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.
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[*]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.
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[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 .