The object of this thread is to provide a space for discussing the (presumably present) Tactics feature in DA:I.
Do share your ideas if:
[1] If you have any questions about how tactics will work in DA:I
[2] If you have any qualms about the Tactics feature, included but not limited to role presents, behaviour presets, QoL issues, etc.
[3] If you want a particular Tactical action to be implemeted
Lastly, I know the game is still in Early-to-Middle developement, and I am in no way asking for fast or definitive answers. This is meant to be an on-going repository of related questions and discussions where devs can grace us at their leisure should they choose to.
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For me, personally:
[a]: In DA2 there were some default action priorities, even if the tactics menu is empty and the role is set to custom. Can we access a gleaning into these default action priorities?
[b]: In my experience, the "Jump to tactic X" command has been unwieldy and dysfunctional. In DA2, it even became broken every time I moved a tactical command that involved basic attack. Will some analogous feature return in DA:I, and will it be made easier to use?
[c] Can there be an option to treat a character's Tactics explicitly as either a Rotation system or a Priority system? Personally I never figured out which system the DA2 game actually used, but looking forward I wonder if there will be some words regarding this.
[d] Will the Self:Any condition be a universal condition? Or does the character still have to undergo a rudimentary event before the game performs a condition check?
[e] To the best of my memory, DA1 and DA2 did not have Tactical conditions that involve reacting to an ally falling under a crowd-control effect. Might such a feature be under consideration in the new game?
[f] Could there be a condition check that returns a numeric value for ally's proximity to the target of an AoE? Can there be a Tactical option to engage a mob that has no allies nearby? Or any other Tactical workaround mechanic to avoid friendly fire?
[g] Can there be a Tactical option for a rogue to check her combo points on a target? (Assuming such mechanics will still exist.)
[h] Cooldown-based conditions would also be an awesome QoL improvement.
Tactics: Questions, Thoughts, Ideas
Débuté par
The Red Onion
, sept. 02 2013 08:16
#1
Posté 02 septembre 2013 - 08:16
#2
Posté 02 septembre 2013 - 08:29
For (
, the devs have discussed the old tactics system in Origins. They have said that it is still in progress, but I expect there will be something. One thing they discussed is that they're looking into how to make it more robust, remove some of the finickiness exactly the way you are complaining about! He wants your inputted commands to be more overt in how they will work - less surprises because something didn't do what you thought it would, or something was in the wrong order, or almost the right trigger happened but not quite.
Modifié par Dunvi, 02 septembre 2013 - 08:32 .





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