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#76
Guest_EntropicAngel_*

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If they cared about the issue of human response time, they wouldn't be action players.

 

I would say that's presumptuous, though I can't think of a specific example denoting that they might.

 

I certainly play my fair share of action games (the whole gamut from AC type adventure games to DMC, a hack n slash), and I think...comparable computer reactions is important. Maybe not if you're on the hardest difficulty, but the enemies on "Normal" in an action game should have comparable response times to humans. I have no idea if other gamers who play action games share that viewpoint.



#77
In Exile

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I would say that's presumptuous, though I can't think of a specific example denoting that they might.

 

I certainly play my fair share of action games (the whole gamut from AC type adventure games to DMC, a hack n slash), and I think...comparable computer reactions is important. Maybe not if you're on the hardest difficulty, but the enemies on "Normal" in an action game should have comparable response times to humans. I have no idea if other gamers who play action games share that viewpoint.

 

I'd certainly prefer human reaction time instead of the machine like light speed reactions we actually get, especially in an RTS.



#78
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I'd certainly prefer human reaction time instead of the machine like light speed reactions we actually get, especially in an RTS.

 

 

That's actually a great example. Computer players in an RTS don't play like superior humans, they play like computers who can simultaneously do five different things.



#79
Gtdef

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It's funny how there are players that have reached higher apm than the hardest difficulty AI in starcraft 2. It averages 600-700 apm during battle (although it does dumb ****) and I remember a guy from sc1 that reached 818. Koreans are funny like that. As for action games, it's more involved than that. There is telegraphing and animations. The whole point of most action oriented games is to bait the animation lock so you can whack it. 

 

As long as there is animation delay then no matter the reaction times of the AI, the player will eventually beat it.



#80
Sylvius the Mad

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That's actually a great example. Computer players in an RTS don't play like superior humans, they play like computers who can simultaneously do five different things.

I recall the controversy many years ago when a popular shooter franchise (Quake?  I don't remember) increased its difficulty by letting the AI see through walls, so te game always knew your location all of the time, but you didn't know theirs unless you had a line of sight.

 

A level playing field requires that the computer's reaction time be retarded to match that of the player.  This is partly why I like turn-based strategy games more than real-time strategy games.



#81
danielkx

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I recall the controversy many years ago when a popular shooter franchise (Quake?  I don't remember) increased its difficulty by letting the AI see through walls, so te game always knew your location all of the time, but you didn't know theirs unless you had a line of sight.

 

A level playing field requires that the computer's reaction time be retarded to match that of the player.  This is partly why I like turn-based strategy games more than real-time strategy games.

 

It was Quake 3. I think that was the best deathmatch shooter of all time, but the "bots" were just terrible sometimes. As you said they could effectively see through the walls but very few people ever played that game to play against bots. It was all about multiplayer and it was damn good at it.



#82
I SOLD MY SOUL TO BIOWARE

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Would come in handy if I needed a snack break and didn't want nasty keyboard gunk. :S



#83
Setiweb

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That way, they'll all just fight according to their tactics.

I would love this, and it would solve the problem of one character (the currently selected one) standing still after his enemy dies.

I had a wonderful bug in Awakening that did exactly this.  My MC would just auto follow her tactics.  I could take control and override an action but when that was completed she'd be back in her tactics again.  Somehow along the line that bug was fixed.  I miss it.



#84
TurretSyndrome

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I had a wonderful bug in Awakening that did exactly this.  My MC would just auto follow her tactics.  I could take control and override an action but when that was completed she'd be back in her tactics again.  Somehow along the line that bug was fixed.  I miss it.

 

Advanced Tactics for Origins on PC did the exact same thing, not to mention it added a ton more commands and increased the total number of slots. It would actually be a very awesome feature. Some people believe such a thing doesn't belong in DA but they never used that mod.


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#85
Setiweb

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Advanced Tactics for Origins on PC did the exact same thing, not to mention it added a ton more commands and increased the total number of slots. It would actually be a very awesome feature. Some people believe such a thing doesn't belong in DA but they never used that mod.

I use AT and that's not happening; unless it was a "bug" in a previous release.  If I've been overlooking some option or setting definitely let me know.



#86
TurretSyndrome

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I use AT and that's not happening; unless it was a "bug" in a previous release.  If I've been overlooking some option or setting definitely let me know.

 

It worked like that for me ever since I installed it on my game, and my game version was 1.04 I think. Don't remember if it worked in Awakening though.



#87
snackrat

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I do like this idea. Dragon Age is not about real-time combat, nor about pause-command-pause, as specific required methods. They're options. There is satisfaction in crafting your tactics for each character so well that they sufficiently execute all of the actions flawlessly, succeeding on your direction.

 

I think it would be let down by the ambiguity of some of the tactics however - especially since conditions often don't include 'move to target' or similar, making AoE/self-target moves disappointing or even useless. You'd also probably want a lot of tactic slots.



#88
StrangeStrategy

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Sounds like a great idea... Because its optional.

For players who want to play the game a certain way, completely tactically with no direct input; they can do that. For people who don't want that... they don't have to.

Maybe its more complicated than that, but if I was part of a game-design team I would just cram as many options as possible into a game so people could play the way they want, and at worst the only problem would be a slightly confusing menu.



#89
Guest_EntropicAngel_*

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I recall the controversy many years ago when a popular shooter franchise (Quake?  I don't remember) increased its difficulty by letting the AI see through walls, so te game always knew your location all of the time, but you didn't know theirs unless you had a line of sight.

 

A level playing field requires that the computer's reaction time be retarded to match that of the player.  This is partly why I like turn-based strategy games more than real-time strategy games.

 

This is a problem with stealth in a lot of games too (in non-stealth games, that is, like ME2 for an Infiltrator).

 

I've just been playing ME2 again (such a good game), and I was just on Jack's recruitment mission. I was facing a YMIR mech. It was getting a little too close for comfort--actually, a LOT too close for comfort, so I used Tactical Cloak and starting backing up. About a half-second after I used Cloak, the mech began the animation for shooting a missile at me. I was expecting the missile to go right by me, but it slammed right into me.

 

Now, of course we could argue I was exuding heat, but that's clearly not a part of gameplay design--the fact is, the enemy is programmed to know where you are.

 

 

AI could use a serious, serious overhaul, across all games, not just RPGs. The problem is, I think, that it's so incredibly taxing. So many systems would be necessary for something even approaching believability (sp?).



#90
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I use AT and that's not happening; unless it was a "bug" in a previous release.  If I've been overlooking some option or setting definitely let me know.

 

If you take a look at your "skills" or "abilities" screen, at the very bottom there will be two options: one to enable tactics for the controlled character (It's called "Possessed," just so you know--and i bet this is enabled by default), and the other to make your rogues automatically flank enemies so as to get a backstab.


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#91
Ryzaki

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If you take a look at your "skills" or "abilities" screen, at the very bottom there will be two options: one to enable tactics for the controlled character (It's called "Possessed," just so you know--and i bet this is enabled by default), and the other to make your rogues automatically flank enemies so as to get a backstab.

 

This really should be in the base games.

 

I mean come on rogues >:|



#92
Setiweb

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If you take a look at your "skills" or "abilities" screen, at the very bottom there will be two options: one to enable tactics for the controlled character (It's called "Possessed," just so you know--and i bet this is enabled by default), and the other to make your rogues automatically flank enemies so as to get a backstab.

So that's what those buttons do!  If you don't exit the menu immediately you don't see the change on the screen.  Thanks for that.