away their mana and stamina for attacks. But if the situation is dire, they should not. Thats why I dont automatize such things.





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