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Dev Question: Tactics System


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#126
Sidreus

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I am fine with Tactics as it is.



My only requests is make characters with revive ability can set up to use ability as soon as a party member fall in battle.

#127
herwin1

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chautemoc wrote...

Fairly easy.
Include more options, or at least more specific ones. I was looking for ways to set it up so every time an enemy is frozen, my part would use Stonefist/Killing Blow/etc, but couldn't find an option for it. It's possible I'm just stupid/lazy but I found the saved/custom tactics stuff confusing so I didn't really bother. Just stuck to one set and did everything else manually, for the most part.
Generally they seem to react as expected, although sometimes options don't trigger. Sten, for example, will queue up the sweep move (can't remember the name at the moment), but it won't execute unless I do it manually. Seems to be limited to specific skills. Can't recall others...


The programme will sometimes crash into my Visual Studio debugger during combat. I think that's usually invisible to the average player, but it kills the game for me.

#128
herwin1

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spanko2 wrote...

I think the tactics system is amazing and all around implemented well with a couple very specific annoyances that can be easily fixed, and have been by mods.

The first issue is that all point blank aoe effects like Taunt, Dual Weapon Sweep, and Two Handed Sweep don't work properly with tactics.

The second is a lack of an "IN COMBAT" options. For example say I have a Mage in my party and I want to setup a tactic to automatically cast Heroic Offense on another party member. There no "IN COMBAT" then "CAST HEROIC OFFENSE" option. If you just set the mage to cast heroic offense on a party member using "ANY" then they do it constantly whether you're in combat or not. The closest you can get is setting the mage to only cast it when the party members mana/stamina/health is under 100% but even then it's not ideal.

Basically I want an "IN COMBAT" status option with all the other statuses like sleep, grabbed, etc.


I agree with the comment on the point blank aoe effects, at least for dual weapon sweep. It doesn't seem to do any damage.

#129
herwin1

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evilhouseboat wrote...

I usually try to control my party members as much as possible so I tend to set-up a very basic / generic tactic structure. I have currently only have 1 play through on normal on the PS3 version, but have additional characters in both the PC and PS3 version.

• How easy or difficult do you feel the tactical interface is to use?
Setting up tactics is straight forward. In my opinion, making better use of tactics at harder difficulties adds a layer of depth to the game play, making multiple playthroughs more fun.
• What would you improve in the tactical interface?
Add group tactic options. i.e. Lure group, or charged assault in the action wheel.
• Do your party members react as you would expect them to under different tactical settings?
Yes.
• How responsive are your followers to different tactical conditions?
Very, although I usually take control of a character when I need them to do something I feel is important.
• Have you seen them behave unusually in any circumstances?

Here is one problem I encountered. Let’s say I have party member 1 selected and move this character into a downfield position to continue an attack. Party member 2 is currently attacking something else. I select party member 3 (a range damaged class) in order to select a new target for this party member. During this time party member 2 kills their target and they run toward the party member 3 (away from combat) instead of assaulting the next closest enemy.

Also, sometimes when I turn on a sustained ability that is not part of the characters tactics, the sustained ability is turned off. Note the character didn’t die.

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

In the PS3 version it might be worthwhile to look at a targeting system combined with the right analog stick, and use the d-pad for group commands like all forward to attack, attack my target, heal me, etc… or custom group commands for the d-pad

I found targeting difficult with enemies like mages or archers who are usually at the back of a room. I would need to manually move a party member closer to them before it became possible to target them.


I've definitely noticed that when I turn on a sustained effect that isn't listed in the tactics, it immediately gets turned off.

#130
herwin1

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I've noticed that some tactical settings in the xls files are not available from the scripting interface. They do show up in the standard tactics, so I think this is probably just an oversight.

#131
Gracchio

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Since you already have somewhat of a tactics system, wouldn't be easier to make a version where you can turn off tactical rules and instead use predefined behavioral settings?



Example:



Leliana set to agressive archer. Will shoot enemies and when they come close she will switch to melee weapons.



Leliana set to ranged archer. Will shoot enemies and flee to an acceptable distance in the direction of a character in defensive mode.



This would eliminate the need for all the annoying tactical rules, yet allow you to define the behavior of your party members. Seeing as some tactical rules are auto-filled as you buy certain abilities, this should most certainly be possible.



The micromanagement of abilities is SO annoying and not rewarding in dragon age right now.

#132
blazin130791

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well i played it on PC at my mates and i like it alot more, so much so that im going to buy it again on PC. xbox controls are annoying in comparison to the PC.

#133
blazin130791

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TastyLaksa wrote...

I'll let you know what I think this Holiday Season, or January 5th.


LOL

#134
GodSaveStrawberryJam

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First off, I'd just like to say that the game is absolutely fantastic, and the following will be written from the perspective of someone who uses the Xbox 360 version of the game.


images/spacer.gif
-How easy or difficult do you feel the tactical interface is to use?

Very easy in regards to navigating to and from the screen. Some of the items in the tactic scroll down menu could have been labeled somewhat clearer in my opinion, but things were easy enough to figure out once you started navigating around just a little bit.

What would you improve in the tactical interface?

I would consider spacing out the scroll section on the 360 version of the game just a little more. Things can get a little cramped and crowded when you're dealing with a full tactics bar, and I would also consider using different colors to differentiate things just a little bit more for easibility. On the 360 in particular, I think that the overcrowded feeling one gets could be solved by having more pre established option for gamers right out of the box, rather than having to navigate throughout all of those options while looking for a minute detail.


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


For the most part they do. Mages seem to do the best, sticking to the script that I put them on, but I find myself taking control of the melee characters more often than not because their scripts don't often work as well as I would like. Mages do have the problem of showering my party with the occasional AOE spell, though that doesn't effect me very often due to the difficulty level I play on.

How responsive are your followers to different tactical conditions?

As stated above, Mages seem to do well, while melee characters have the occasional hichup. The normal difficulty level keeps my hands full BTW, so I'm sure that there are things that I'm missing that other, better, gamers can see.

Have you seen them behave unusually in any circumstances?

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

More tactical slots would be a blessing first off. But, outside of that, I could definitely see the advantages to having the option of differentiating your parties tactics based on a specific enemy or boss battle. Rather than switchin this up before the fight, it would be great to have the opportunity to preprogram this in early on. I'd also like to see something implemented that would allow me to designate how far my party members should be from the nearest enemy, and how their tactics should change depending on whether or not other party members might die.

Modifié par GodSaveStrawberryJam, 07 janvier 2010 - 10:22 .


#135
DaiBi

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several things to modify/add in tactics system:



1.friendly fire check when use aoe spells

2.add group conditions, like "more then 2 allies have <50% health" - usefull for healers

3.add conditions like "start combat" and "end combat" - usefull for activating and deactivating abilities that reserve mana/stamina. Even better looks condition, that make possible activation of sustained ability when character already spent mana/stamina equal to cost of this ability.

4.make chain goto commands working. (when use more then 2 such commands in chain game ignore them completely.)

5. add condition - shatterable. :)

#136
1varangian

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The one thing I would change is having to buy tactics slots by spending skill points. Tactics is more of a gaming mechanic than an actual character skill. The slots help the player play the game instead of making the character able to something they couldn't before. The ultimate "tactic" after all is to pause the game and take full control of everyone but you don't need to use any skill points for that.

I think character skills and gaming mechanics should be kept separate and everyone given the max number of tactics slots by default.

Modifié par 1varangian, 07 janvier 2010 - 10:36 .


#137
akhom

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I found the interface is easy to use and clear then I require for more slot of tactics and
it should not depend on the combat tactic skills because I feel it injustice for any characters that
not spend any skill point on combat tactic so while in the battlefield that character know only a few tactic that not along with character that has a several of tactic slot so the result is the plan failed and I have to control that character myself.
Have you seen them behave unusually in any circumstances?
Yes, I set this for Alistair as Morrigan is being attack be melee >>>>>> to activate taunt ability and then
Alistair no move at all so I must to control him.
What kind of different ways would you want to control your party?
IMO, the idea of using this, is great because the combat in DA:O is fast and a little mistake means death for
the poor plan. Therefore I don't have much time to control every character that could make the game more slow and not continueously.

Modifié par akhom, 07 janvier 2010 - 11:18 .


#138
Ceruton

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Disclaimer:
Most of the following criticism will be negative because while the tactics system is a neat idea, the actual implementation right now is, in my opinion, a piece of crap.

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

What would you improve in the tactical interface?
- Add a possibility to force my characters to ignore enemies past a certain point so they don't wander off and aggro an additional squad of enemies
- All tactical slots should be available right from the start
- Status screen should include all possible status effects

Do your party members react as you would expect them to under different tactical settings?
No. Any behaviour setting that says that the character will avoid the AoE of AoE spells/abilities doesn't work that way. Often they'll step into the AoE (following a fleeing enemy), get hit, step out of it and run right into it again.
Also, switching from melee to ranged weapons (and the other way around) isn't working. If you have behaviour set to "ranged", the character will always switch back to his ranged weapon, even if he is surrounded by three enemies. If it is set to any other behaviour, he will switch to the weapon with the highest damage (which is usually the melee weapon).

How responsive are your followers to different tactical conditions?
Not responsive at all, since there are far too few tactic slots to prepare your characters for unusual conditions.

Have you seen them behave unusually in any circumstances?

Aside from what I've said already?
- Characters are just standing around doing nothing - happened especially often with my dwarven TWF rogue.
- Ranged characters not trying to get in a position where they have an actual line of sight to the enemy, but instead shooting at walls.
- NPCs using AoE spells when allied characters are a lot more harmed by them than the enemy (i.e. the mage army killing my total party by throwing three fireballs at a single genlok I had surrounded)
- Characters see dragons as mages, even though they have no mana pool

That's all I can think of right now.

#139
Rustedknight

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Over all I am very happy with the tactics system. The only recommendations I would make for improvements echo what some other players have said. Specifically having rogues flank targets that are stunned and archers to disengage from melee if their attacker is immobilized by say pinning shot.

#140
Felipe_79

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I'm fond of using two mages and two warriors on my team. Then I can flank and range attack, complementing with melee attacks from the warriors.

Modifié par Felipe_79, 07 janvier 2010 - 12:38 .


#141
Bonkz

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"Have you seen them behave unusually in any circumstances?"



All the things that previous posters have said pretty much have me covered but i do have one issue that bothers me.

When a fight starts, I just select my characters one-by-one and issue orders to them and then I usually select the mage and manage him/her in "real-time". What happens (not always, but many many times) is that even tho i have issued orders to the rest, when i start walking with my mage, all my companions just drop what they are doing and come follow me around as if we are exploring.

They just wont stick to their assigned commands and i have to give them again.



Don't know if this is something that has been mentioned cause i haven't read the last two pages.

#142
Felipe_79

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When assigning commands to the other characters, remember to select the "fixed position" button just below the characters avatars. Then they'll not follow you but maintain the position related to their commands.

#143
Guest_Evainelithe_*

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One big thing that really bothered me: don't make tactics use skill points! Image IPB




How easy or difficult do you feel the tactical interface is to use?
It's easy enough.

What would you improve in the tactical interface?
A way to automatically ressurrect at 0% health, as well as use an injury kit for the ressurrected person. Give the maximum number of tactics slots from the beginning and don't make them use points. Better yet, get some decent AI developers and get rid of the tactics altogether.

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

How responsive are your followers to different tactical conditions?
If health is dropping fast there isn't always time to use a health poultice before dying, the 25%/50%/75% need more refining.

Have you seen them behave unusually in any circumstances?
Yes, Leliana keeps equipping melee weapons and runs to the front when I want her to keep using her bow and stay in the back.

What kind of different ways would you want to control your party?
I want some party members to stay put and out of melee yet they keep running to the front unless I use the option where every party member stays put which isn't what I want usually. Not to mention that those that do stay put and are melee just stand there without hitting anything[/list]

Modifié par Evainelithe, 07 janvier 2010 - 12:56 .


#144
hangmans tree

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NPCs should know when to cast aoe spells - not targeting party members. Sleep can be cast on all npcs, coz there is no FF possibility and that is ok, but when the mage decides to throw inferno or death cloud into the brawling - that's not fun at all.



Solve the vicinity-range problems...sometimes npcs are chasing some schmocks, running in different directions miles away from the group. And get picked off one by one by darkspawn tax collectors.



Traps - when one character spots a trap, all should stop - they charge instead head on "disarming" them before any rogue can take care of the problem.



/for now

#145
Bonkz

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Felipe_79 wrote...

When assigning commands to the other characters, remember to select the "fixed position" button just below the characters avatars. Then they'll not follow you but maintain the position related to their commands.


Thanks for the reply but unfortunately this happens either way

#146
Felipe_79

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strange... I can manage to keep my mages out of range from the melee attacks this way, so they can keep firing at the enemies.



Try changing your tactics so they can manage to protect themselves prior to going for the aid of the main character each time it's been attacked.

#147
Felipe_79

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Bonkz wrote...

Felipe_79 wrote...

When assigning commands to the other characters, remember to select the "fixed position" button just below the characters avatars. Then they'll not follow you but maintain the position related to their commands.


Thanks for the reply but unfortunately this happens either way


strange... I can manage to keep my mages out of range from the melee attacks this way, so they can keep firing at the enemies.



Try changing your tactics so they can manage to protect themselves prior to going for the aid of the main character each time it's been attacked.

#148
Ceruton

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Bonkz wrote...

Felipe_79 wrote...

When assigning commands to the other characters, remember to select the "fixed position" button just below the characters avatars. Then they'll not follow you but maintain the position related to their commands.


Thanks for the reply but unfortunately this happens either way


What behaviour do you have selected? They always do this if you're using "careful" or "defensive", but it's suppossed to be that way (which makes those modes useless for anything other than healers).

#149
Katie3G

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Since I prefer to control all party members I disable tactics - i.e., I never use the system. Hence, my only suggestion is that party members do not have preselected tactics slots as part of their preselected skills.

#150
DianeLyn56

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I don't use the tactics system at all. I tried it in the beginning and found that I did better telling them what to do. It makes me feel like I am in the battle, not just sitting watching them battle. I'm responsible for them all and if they die it's my fault for not paying attention. It's probably just me, but that's how I like to play.