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Reasons not to micro-manage?


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12 réponses à ce sujet

#1
Jordan

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I always have tactics disabled, but I've noticed that most other players prefer not to micro-manage. Is it purely the fact that you have to manually control every aspect and constantly have to pause that you don't like, or am I missing something?
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#2
mousestalker

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I'm not that terribly interested in combat, so I like to get it over with. Setting tactics means the fights go faster.


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#3
Guest_Aotearas_*

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I prefer writing and improving my characters' combat tactics until all I have to do at the start of a fight is hit pause button once, then activate the AI on my player controlled character and subsequently watch my party kill everything without any input of mine whatsoever.

 

 

Then I will reasses the performance and tweak the tactics some more if needed.


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#4
Blazomancer

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You aren't missing anything except for a bit of time. People who have been through the game a number of times get tired of micromanaging. Even so, anybody in their right state of mind wouldn't probably automate the use of AoEs like say fireball and CoC. It is never fully automated really; gets rid of the usual buff-healbot spamming and other frequently used conditionals is all. As a bonus, automated companions appear a bit more intelligent than their 'target eliminated, time to stand and wait' counterparts; Leliana fighting like in the SA trailer juggling melee and ranged is also quite cool.

#5
Guest_StreetMagic_*

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Depends on the class for me. Anything with lots of sustains sucks for me (beserker or arcane warrior). Sustains aren't a fun way to micromanage like a backstabber is.



#6
DarthGizka

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People who have been through the game a number of times get tired of micromanaging.

 

True enough, but the perfect solution to that is to leave your toons parked at the level entrance. That completely eliminates superfluous micro-management, and should the team be needed then they will be teleported to your location by the inevitable introductory cutscene.

 

Hence the best tactics setup is "Cautious" behaviour and a blank custom ruleset. A "Self:Any -> Wait" rule would keep your toons from following you around town and thus deprive you of their chatter.



#7
Blazomancer

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^A lot of people like to solo, I'm aware of that. I'm not one of them; DA has always been a squad based game for me, so keeping the team members parked at level entrance or the camp is not really an option. Also I wouldn't want to miss their interrupts and banters.

 

I use 'cautious' only for Shale while playing as an archer so that she follows me around with her Rock Mastery Aura. I use 'cautious' and 'wait' in tandem for rogue teammates so that they stealth and remain hidden if critically injured till Wynne heals them up.



#8
DarthGizka

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In order for good teamwork to be possible, the source of the ominous clicking sounds needs to have a good working knowledge of what each toon is capable of, what their strengths and weaknesses are, how well certain abilities work.

This particular clicking-sound source may be a bit denser than most, but yours truly basically needed a solo run with each class in order to acquire that knowledge. Trying to muddle through got me nowhere but an early grave deep in the Brecilian forest. In other words, if I don't solo then there are so many variables that it becomes difficult to let the subconscious extract any knowledge/experience from the muddle.

As regards convenience and minimum of fuss, in many cases it is quicker to solo an encounter than to try solving it with a team. For a mage, that would be close to 100%. Of the remaining cases, many are such that they offer nice challenges for soloing and excellent learning opportunities that are just too good to pass up.

In other words, I don't call in the team unless it is necessary. But if it is necessary then it is no burden at all to direct things blow by blow. I.e. instead of having toons hack away at enemies on auto-attack or tactics, it's cone + shatter + shatter + "Next!".

I don't remember whether Sketch actually said that; my current mage certainly does. In any case, for me Leliana + Tug + Sketch is the ideal, archetypical team. No soloing in that DLC, it would be blasphemous.

In a strange way, DA:O brought us almost full circle back to where we already were in KotOR, with regard to teams and controllable characters. Some things are still missing, though, like queueing actions. That would cut down on micro tremendously. In KotOR you could 'plan' a whole encounter by queueing a few actions for everyone, and then you could lean back and watch how things played out.

 

Edit: linkified the clicking-sound thing because I can never quite remember the actual reference...


Modifié par DarthGizka, 10 mars 2014 - 02:21 .


#9
Blazomancer

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....

Some things are still missing, though, like queueing actions. That would cut down on micro tremendously

....

Word.



#10
luna1124

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I leave the tactics on. Then during different battles, take control of different characters. Like the RedCliffe walking dead fight, I control Morrigan and let the others do their thing with tactics.



#11
Dank Rafft

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I prefer fast-paced action. Micro-managing the combat bores me to death. :)



#12
metatheurgist

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In an PnP RPG I don't control how everyone else in the party fights, I only control my character, so that's the experience I'm emulating. Granted CRPGs could have smarter party members but they're not too bad. I only take control for tough fights.



#13
DarthGizka

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Doesn't work in DA:O. As a new player you have to figure out how to develop and use your own character - without any documentation at all since the in-game descriptions contain only inane blather and even that is often wrong - and you have to figure out the same for all your companions. A pretty tall order.

 

Even the auto-levelling is total crap. Just do runscript addxp on anything that's not a two-hander or spirit healer to see what I mean. Alistair takes the biscuit, though. But that may be intended, seeing that the game itself calls him a failed templar.