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Dev Question: Tactics System


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#326
Drayvenn

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Fist let me say I enjoy this game immensely and there are certainly no deal breakers here as far as problems go.  That being said and since you asked:

Xbox 360 version of game.
- How easy or difficult do you feel the tactical interface is to use?
Very Easy.

- What would you improve in the tactical interface?
The ability to quickly change tactics in battle, perhaps through the radial dial. 
Also the addition of an "Unless" option would be great.  For example.  Use Walking Bomb on enemy UNLESS enemy already has Walking Bomb active.  Use Cone of Cold UNLESS allies are in the radius. 
The ability to automatically switch profiles would be great too.  For example.  If surrounded by cluster of enemies > 3 switch to Scrapper Profile. 

- Do your party members react as you would expect them to under different tactical settings?
The main problem I have is with Rogues having a tough time backstabbing.  They do not seem to position themselves correctly behind or to the side of their targets.
Occasionally melee fighters take a long way round to an archer or mage instead of staying in the thick of battle.
Mages LOVE to Cone of Cold allies along with the enemies.

- Have you seen them behave unusually in any circumstances?
There are times when they will not auto target an enemy and will stay idle in combat.

- What kind of different ways would you want to control your party?
The ability to "mark" a target on the fly and have all members focus on that one enemy. 
It would also be nice to find ways for melee characters to automatically apply poison or buffs to their weapons when a fight starts.  This option already exists for individual items but it would be nice to have the option to "apply lowest/highest poison available" for when that one item runs out.
The ability for a mage to essentially tell everyone to "clear out" so that while they are casting a Inferno or Blizzard the other team members automatically evacuate the danger zone.  

Keep up the good work Bioware.

Modifié par Drayvenn, 14 janvier 2010 - 07:04 .


#327
Virtuous Lumox

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I'm not sure if anyone at Bioware, Edge of Reality, or EA is aware of
this bug, but after I downloaded the title update for the Xbox 360
version around 1:00 AM on 01-13-10, all of the tactics presets don't
work.







Here's what happened.  I returned to camp, noticed that Morrigan, Sten,
Dog, and Shale all leveled, and proceeded to level up each character. 
Well, they all received a new tactics slot, and since I use the tactics
presets (Scrapper, Archer, etc.) I went to look at what tactic filled
the new tactic slot.  Everything was fine until I changed the tactics
preset to see what my new options were.  When I changed to a new tactics
preset (from Scrapper to Defender, etc.) all of the tactic slots became
empty, even the preset I just came from was empty when I returned
to it.  However, the Custom preset still has all the tactic slot from filled accept the new one.







I have not left camp or entered any battles, so I don't know if the
tactics presets still work even though all the tactic slots appear empty,
or if my companions will just stand there and do nothing.







Considering the title update was ONLY supposed to fix the DLC
achievement glitch, I'm wondering how this happened and what else may
have been broken by this title update?

#328
Klystron

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Thanks for asking --

For me the AI breaks badly during fights with dragons: 
     Melee NPC runs toward mage to "protect" her just before the dragon breathes :crying: 
     Ranged dps's run toward the controlled character. 
This forces me to set Hold mode, which means every time the tank gets knocked back I have to tell him to attack again, otherwise he gets up and just stands there. 

What I need is the ability to tell the ranged characters to stay put, and tell the tank to stay on the boss except when the boss is forcefielded, and tell the rogue to attack from behind if possible. 

Bottom line:  We need more control over movement than just "stay" and "follow".  In a boss fight I don't mind micromanaging the party's various tactics, especially coordinating stuns & freezes, but I get frustrated with needing to micromanage their positions. 

#329
cynicalsaint1

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For the most part I have no issue with the tactics and think they work fine as they are, though I do have a few issues:



1. I despise having them linked to skill points. Its seems pretty lame for me to have to choose between having to be able to set up robust tactics or picking up abilities that are actually useful for my group.



2. There seems to be some pretty obvious omissions from the triggers, mainly for abilities that act on your entire party. Also there seem to be status conditions that are neglected.



Finally Entering/Exiting combat seems like an obvious trigger that's missing. I often set up my tactics so that my characters will front load a bunch of activated talents, then set up sustaineds to activate once they are at <50% stamina, but have no way to make them deactivate them once we're done with combat. In particular this is needed for Archer Rogues that use Bard or Ranger sustaineds. You want to use your Arrow of Slaying and Scattershot before you start turning on sustaineds. And its easy to forget to turn everything off once combat is finished, not to mention a bit of a pain to do so.



3. Tactics to use an ability that will stun/paralyze/disable an enemy will trigger against enemies that are already disabled. For example wasting a perfectly good shield bash on an enemy my rogue just hit with dirty fighting.



4. It'd be nice to have the ability to make characters seek out flanking positions. But this is more a minor thing.



Other than that they generally work the way I expect. I appreciate the ability to turn on/off individual tactic lines, its handy for those situations where your default setup can get in the way (like for example I turn off my healer's tactics so I can focus on healing NPCs during the Redcliffe battle). They make it so that I don't have to micromanage the more routine parts of battle, so that all I really need to do is focus on the things that require human judgement calls - for example I don't think I'd ever trust the AI to crowd control for me, or pick Arrow of Slaying/Mark of Death targets, or target AOEs.

#330
huwie

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cynicalsaint1 wrote...

Finally Entering/Exiting combat seems like an obvious trigger that's
missing. I often set up my tactics so that my characters will front
load a bunch of activated talents, then set up sustaineds to activate
once they are at <50% stamina, but have no way to make them
deactivate them once we're done with combat.

I do something like:

...
enemy:any -> jump to 25 /* jumps if still in combat */
self:any -> deactivate this
self:any -> deactivate that
25: enemy:any -> attack

However, I think that a cleaner way to do it would be to have enemy:none as a status, since that would avoid the need for the jump.

Modifié par huwie, 14 janvier 2010 - 08:30 .


#331
Korvayer

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I am running the Xbox 360 version of the game.

1.  One of the biggest issues I have with the tactics system is that enemy-based conditions cause the AI to switch their active targets.  For example, "Condition:  Target has heavy or medium armor" causes the AI to seek targets with heavy or medium armor.  More often than not, however, what I actually desire is for the AI to evaluate the armor rating of its current target as the defining factor in deciding whether to proceed with the associated action.

e.g.:  "Condition:  Current target has heavy or medium armor,  Action:  Shattering Shot."  The AI will check the armor rating of its current target and either perform shattering shot or simply jump to the next tactic in the queue.  The AI will not evaluate any other targets; hence, there will be no switching of targets.

That's the sort of functionality I'm looking for, but how do we get there from here?  I suggest providing a "current target" branching sub-menu option from within the condition selection master menu.  This sub-menu would branch out to include many of the condition options available directly from the master menu (enemy rating, enemy class, mana/stamina values, health values, etc.).  Conditions selected from this sub-menu would only be sought in the evaluation of a character's current target.


2.  I'm pulling this one from another one of my posts.

Individual "go to" and "hold" commands for companions.  I would love nothing more than the convenience of being able to simultaneously position all of my companions in the heat of battle.  As it stands, I must tell the entire team to hold and then manually move my teammates about, one after another.  It is frustrating, inefficient, impractical, and it breaks roleplaying immersion, not to mention the flow of combat.

This sort of proposed functionality would totally rectify the whole "well, I ran out of things to do, so I thought I'd run over to you" companion dilemma.  Healer companions are particularly guilty of this, which means that when you play from the perspective of a melee character your healer tends to stand right beside you in the thick of things unless you order your entire team to hold.  The drawback to doing that is that your combat companions then freeze up like deactivated golems, only attacking when bumped into or swung at (depending on their behavior settings).  Furthermore, they give up whenever their target moves out of range or is knocked away.

In other words, the "hold" command turns your companions into traps.  I expect my companions to be a little more... adaptive than that.

For icing on the cake, throw in a "defend area" command.  Highlight an area of effect within which you would like your companion to remain.  Your companion will not leave this area and will engage any enemy who encroaches.  Brilliant, yet simple.

#332
huwie

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I agree with all of Korvayer's points above.



I'd like the option to re-prioritise targets between rounds, though, to deal with things like ogres picking characters up and crushing them.


#333
AotrsCommander

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Okay then, let's see (though it's been a while since I finished the game and I'm letting it fallow before undertaking my second playthrough (to keep the game nice and fresh!), so this will be mostly based on memory. I'm still posting, though since I feel kinda obligated to, BioWare fanboy that I am!* And anything that will help is good.) So this will be based on my observations on running through the game, which most of the time consisted of me (mage), Alister, Lelliana and Morrigan.

How easy or difficult do you feel the tactical interface is to use?

I found it pretty easy. I did modify the default setting quite a bit, though.

What would you improve in the tactical interface?

A few more options and tweaks (see next and final question) would make it even better.

Do your party members react as you would expect them to under different tactical settings?

Generally, yes. There were one of two minor niggles, however.

1) I found myself having to make sure Lelliana stayed with her bow. She had a noted tendancy not to switch back to ranged as soon as got herself out of melee combat, whch was kind of annoying.

2) Melee fighters - Alister most commonly - did have a nasty tendancy to run into area-effect spells like Inferno (which I used quite frequently. I didn't find a way to stop them doing that. Adding an option or modding the AI so they that didn't run into the area of effect of damaging spells would be extremly useful, as the best option I could find was to switch the party to Hold, effectively negating Alister unless I manually controlled him.

How responsive are your followers to different tactical conditions?

Uusually pretty good, aside from the noted problems above. I sometimes found in situations more demanding than the usual, I'd naturally take a higher level of control than the tactical settings anyway.

Have you seen them behave unusually in any circumstances?

Aside from the occasional headlong rushes into active long-duration AoR spells - nothing I can recall.

What kind of different ways would you want to control your party?

Generally, I let the melee fighters on automatic, only having to tend to them when stopping them charging into Inferno, and controlled myself and occasionally any other mages.

One thing I think would be very useful is to be able to que actions up like KotR. I think that would be a very useful option, giving the player a bit more control in some situations without having to constantly switch characters (because sometimes, during the time you swapped, one character would start something you didn't want them to.) Allowing you to que two or three (and that would probably be all you'd want) actions would be useful for the times you didn't want to leave the characters on automatic, without breaking your flow as much as constantly switching characters.

Aside from that, I found the interface pretty good.

I would like, I think, a little bit more scrollability in isometeric mode. There were occasions when I was close to the walls where it was very difficult to be able to get the camera in a position to be able to see where you were putting your AoE attacks. Again, nothing terrible, but it would be an improvement.

The patch decreasing the cooldowns on passives is a good thing, since that did kinda get annoying if you did a bit of rapid party swapping and had to sit and wait for a bit to bring everyone back up. (Notably with things like flaming weapons, which I had to redo when every the party line-up changed.)

To re-iterate, a command that would allow you to effectivily place your melee fighters on overwatch in front of an active AoE would be nice. I.e. mage chucks an Inferno down, and tank runs up and stops in front of it, and only engages enemies that run past the AoE without getting inside it themselves.

Overall, I found the system was pretty good and fit for purpose (though I was playing at default difficulty level), but with a few additions it could be brought to towards being the best on in an RPG yet (and it's pretty darn good already.)

*I'm only currently replaying the ENTIRE of Mass Effect simply on the off-chance the effects of Bring Down the Sky have some bearing in Mass Effect 2...Yes, I know it probably doesn't, but still...

Modifié par AotrsCommander, 15 janvier 2010 - 12:26 .


#334
torgoservo

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I would like to see it automatically set options/recommendations for what the character would naturally do as you progress. While operating it manually is my preference I think it would make people more comfortable with it if done according to the character's natural inclinations. Perhaps you could even have character discussions/interactions based on changes to their tactics that they find curious in any way :P

It doesn't always seem to respond correctly, but I don't have much of a problem manually inputting it all when they fail to chose a target for some reason or decide to continually fire into a wall/obstacle or chase an opponent into a room only to stand there or allow said opponent to attack them without response. The most common problem is an intermittent inability to track moving targets/enemies. That's been the most common cause of the standing around twiddling thumbs that I've seen at least, is when opponents move they tend to forget they were trying to target that opponent at times. Also, their ignoring friendlies is a bit of an issue as well that can ruin a battle really quick if you try to auto-set it to target for certain skills. Sometimes it takes a minute for the inputs to be recognized as well if the opponents 'turn red' just as the fight is about to start you often have to wait for moments and then they'll all auto-set what they want to do and override your decisions which can waste either time or resources, neither being pleasant.

I'd be curious in more solo play or grouping your party into multiple groups to handle enemy forces and just the different ways that could be implemented, as it would be a change of the standard way of battle, which is what most appeals to me. The camp attack and how it just jumped out with you only able to control your character was one example and the first Ogre fight was memorable as well due to the way it broke the standards amongst a few in the game. It wouldn't be something to do all the time or it would lose its charm, I'm certain and it would have potential problems to deal with in balancing it and all that, but it would/does freshen up things, which is a necessity.

Modifié par torgoservo, 15 janvier 2010 - 01:21 .


#335
Victor Wachter

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Thanks for all the great feedback!



New question and poll right over here: Warrior Feedback