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NPC's lack of reaction to combat issue


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22 réponses à ce sujet

#1
RussianSpy27

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Neither DA:O nor DA2 had a refined system whereas combat-capable NPCs reacted adequately to your party fighting someone.

In DA:O, when you complete the Vanguard of the Reaching quest, the young mages next to the basement join you in fighting the spirit. However, should you run away to where Gregoir and co are, they stare aimlessly and ignore the entire fight. Same with Aeducan palace guards and thieves/Dragon. Easily fixable? Yes.

I don't believe guards in DA2 ever pay attention, unless it's a specific side-quest.

Once again, this is probably the easiest and basically expense-free issue to fix. Toggle blue ally circle and boom. Done.

What would be an even nicer touch, and probably would actually take a bit more work, is to have non-combat NPCs like peaceful pedestrians/shop keepers react in some way (like in Assassin's Creed).

#2
andar91

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This never really bothered me. I agree that it's unrealistic, but it isn't something I'm dying to have fixed. I'm guessing the main reason they stay out of it is encounter balancing for difficulty. Unless, of course, the guards or whoever that joined you didn't actually do anything to the enemy or you-in other words, their fighting is purely a cosmetic function to preserve immersion.

#3
schalafi

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It bothered me that Anders would yell "I've got your back" when he wasn't near anyone.
On the other hand, Varric complemented my mage Hawk quite a lot after a battle was over.

#4
A Crusty Knight Of Colour

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Reactivity to gameplay has never been much of a focus in BioWare games in general.

Still, this kind of thing has been implemented in RPGs for at least a decade (if not longer) and with most of BioWare's competitors doing it in some form or another, it would make their games look dated if they don't try to put it in for the next game.

Modifié par CrustyBot, 12 août 2012 - 01:29 .


#5
Amycus89

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Well, an easy solution would be to make any non-templar NPCs that see you ignore you like usual, while the templar NPCs would join in the fight against you (or against both you and your enemies, depending on what kind of enemy you are fighting). Learning the templar specialization, or having a templar companion with you however, might cause them to help you in a fight instead.

Ok, on second thought it might not be that easy, but it would be a start...

Modifié par Amycus89, 12 août 2012 - 02:20 .


#6
Realmzmaster

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Actually in the fight in the Dwarven Mercahent Guild square (near the end of Act 2) between the Quanri and Carta they are attacking each other. When Hawke and company join in the Quanri and Carta are still fighting each other and at the same time both are attacking Hawke and company.

Non-combat NPCs should run to avoid the fight or some should actually get hit, get injured and maybe die.

#7
PinkDiamondstl

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 Now you people are just nit-picking...:pinched:



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#8
nightscrawl

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andar91 wrote...

This never really bothered me. I agree that it's unrealistic, but it isn't something I'm dying to have fixed. I'm guessing the main reason they stay out of it is encounter balancing for difficulty. Unless, of course, the guards or whoever that joined you didn't actually do anything to the enemy or you-in other words, their fighting is purely a cosmetic function to preserve immersion.

I wouldn't be surprised if that was the reason. Also, a cosmetic guard would be interesting. Perhaps they have no active skills (ie CCC abilities) and only do +1 damage. On the other hand, you run the risk of cluttering the battlefield with non-essential personnel, which can be annoying, especially with large waves of Carta dwarves and whatnot.

Also, what about their health? Are they immortal? I found it really annoying in some instances in DAO where you had these fragile little NPCs that could easily die if you had no healer in the group. You can't exactly throw a healing pot at them either. Battle of Redcliffe and some of those caravan missions are examples of this.


PinkDiamondstl wrote...

 Now you people are just nit-picking...

Because another thread  about why the Chantry is right, or bi companions, or a voiced PC is so much better. At least this was something different.

/shrug

Modifié par nightscrawl, 12 août 2012 - 09:27 .


#9
PinkDiamondstl

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nightscrawl wrote...

andar91 wrote...

This never really bothered me. I agree that it's unrealistic, but it isn't something I'm dying to have fixed. I'm guessing the main reason they stay out of it is encounter balancing for difficulty. Unless, of course, the guards or whoever that joined you didn't actually do anything to the enemy or you-in other words, their fighting is purely a cosmetic function to preserve immersion.

I wouldn't be surprised if that was the reason. Also, a cosmetic guard would be interesting. Perhaps they have no active skills (ie CCC abilities) and only do +1 damage. On the other hand, you run the risk of cluttering the battlefield with non-essential personnel, which can be annoying, especially with large waves of Carta dwarves and whatnot.

Also, what about their health? Are they immortal? I found it really annoying in some instances in DAO where you had these fragile little NPCs that could easily die if you had no healer in the group. You can't exactly throw a healing pot at them either. Battle of Redcliffe and some of those caravan missions are examples of this.


PinkDiamondstl wrote...

 Now you people are just nit-picking...

Because another thread  about why the Chantry is right, or bi companions, or a voiced PC is so much better. At least this was something different.

/shrug

Who said that they were better? And this is't somthing different this is just somthing stupid.<_<

Modifié par PinkDiamondstl, 12 août 2012 - 09:44 .


#10
Nefla

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I like when NPCs react to your battles, it adds another little touch of reality to a game. They should run away like in Fable :D

#11
EricHVela

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In another thread, I suggested that there be tavern brawls in the game where NPCs that don't want to be in the fight will get out of the way (but standing where they can see and possibly cheer) and might join the fight if an errant AoE or some such lands on them or their buddy.

#12
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There were many tweets from one of the devs. (Alain Baxter) I believe that gave out hints about what they were writing and this is one of them:

Merchants in fear
, multi-selected editing, follower 'Buzz', skipping 'double tap' & another 'KAAAWWW!!' #SprintDayReview

That first part, merchants in fear, makes me think that it's merchants running away or obviously showing emotion when there's a battle nearby or something like that. I really do hope they implement that in DA3.

Modifié par mayrabgood, 13 août 2012 - 03:22 .


#13
Arthur Cousland

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I don't mind this, as when npcs kill a target, that's xp lost for me.

There were guards in Amaranthine (Awakening), who would enter the fight when I was fighting someone near them.

If there's one thing that I'd like to see, it would be npcs reacting to the nearby battle by running away, hiding behind something, or cowering in fear. Often in DA2, npcs would stand around and not notice that anything was going on, even when standing in the middle of the fight. I'm pretty sure that in Origins, npcs did run to a corner and "hide" or cheer if combat was taking place near them, so Bioware has had this in previous games.

#14
Wulfram

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Having NPCs react to combat is certainly something which other RPGs have done.  I think TOR might do it.

In Origins I mostly remember the incredibly brave squirrels of the Korcari wilds skipping merrily through my battlefields. I don't think NPCs ran away and hid by default, though people like Isolde were specifically scripted to.

Modifié par Wulfram, 13 août 2012 - 10:37 .


#15
Tinxa

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Arthur Cousland wrote...

I don't mind this, as when npcs kill a target, that's xp lost for me.


This!!! It was incredibly annoying in Origins. There was this minor boss creature and my party barely whittled it down to the final health point only to have some random NPC kill it in the end with no xp for me. Meanwhile I had to manouver around the enemies to avoid hurting these random NPC's who always got in the way.

Redcliffe was a nightmare when I tried to keep all of the townspeople alive. It's okay as a challenge for one battle but I'd rather not have NPCs "helping" all the time.

#16
Wulfram

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Well, in DA2 allies didn't take away XP and couldn't die.

#17
Arthur Cousland

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Tinxa wrote...

Arthur Cousland wrote...

I don't mind this, as when npcs kill a target, that's xp lost for me.


This!!! It was incredibly annoying in Origins. There was this minor boss creature and my party barely whittled it down to the final health point only to have some random NPC kill it in the end with no xp for me. Meanwhile I had to manouver around the enemies to avoid hurting these random NPC's who always got in the way.

Redcliffe was a nightmare when I tried to keep all of the townspeople alive. It's okay as a challenge for one battle but I'd rather not have NPCs "helping" all the time.

On the positive side, in Origins, it wasn't too hard to reach the level cap, so xp lost here and there wasn't a big deal.  In DA2, when I trigger a trap or lose xp from some other means, I usually end up reloading, as I absolutely must reach lv 30 before everything is done.

If doing the Redcliffe battle on consoles, try to put that part off until you have a healer with cleansing aura.  That's a big help, since you can't otherwise heal npcs like you can on pc.

#18
RussianSpy27

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Tinxa wrote...

Arthur Cousland wrote...

I don't mind this, as when npcs kill a target, that's xp lost for me.


This!!! It was incredibly annoying in Origins. There was this minor boss creature and my party barely whittled it down to the final health point only to have some random NPC kill it in the end with no xp for me. Meanwhile I had to manouver around the enemies to avoid hurting these random NPC's who always got in the way.

Redcliffe was a nightmare when I tried to keep all of the townspeople alive. It's okay as a challenge for one battle but I'd rather not have NPCs "helping" all the time.


Good point but easily fixable by setting NPC's kill XP to be transfered to your party.

#19
thats1evildude

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I don't mind it if NPCs simply cower in the background, but it can be a bit immersion-breaking when someone strolls casually through the middle of a battle.

Modifié par thats1evildude, 13 août 2012 - 08:46 .


#20
Maria Caliban

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PinkDiamondstl wrote...

 Now you people are just nit-picking...:pinched:



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You can't nit-pick with a comb. If you don't have the right type of shampoo, you literally have to search the root of each strand of hair for eggs and pluck them out with fingers or tweezers.

If you could use a comb, nitpicking wouldn't be nitpicking.

#21
element eater

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they could always just take the easy way out and seperate combat from npc areas as much as possible to limit the occurence of this

#22
AbsoluteApril

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it's not a big deal for me personally but I do like it when implemented such as in Oblivion when guards would attack and NPCs would call out in alarm if you attacked someone as a vampire in front of them.

Modifié par AbsoluteApril, 13 août 2012 - 10:20 .


#23
Guest_PurebredCorn_*

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Maria Caliban wrote...

PinkDiamondstl wrote...

 Now you people are just nit-picking...:pinched:


You can't nit-pick with a comb. If you don't have the right type of shampoo, you literally have to search the root of each strand of hair for eggs and pluck them out with fingers or tweezers.

If you could use a comb, nitpicking wouldn't be nitpicking.


Ha!