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Dev Question: Tactics System


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#151
ToJKa1

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For unusal behaviour, there is one easily re-producable one:

When played with a mage character, i set Alistair with tactic "Hero: being attacked by a melee attack: Taunt". This caused him to simply freeze, until my character was no longer attacked. The taunt ability icon was shown next to his portrait as if he was using it, but he didn't do anything.

This happened again when i tried to set up a group heal tactic for Wynne. Tactics setup was:

Hero: Heatlh < 50%: jump to tactic (last)
Alistair: Health < 50%: Group Heal

I saw this activating once, but it caused exactly the same behaviour as the above taunt tactic.

Other than than, more triggering conditions would be welcome. The Final Fantasy XII system allowed assigning tactic for pretty much every status a character could get (though you had to buy them :pinched:), if you could expand the triggering condition selection it would be greatly appreciated. And perhaps give tactics slots a bit more generously.

#152
lv427

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The only issue I have with tactics is that companions switch targets independently after I've directed them to target a specific enemy. I think their tactics are triggering them to attack the closest, strongest, weakest etc. But I'd like to have the option to override and make them stay on target in some cases.

#153
goat_fab

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 Wow, glad to see the Devs listen to us :) haven't seen this is Fable II

1.) I found the tactical system quite confusing actually. It was easy to set up, sure, but I could never personally get what I wanted. Some of the choices were a little vague.

2.) First off, I'd give a better tutorial for the tactics system. Second, I'd make the choices a bit clearer and more understandable. 

3.) Uhm...for the most part. I'll get to that later.

4.) I'm not sure what you're asking. Are you asking how well the party is reacting to the current situation? Not well. There are times where a party member or two will just stand there facing away from the fight with weapon drawn. It's not a lot of fun to fight your first Ogre with Alistair licking the walls. I have a custom set up for Alistair in which he'll immediately attack mages with magic dispelling abilities and other things but he never does them. I have to take him over and force him to walk over to the mage so I can shield bash him. Kind of annoying.

5.) Quite unusually, actually. Despite having Leliana set to a constant "Archer" setting and having no melee abilities, I find that she'll draw her daggers and sprint into the fight. At this point, she won't switch back to Archery unless I manually move her out of the fight and switch her weapon sets. Also, characters have an unusual pattern for using health polituces. If I loot during or after a fight and grab one, no one will use it despite being well below the threshold I set. I've even seen them forget to use them during a fight, causing me to have to take control of them and do it myself.

6.) Hahaha. To be honest, I'd prefer a system where the allies would see where they were needed most. They would see what abilities they have, enemy health, enemy rank, enemy armor, who else is in the party, party armor/weapons, etc and then act accordingly. Of course, this is probably waaaaaay too much to ask. While I do love having control, I hate breaking the immersion of an epic boss fight by having to stop and heal party members that seem to not want to.

#154
Valcutio

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


I felt it was very easy to begin to use but I found several of my tactics wouldn't work unless they were listed in the right order which was frustrating. Also, they wouldn't trigger unless I was entering combat - when an ability is listed as "any" it should always be active or as active as often as the cooldown allows (talking about buffs).



What would you improve in the tactical interface?


Make it more simple. A lot of the options weren't needed and just cluttered the tactic screen.



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


Most of the time. Under the harder difficulties I would still have to constantly pause the game to switch between the characters to make sure they were positioned properly and using the abilities that were expected.



How responsive are your followers to different tactical conditions?


Seemed sort of sluggish to me but maybe it's because they enter combat a bit after the player controlled character does.



Have you seen them behave unusually in any circumstances?


Running over traps comes to mind. Very annoying.



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


An option to make them stop running when a trap is visible would be nice. Also, the pet tactics screen should always be visible and more easily accessable.



Also, an option to make Morrigan do a sexah dance anytime I wished would have been pure win. ;)



- Valcutio

#155
Grimmwor Runeforger

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Would love an auto-pause on certain events type of feature...

#156
Loregothe

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I would like to see hold/unhold type commands. I would also like to see don't do (like don't do AOE).



I am not a real fan of having to spend character points for tactics slots. More of them would be helpful by default. It allows you to spend less time bouncing between people. I don't see it as unbalancing, just time saving, since I can pause and bounce between people at will.



However, in general, this is an excellent system, being able to prioritize actions and do so many things is very cool.

#157
blademaster7

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I didn't read the whole thread, someone might already mentioned it but..

I'd like to see a priority system in the tactics.
Where will my companion attack first for example. In most battles I
want enemy mages dead ASAP. I would love to have my followers pick
their targets according to their instructions.

For example, I can set their target priority to this:

1.Mages
2.Archers
3.Warriors
4.Bosses

Something like this would make things so much easier. Instead of everyone going after the boss and letting the mage hexing you into uselessness I would rather have this.


I
would also like to something similar for my mages. I can't count the
times when I died because Wynne wasted all her mana casting spells she
shouldn't be casting and she couldn't use a simple Heal spell. You
could for example order your mage to cast spells in a specific order.
And an order NOT to use a(specific) spell when low on mana will be
welcome as well.

1.Heal(regardless of mana)
2.Buff(50% mana or more)
3.Attack(only use when Heal spells are on cooldown and mana is high)

Something like that.

#158
Ramara1

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This is probably something you can't do with this game, but maybe for the next...I'd like to be able to back up, not turn around, just take a few steps backward.



I'd also like the ability to retreat in combat. You can do it by selecting the group and clicking on the floor but being able to command your group to simply follow you would be a lot better. I guess I'm looking for a command to disengage them. I'd want them to follow then await new orders.

#159
AlainNagel

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I really like the tool but find some features missing that I haven't seen in this thread:

* Improving my tactics - Providing a debugger/status option during the fights so I can see what condition the party member reacts to. Especially with a larger lists it's sometimes not clear to me why certain actions are performed.

* Game options - Adjusting the difficulty or type/version of tactic list against the difference in size, strength, their vulnerability or the current location. If I have a party that heavily outranks my opponent (especially during side quests) I'd like the game to switch to a more difficult setting so the fight is still interesting.
Also: an option to adjust the music volume if in combat or not. The difference between these states is really irritating right now.

* Override option - Dropping under a certain percent health should make the partymember drop everything they are doing to use a health poltice. Not execute another command that's far underneath this. However this should also be overruled by how far we're in the fight, I don't want him to use a poltice if the last opponent is at one strike away from dying and then be healed anyway.

Modifié par AlainNagel, 07 janvier 2010 - 03:45 .


#160
AlainNagel

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A couple more:

* Audio input - an option to yell "Stay in formation!" into my microphone when a party member runs away too far. This could also be controlled by keeping a key pressed and on releasing it the party would switch from tactics.

* UI/naming/buttons - I'd also like the option to have the list (or even list sets) names to be editable. Custom 1, 2 and 3 doesn't work as good as "Unleash Hell", "Burn everything in the room" or "Go after the big guy".

Modifié par AlainNagel, 07 janvier 2010 - 03:46 .


#161
TeleProd

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From a PC user who didn't use the tactics system very much. I also might not remember everything since it's been a while since I last played.

Victor Wachter wrote...
[*]How easy or difficult do you feel the tactical interface is to use?


Setting up the tactics was easy enough. I would've wanted more information on what the certain conditions or things meant. For example, sometimes my tactics were in red, was it because I didn't have enough mana/stamina at the time or because they didn't work?

Victor Wachter wrote...[*]What would you improve in the tactical interface?


More versatility and power. Adding two or more conditions would be huge improvement (Can't believe this wasn't in, or did I just miss it?). More conditions and options to old conditions would increase versatility. For example, active only in combat, or Target: Frozen are some I remember wanting.

Victor Wachter wrote...[*]Do your party members react as you would expect them to under different tactical settings?


I wanted my archer (Leliana) to switch to melee incase she got engaged in melee. That
is possible but I couldn't get her to switch back when she disengaged.
Ranged behaviour just kept her ranged weapon equipped at all times.

Victor Wachter wrote...[*]How responsive are your followers to different tactical conditions?


Well enough. Sometimes their actions seemed delayed. For example, I had set a up a healing tactic where my mage would heal a person whose health was >50%. I sometimes had to manually intervene when a heal would not come (She had mana, the tactic was her top priority and he wasn't doing anything else.)

Victor Wachter wrote...
[*]Have you seen them behave unusually in any circumstances?


Can't say I remember any.

Victor Wachter wrote...[*]What kind of different ways would you want to control your party?


A hybrid between hold person and free movement! I don't want my characters to move on their own but if I give them a target I want them to stay with them (incase the target moves or either is knockbacked.)

I wanted to have some tactics on for the character I was controlling. All tactics were off for the character I controlled, IIRC.

#162
dannythefool

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Victor Wachter wrote...
[*]How easy or difficult do you feel the tactical interface is to use?


I'd classify it as "fair". It isn't too difficult to use but it's very badly explained, and there are no real examples. Once you get the hang of it, it's easy, but there's not much help for getting there.

[*]What would you improve in the tactical interface?


Make it easier to learn, e.g. by adding more presets or adding a menu that contains some common settings for one slot. Entries in that menu might read "Heal characters below 20% health" or "Cast Stone Fist on frozen enemies" etc.

The tactics interface should work for ranger pets etc of course.

Also, make it possible to attach more conditions to a rule. :)

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


Generally yes, but e.g. how rules are prioritised isn't made too clear, which can provide for some surprises...

[*]How responsive are your followers to different tactical conditions?


I guess they've never been lagging too much for me. But I mostly let them "bash whatever controlled character is bashing" and support.

[*]Have you seen them behave unusually in any circumstances?


Rules often have unintended side-effects when they cause e.g. a rogue to leave sneak or when they cause a character to trigger a trap that was clearly visible. This is hard to solve currently, we can't even attach a "not if there is a trap" condition to a rule. Of course if a trap is visible they shouldn't be running into it anyway, but it would be nice if we could do "if path blocked by traps, switch to ranged" etc.

[*]What kind of different ways would you want to control your party?[/list]


I think the tactics system is a good way, and we have an excellent way to control the party manually as well. If the tactics system can be beefed up a bit, then it can probably emulate most of the other ideas we could come up with. Quick ways to let everybody, or "every body except the controlled character" perform an action would be nice to have.

#163
Valmy

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I felt it was a little too cumbersome to have to change weapons AND tactics AND behavior just to change my characters from melee to ranged and back. Could tactics and behavior be linked to weapon sets? Also an action queue would be nice also that over-rides the tactics when used also.

#164
Felipe_79

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DianeLyn56 wrote...

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.


Well, tactics are a nice help if you play the game in real time (without using the pause nutton).

#165
TrinityDivine

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

I LOVE the system! I didn't use it much during my first playthrough but then a friend showed me how he set his up and he never had to pause the game to micromanage and now I just love it. For the most part, I can play the game in nightmare difficulty without micro-managing my companions.

•    What would you improve in the tactical interface?

1 - Pet tactics. Right now, the only way to access the pet tactics screen is to click on the message at the bottom of the screen when you summon your pet and the tactics get reset when you lose your pet so it's a pain to have to set them up all over again. But I do it anyway because the pet tactics are important.

2 - More tactic slots for mages. Mages have a LOT of active spells and 12 slots are just not enough.  I find that I can do with 12 on both rogues and warriors but since the mage has all types of spells - offense, crowd control, buff, healing - 12 is kinda limiting.

3 - Tooltips. Or maybe a help screen somewhere? Sometimes the terms are a little confusing. For example: "Enemy clustered with at least two allies" - whose allies, mine or his?

4 - There are also some additional options I'd like to see namely:
    1 - (Party Member Name) => Using Ability => (Ability Name)
    2 - Hmm I'm pretty sure I had more but I can't recall them right now. Will get back to this when I remember.

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


Most of the time, yes. But like sometimes, Wynne is too busy attacking when one of the other party members is fast losing health. I suppose the tactics are executed from top to bottom and then back to top, rather than from the top on each iteration. It would be nice if it could be done that way, so it becomes priority settings rather than a sequential script execution.

•    How responsive are your followers to different tactical conditions?

Except for the pet, I'd say they perform as expected. The pet sometimes gets stuck doing nothing and I haven't discovered why yet. Alistair has gotten stuck once in a while, too. Maybe it has to do with the character's IQ? :D

•    Have you seen them behave unusually in any circumstances?

See answer above.

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

Position control would be nice.  Something where we could set up a default battle position and they automatically move into it when a battle starts, or when a hotkey is pressed.

#166
CakesOnAPlane

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I think it's great and is pretty much spot on for me, though I would perhaps like an option to get rogues to move into backstab position as this is the only reason I never use Zevran.

Also I like the fact that you have to take the skill line to increase them as it provides a nice tradeoff so I would say keep that.

Modifié par CakesOnAPlane, 07 janvier 2010 - 05:10 .


#167
irinotecan

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I kind of like the tactics system, although I haven't really investigated it enough to make major changes.

Off the top of my head, here's what I would like improved:
  • Custom tactics can be easily added by modders.  This would allow new items such as the stamina potions mod to be added in (I'm thinking along the lines of modders being able to add, "Use most powerful" and "Use Least Powerful" tactics for new potions in this particular case, but I would like to see any kind of custom combat scripting by a modder to be able to be assigned to a new tactic slot).
  • A "When a party member falls" check, so a healer can cast revival using tactics.
  • The ability to switch the controlled party member over to tactics usage as well (while still being controlled).  I would envision this as working by the character uses tactics, and briefly stops if you issue a direct action to him/her to perform the action, then resumes using tactics.
  • The ability to switch weapons,
  • The ability to change the character behavior from "Cautious" to "Ranged" to "Aggressive", etc.

Modifié par irinotecan, 07 janvier 2010 - 05:16 .


#168
Zepherite

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I posted this in the poll as well but in the interests the small chance I have a bit of gold in here I posted it here too.

I like the tactics a lot but there's definitely room for improvement. Someone mentioned more tactic slots already, as well as the problems with the AI using AOE spells and switching modes which were the main annoying areas. I also couldn't find a "use an appropriate lyrium/health potion" action despite there being one in the action wheel/menu/thing whatever it's called.

Also the system seems to have been designed to be fairly simple which is good when your learning but once i got to grips with it I wanted to combine conditions together, for example I might want to use an action if an enemy is a mage AND has health <50. I imagine it's quite difficult to know where to draw the line in terms of complexity though.

The best part about the tactics is that they are there for peeps who think its awesome (i.e. me) but if your not fussed and like to micro-manage to the nth degree you can get rid of it.

Modifié par Zepherite, 07 janvier 2010 - 05:28 .


#169
Xerxes52

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The system is great imo, except for one issue:



The only problem I come across is when I have "Self: Any - Activate: Blood Magic" on my mage characters (usually my mage or Morrigan) they will occasionally turn it off and cast spells from mana (which is usually taken up by sustainable spells) even if they have a ton of health. (I never give them a deactivate condition)



It does get somewhat annoying as I have to directly control this character to force them to keep it on.

#170
huwie

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I've used the tactics system a lot, which shows it's doing something right!

The most notable bug I found is something I've mentioned elsewhere: tactics are (correctly) suspended when you select a character, but they are not always resumed immediately when you release it. They come back when the released character moves or attacks due to something outside the tactics system (such as moving close to the player, or attacking due to aggressive or ranged behaviour). I have proved this by setting tactics to switch between melee-ranged weapons; this makes it easy to see when tactics are running.

I worked around this problem by using ranged or aggressive behaviour, which triggers an attack that kick-starts the tactics system, but I'm sure it's led to a lot of frustration to people who can't figure out why their tactics aren't working as expected.

Another big issue for me was target selection. I wanted to be able to say "if a boss-rank enemy is at close range then use Mark of Death..." this might be doable using jumps but I couldn't see how, and found that as my scripts got more complex in that way, they also got much harder to debug. Being able to see a tactics debug/activity log would have helped here.

Target selection again: I would like to be able to designate a target and have characters go after it regardless, while still running their other tactics, i.e. without forcing them to attack while selected.

Possible bug/glitch/finger trouble: sometimes I found that ranged behaviour wouldn't attack while the character was held. Releasing the character made ranged attacks start up. I noticed this with Zevran, possibly it might be his tactics but it's hard to see why held/not held should impact ranged attacks on a target in range. (edit: thinking about this, one of his opening tactics calls for Mark of Death, perhaps the engine stalled out at this point because he couldn't get close enough. Assuming this was the cause, tactics processing should continue with the next tactic that *is* possible).

Usability: it would be great to have a hotkey that selects Custom 1 + Behaviour A, or Custom 2 + Behaviour B, for the entire party. E.g. I have custom 1 for melee and custom 2 for ranged, and I need to tweak each setting separately for each character.

An advance on the above IMO would be to incorporate the behaviour into the tactics: have a tactic that says "Set ranged" or "Set Aggressive" or "Set Cautious".

I would also like to have status tests to let me do things like "If I have a melee weapon equipped then jump to tactic 10" or "If I am held/free then jump to tactic 20".

Finally an interface glitch that has tactical impact: arrows or bolts ought to go into the slot that already has a ranged weapon equipped, rather than kicking the melee weapon into the inventory and leaving arrows in one slot and bow in the other.

Oh, and please unlock the full complement of tactics slots by default -- they're part of the game mechanics/player convenience rather than making the character innately more powerful. I guess that most people interested in using tactics will be using the unlock mod in any case.

Modifié par huwie, 07 janvier 2010 - 06:09 .


#171
Sloth Of Doom

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I didn't mention this in my original post but reading others comments makes me think of t. Having a tactics option to encourage rogues to get into backstab position more would be great. It would have to be limited to when the target is targeting another character however, or you would get some crazy circling action.



Pretty much off topic, but I love how this thread has received 7 pages of posts in about 22 hours, but the delay of RtO got 120 pages in about 3 hours. It really shows how the makeup of this community breaks down.

#172
casedawgz

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The one thing that's really been annoying me is something I've only encountered since I started playing an archer. A lot of the time it seems that after the first target goes down (a target I engaged with my bow at range; after the first shot is fired my companions begin their attack), my companions will foolishly run back to me as if the fight was over. I'd like to see the companions have enough good sense to engage nearby targets on their own, without waiting for my attack as a kind of approval for their actions. I'm aware I can pause the action and select targets for them, but I don't think I should have to cycle through each party member to make sure they attack an enemy who is right next to them, rather than disengage.

#173
Matthias Umbra

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I'll go point by point as well as I can, and then add in some further comments.

1.) I like the tactical interface for the most part.  In the menu where you assign commands and what-not, it took me about halfway through my first playthrough to understand the ins and outs of what different commands do in terms of actual gameplay.  It might be a good idea to either add short descriptions further explaining the exact behavior of each option, or changing the names of the options to further clarify what they do.  I've been taking a DA break for a while, so I don't have any specific examples to cite.

2.) My main improvements are listed above.  I would also like more options to give the AI (conditional requirements, such as "use when target is frozen" rather than just immobilized), as well as a default expansion of tactics slots and how many the tactics skill yields.  I feel like, unless I invest more skill points in tactics early on in lieu of other skills that have more of an effect on overall gameplay (since all tactics does for me is lower my need to micromanage), I feel like I'm playing an RTS.  I like to control my main character at all times in a close-up view and only switch around to give commands only if I have to.  This would be especially useful when speccing mages for versatility, as I've felt as playing a PC mage I've been way more effective than a party member mage, as I have more options readily available for combat and healing (and I usually only have enough slots to spec them one way or the other with tactics completely ranked up).  This matters less for some other classes, but it would be nice to be able to give each character more conditional commands.

3.) For the most part, they react accordingly.  Like I said, I haven't been playing DA for a while, so I can't list anything specific in-game.  However, I think clarifying the different stances and commands would help some newer players, as some didn't function as I envisioned they would before using them.

4.) Can't get specific here as I haven't played in a while, might come back to this when I start playing again.

5.) Same as above.

6.) I would certainly like them to be more customizeable, as I stated above.  I would like to be able to give them a set list of commands and roles that they can carry out on their own with little micromanagement and pausing from myself, as I like to focus on what my character's doing, especially if I'm in melee combat, trying to lineup a backstab, etc.  I don't mind setting up ambushes and managing the party's position/stance as a whole, but I'd like more options on telling them when to intercept enemies, how to hold aggression, etc.  I've had issues when playing as a mage where I've set tanks/melee damage dealers to intercept an enemy when they're attacking my PC, but too often they wait until I've already been hit once before rushing over.  This usually leads to me having to flee for a while, heal, and then continue my role as a ranged damage dealer/healer.  This can get especially bothersome when you're expected to heal the whole party.  It would also be nice to have extra tactics slots for specific situations such as these as well.

Please PM me if you have any further questions for me or need clarification. :)

#174
Aesir Rising

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Victor Wachter wrote...

  • How easy or difficult do you feel the tactical interface is to use?
  • What would you improve in the tactical interface?
  • Do your party members react as you would expect them to under different tactical settings?
  • How responsive are your followers to different tactical conditions?
  • Have you seen them behave unusually in any circumstances?
  • What kind of different ways would you want to control your party?


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

I think the UI for Tactics is easy to use.  It did take a while to understand many of the options available, but I definitely like having all of the options and would ask for perhaps a few more as well. I'll expand on this thought later.

What would you improve in the tactical interface?
I would remove the connection between Tactics and character Skill Combat Mastery entirely.   I find that Combat Mastery crosses the line between in-game character representation as a set of stats and the human at the keys.  Combat Mastery doesn't seem to fit with the other Skills, and seems like it's tacked on as a throw-away Skill I would never pick for my 'main' character.  I would very much prefer to see it go away entirely, and replaced with stats such as cunning, intelligence, and wisdom (and character level) modifying the total number of tactics you can apply for a given character.
[*]
[*]I liked the Icewind Dale and BG party formation options.  The specific UI controls used there weren't awesome, but the AI party formations themselves were.  I would love to be able to set a party member other than the one I'm actively controlling to be the point man. (I've seen this done in at least one game - though I can't recall which - where an NPC member of your party actually took the lead and walked in front of your PC that you controlled!  As you moved your PC forward, the NPC was x number of steps ahead - and kept the pace!) I would love to see the party follow some sort of loose formation as it pathed it's way through the game world.

Do your party members react as you would expect them to under different tactical settings?
No.  I find the greatest difficulty is trying to get characters that I've set up primarily as ranged attackers to stay focused on their ranged attack strengths.  This is due to a combination of issues between Tactics themselves, the Presets (e.g., Archer) and Behaviors (e.g., Ranged).  I have a hard time (as yet, I am unsuccessful) trying to get a ranged character to attack a hostile, fire a crowd control skill to stop a melee attacker, move away to an appropriate distance and attack again from ranged.  I'm trying very hard to use the Tactics UI to automate my party members, whilst I focus entirely on my main PC. I am not able to do this reliably.

How responsive are your followers to different tactical conditions?
I think this question is answered at least in part with my other responses.  I don't have a problem with responsiveness, aside from the exceptions I detail below.

Have you seen them behave unusually in any circumstances?
The biggest risk is probably best demonstrated in the Ostagar sequence. If you have a melee attacker set to Aggressive, they're likely to run the whole map up to the Tower entrance.  And things won't go too well if they do this.  If you set them to defensive or passive the AI doesn't take enough initiative and you're left micro-managing them to kick off a fight.  I'd like to find some middle ground - where I can get a melee hitter to attack out to a certain range but not go too far away from the primary PC (nor stay too close to the primary).

I also dislike how (usually demonstrated if primary PC is in stealth mode) party members will freeze in place, fail to attack, if my stealth PC has found hostiles.  The party members stand once my  stealth character 'sees' the hostiles and game auto-pauses.  Then, unpausing to continue the sneaky sneaky stuff, I usually (always?) observe that the other party members just stay in place because they're too far outside the aggro range, I presume to want to attack the hostiles or move to follow the main PC.

What kind of different ways would you want to control your party?
I prefer to play the game through my main PC, without controlling the party members much at all.  I would prefer to be able to issue orders through Tactics and automate their actions as much as possible.  If I wanted to micro-manage the party members, then I suppose both a key stroke and button bar interface redesign might be in order. I'd want bars dedicated to party member control, perhaps exposing to mouse input some buttons that can switch individual party members "Behavior" (e.g., Aggressive) settings.  That *might* interest me, though under the current UI paradigm, I find that I'm more interested in trying to establish a perfect set of Tactics orders so that I can essentially 'fire and forget' my party NPCs.




[Late Edit]
I wanted to add that I see no middle-ground between AI Behavior with respect to being set to be Aggressive but not be too stupid to flee from AoE damage (friendly-fire or otherwise).  I want my party to attack on sight sometimes, but don't want that to mean they are trading in their brains and will ignore AoE damage.

Morrigan needs to be shapeshifting with Tactics (btw, this topic in the no spoilers allowed section is difficult to discuss, sorry).  I didn't know she could shift until many hours into the game.  Why not have Tactics presets for this? (or any other character, e.g. the main PC that might have the ability)?  Also, the Damager role (iirc) fails to include weapon buffs like flame Weapon as part of the preset.  IMO, certainly at lower levels, such buffs can account for more damage than direct damage spells like Fireball, so why wouldn't such Sustained buffs be part of a Damager role preset?  I am writing this from memory, so I may have written the incorrect preset name.  I think it was "Damager" where I felt Sustained party weapon buffs should have been part of the preset.
[*]The forum is wonky and I can't get rid of these bullet points.  Yuck.
[*][Another Late Edit]
[*]I enjoy the concept and most of the specific implementation of Tactics.  I really like that this complex and challenging mechanics was tackled by the devs, even if the current implementation has some warts.  It's a great mprovement over the typical "Hold | Passive | Aggressive" and "Ranged | Melee" radio button-like UI we see in other games where you control pets.

Modifié par Aesir Rising, 07 janvier 2010 - 07:23 .


#175
discodog1000

discodog1000
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 didn't see this posted so...

instead of tactics being a skill, which means that you have to choose between tactics and other skills based on playing style (which really limits your ability to experiment), the number of slots should be linked to one (or more) of your abilities.  I would change the name of magic to intelligence and link tactics slots to that.

Others have posted about group tactics.  I think it might be interesting if your part learned group formations.  These formations would give bonuses such as added defense or damage or added healing, and the amount of the bonus could be linked to individual characters tactics abilities.  So characters who have more tactical ability would gain a greater advantage from party formations.