Aller au contenu

Photo

Tactics -- will they stop working if the abilities aren't part of the 8 on your current hotbar?


  • Veuillez vous connecter pour répondre
322 réponses à ce sujet

#251
robertthebard

robertthebard
  • Members
  • 6 108 messages

Not at all likely, I clearly said it was speculation and didn't hold up very well when taking into consideration the fact that the Eclipse engine didn't have that problem so it would be odd that FB3 would. Simply put it's a more plausible reason for the 8 ability limit, had it not simply been a design choice, compared to just saying it's the controller's or MP's fault.
 
You keep putting the cart before the horse and ignoring a wealth of context and information we have about the game. Controller limitations may have been the reason, or a reason, why the limit is 8 and not 10 or 12, but the idea behind the limit more than likely came well before the number itself, as in it wasn't due to the console's controller or MP.


What, exactly, is it that I'm ignoring? I even added information to the dialog with the removal of the radial menu. Something that was left out until I brought it up. W/out that, it drastically limits the versatility of the controller for game play, regardless of platform.
 

There are two scenarios:
 
1) There was a hardware limitation, though rather unlikely, that prevented accessing all abilities on the last gen consoles and thus required a limit on the active number of abilities at one time, say 40-50 was the max, meaning 2-4 abilities per character would be left on the radial wheel. They then decided, probably after much debate and a wide variety of reasons, that 8 abilities was the optimal number, possibly in part due to the console controllers being able to accommodate all 8 at once without the use of the radial menu.
 
2) It was a design choice, not a limitation due to hardware, where they came out from the start with the idea to limit the number of active abilities and then, once again after much debate and a wide variety of reasons, decided that 8 abilities was the optimal number of active abilities and was possibly influenced by console controllers over 10 or 12 abilities.


I'll just note here that both of your scenarios come back to "limitations of the controller".
 

In both instances the choice to limit abilities came before the actual number. Your theory is:
 
1) Someone found they could remap the controllers and get two more hotkeyed abilities bumping the total from 6 to 8 and then made a huge and sweeping decision to limit everyone to just 8 based on that alone, despite the prior two games giving total access to all the abilities, on every platform even with consoles only having immediate access to just 6 abilities. In addition this was also possibly done to make the game more action friendly, despite the fact they brought back the tactical camera as well as expanding it on consoles for the first time, still are using the radial menu for potions and party commands, took away most healing spells and all around have made changes that make the game less action oriented in many respects compared to DA2.
 
2)MP can't rely on radial menu since it can't pause the game and so they have to rely on what is immediately available to them, which is a max of 8 hotkeyed abilities and potions on console controllers. Then they decided "Hey why not limit the SP to just 8 abilities too despite not having any of the issues MP has in regards to using a radial wheel to access other actions and even though we'll still keep the radial menu for commands and access to potions." An MP mode that they made very clear unlike its sister mode from ME3 was completely and totally separate from the SP mode and had no bearing whatsoever on your progress or ending in that part of the game.
 
It doesn't add up, especially the MP angle, neither makes any real sense or seems plausible when everything else we know about the game is taken into consideration.


All I did was expound on what you presented. Even in trying to counter my expounding on it, you come back to controller limitations. It's hard to counter an argument using the same argument to do so. They removed the radial menu, likely due to functionality in MP. It is, after all, harder to use it if it doesn't autopause the game when you do, and you surely can't allow pausing in MP. So while I wouldn't say "It's all the consoles fault", I might agree with "It's a limitation of the controller", which, in my experience, is universally limited to what it can do across all platforms. I play AC and TW2 with a controller on my PC. It doesn't have any more buttons on the PC than it does on an xbox or PS.
  • Bayonet Hipshot aime ceci

#252
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

What, exactly, is it that I'm ignoring? I even added information to the dialog with the removal of the radial menu. Something that was left out until I brought it up. W/out that, it drastically limits the versatility of the controller for game play, regardless of platform.


I'll just note here that both of your scenarios come back to "limitations of the controller".


All I did was expound on what you presented. Even in trying to counter my expounding on it, you come back to controller limitations. It's hard to counter an argument using the same argument to do so. They removed the radial menu, likely due to functionality in MP. It is, after all, harder to use it if it doesn't autopause the game when you do, and you surely can't allow pausing in MP. So while I wouldn't say "It's all the consoles fault", I might agree with "It's a limitation of the controller", which, in my experience, is universally limited to what it can do across all platforms. I play AC and TW2 with a controller on my PC. It doesn't have any more buttons on the PC than it does on an xbox or PS.


Once again you're totally missing or ignoring my point. First MP removing the radial menu in SP makes no sense, especially because it's actually still there in the SP. Secondly while the controller may, and I put heavy emphasis on may, play in a part in why the limit on abilities is 8 and not another number, it's not likely the cause for the limit itself which is the actual issue.

So blaming controllers is pointless if you are against the limit the first place. The only grounds or reason you would have to blame controllers is if you would have preferred a limit of 10 instead to match the numbers a keyboard.

#253
robertthebard

robertthebard
  • Members
  • 6 108 messages

Once again you're totally missing or ignoring my point. First MP removing the radial menu in SP makes no sense, especially because it's actually still there in the SP. Secondly while the controller may, and I put heavy emphasis on may, play in a part in why the limit on abilities is 8 and not another number, it's not likely the cause for the limit itself which is the actual issue.

So blaming controllers is pointless if you are against the limit the first place. The only grounds or reason you would have to blame controllers is if you would have preferred a limit of 10 instead to match the numbers a keyboard.


It's there for what, exactly? Oh yeah, isn't it potions now? What is it that it does in MP again? It's not even in MP, is it? So yes, if we want to put it on hardware limitations, since the radial menu is no longer used for skills, we could say it was the controller.

The actual issue, in this thread, is whether or not tactics will function if the skill used in the tactic isn't on the hotbar. In SWTOR, I'm limited to 12, per bar, that can all be hotkeyed, and I currently use 5 bars. Not all of the slots are full, and I could probably get by on 4, but I have a bar set up specifically for Heroic Moment, a skill that is situational, you must have a companion out for it to work, and the skills available aren't static, until you have completed the story missions on every class, anyway. So hitting heroic moment for me opens up six skills that I can use only while it's active. They have their own bar. In NWNs, I had 12 per bar, and 4 bars, since Shift, Ctrl and Alt all functioned as modifier keys.

The option to do that, include multiple modifier keys, is still available for KB/M on PC, yet it's not included. That it's not is a design choice, but what brought about that design choice? Hardware limits? Software limits? I'm betting that it's not the latter, since other engines could and did support them, and this is a superior engine, isn't it? If not, why move to it?

#254
Alodar

Alodar
  • Members
  • 674 messages

Wolfen09, on 09 Sept 2014 - 06:16 AM, said:
the only thing i see it being a major problem for is mages, as they have access to a ton more spells than the warriors and rogues who can survive with a small amount of skills and a ton of passives. However, i really dont care that im limited to 8 abilities, i build strategies around what im given, if that means i screwed up by having a certain skill i dont need for a certain situation then it just adds an element of suspense. means i screwed up and now i have to find a way to pull my ass out of the fire. thats fun to me

 

 


Alodar replied:
Strategy is long term planning -- what enemies to fight, what groups to make alliances with, what resources to cultivate, what abilities you choose at level up.
Tactics are the methods you use to achieve your strategy.
So the only way you can build strategies around what you are given is to put thought into what abilities you choose when you level up. What situations could that ability be used in, how could it work with your other abilities.

 

 

Pasquale1234 noted These 2 paragraphs - copied directly from the post as is - are inconsistent with each other. The first lists multiple strategic elements the game provides, and the second claims that you have only 1

 

.
The phrasing of my response was chosen specifically to respond to Wolfen09's assertion.
I am in no way implying that there are no opportunities to make strategic choices in the game. There are lots.

 

 


Rather than nullifying your strategic choices, it adds weight to them. You still decide which abilities to activate. Do you upgrade a skill you already have, or take the first level of a different skill - and if your hotbar is already full, which other ability will you remove from it?

 

 

Here I disagree. It doesn’t add any weight to your strategic choices knowing that they won’t be available later. It circumvents those choices by eliminating any tactics they might be used in.

 

 


Whether anything is removed depends on how many unique abilities you have at the time, and whether your hotbar is already full. Whether it makes you less effective in the upcoming battle depends on the encounter and which abilities you have available. Except for the encounter design, these things are all still your choices.

 

No. Arbitrarily removing tactics makes you less effective. You could choose to fight with your eyes closed and still win the battle – it doesn’t mean you wouldn’t be more effective with your eyes open.

 

You continually refer to the limit of 8 as "arbitrary" - and I feel pretty sure that it is anything but. A limit of 10 might be arbitrary, but any value that is an exponent of 2 typically has programming reasons behind it.

 

Sorry but that doesn’t follow at all. Whether the limitation is a multiple of 2, a primary number, or part of the Fibonacci sequence in no way shape or form means it is a programming limitation.
My PC can handle as many quickslots as they can put on the screen. If they didn't want to extend the bar they could have used something similar to what vanilla SWTOR had and allow you to scroll through multiple hotbars with 8 abilities each.

 

Arbitrary game design is still arbitrary

 

 When you don't have the exact set of abilities ideal for a specific encounter at your fingertips, you have to do the best you can with what you have available - and that makes for a much more tactical experience.

 

Removing tactical options never makes your experience more tactical – You have less tactics available to accomplish your goal it is therefore a less tactical experience – by definition.
Removing tactical options can make an encounter more challenging but so would closing your eyes so you didn’t know what you were clicking on.

 

 

We don't really know whether it's even possible to have that many unique abilities by end-game.

 

And BioWare just revealed 4 mage abilities -- Flash fire, Winter's Grasp, Mind Blast and Lightning Bolt -- Just think you only get to put 4 more on your hotbar per encounter for the entire game! Even at level 25 (if we get up that high) you only get to have 4 more abilities available per encounter.

 

Does that really seem more fun than trying to use every resource you have at your disposal to try to save the world?


  • Amirit aime ceci

#255
Pasquale1234

Pasquale1234
  • Members
  • 3 061 messages

Here I disagree. It doesn’t add any weight to your strategic choices knowing that they won’t be available later. It circumvents those choices by eliminating any tactics they might be used in.


You don't "know" that they won't be available later unless / until you choose whether to make them available. They could become available anytime you decide to add them to the hotbar. In a sense, you are choosing the tactics available to you when you choose which abilities to hotbar.
 

No. Arbitrarily removing tactics makes you less effective. You could choose to fight with your eyes closed and still win the battle – it doesn’t mean you wouldn’t be more effective with your eyes open.

Removing tactical options never makes your experience more tactical – You have less tactics available to accomplish your goal it is therefore a less tactical experience – by definition.
Removing tactical options can make an encounter more challenging but so would closing your eyes so you didn’t know what you were clicking on.


Packing for a camping trip to a remote location is very different from planning a backyard barbeque or a weekend at the Holiday Inn. You won't have your entire wardrobe, kitchen, or medicine cabinet immediately available, and don't have convenient access to any shopping facilities, so you need to plan ahead to purchase and pack those things you expect to be of the highest utility. A lot of people will serve, for example, potato salad at a backyard barbeque, but will not take it on a camping trip due to the size, weight, and refrigeration requirement.

Having fewer tactical options means that you need to make the best use of what you do have in you arsenal. It might be easier to assemble or repair something with a complete set of tools, even though it can be done with a crescent wrench, pliers, and a couple of screwdrivers. You need to be more resourceful, and perhaps think twice about whether to engage enemies that you could avoid - where having all abilities available might make that decision a no-brainer.
 

Sorry but that doesn’t follow at all. Whether the limitation is a multiple of 2, a primary number, or part of the Fibonacci sequence in no way shape or form means it is a programming limitation.
My PC can handle as many quickslots as they can put on the screen. If they didn't want to extend the bar they could have used something similar to what vanilla SWTOR had and allow you to scroll through multiple hotbars with 8 abilities each.


Memory is allocated and managed in quantities that are exponents of 2. If memory is filled with other data to process, then the amount of anything else it can handle is limited accordingly.
 

And BioWare just revealed 4 mage abilities -- Flash fire, Winter's Grasp, Mind Blast and Lightning Bolt -- Just think you only get to put 4 more on your hotbar per encounter for the entire game!


But you can change them throughout the game, as you see fit.
 

Does that really seem more fun than trying to use every resource you have at your disposal to try to save the world?


You actually can use every resource at your disposal to try to save the world - just not all at the same time. And, yeah, it does sound more fun to me, but I understand that others disagree.

Abilities take on different values when they are more limited. An ability that is moderately useful on all enemy types can become much more valuable and see much more usage than abilities that are auto-win for a specific enemy type but of little use on other enemies.

It is another layer of "choice with consequences" for players.
  • Askanison666 aime ceci

#256
The Baconer

The Baconer
  • Members
  • 5 680 messages

Packing for a camping trip to a remote location is very different from planning a backyard barbeque or a weekend at the Holiday Inn. You won't have your entire wardrobe, kitchen, or medicine cabinet immediately available, and don't have convenient access to any shopping facilities, so you need to plan ahead to purchase and pack those things you expect to be of the highest utility. A lot of people will serve, for example, potato salad at a backyard barbeque, but will not take it on a camping trip due to the size, weight, and refrigeration requirement.

Having fewer tactical options means that you need to make the best use of what you do have in you arsenal. It might be easier to assemble or repair something with a complete set of tools, even though it can be done with a crescent wrench, pliers, and a couple of screwdrivers. You need to be more resourceful, and perhaps think twice about whether to engage enemies that you could avoid - where having all abilities available might make that decision a no-brainer.

 

Doesn't this train of thought just go out the window since you can map whatever you want whenever you're not in combat?



#257
Pasquale1234

Pasquale1234
  • Members
  • 3 061 messages

Doesn't this train of thought just go out the window since you can map whatever you want whenever you're not in combat?


I'm not quite sure what you mean.

I suppose if you have knowledge of the enemy types and numbers prior to engagement, you could change your enabled abilities and tactics before engaging - assuming the game allows it.

#258
The Baconer

The Baconer
  • Members
  • 5 680 messages

I'm not quite sure what you mean.

I suppose if you have knowledge of the enemy types and numbers prior to engagement, you could change your enabled abilities and tactics before engaging - assuming the game allows it.

 

Exactly. It's been confirmed that we will have more opportunities to scout before engaging in combat. It has also been confirmed that we can re-map our abilities whenever we want, as long as we aren't in combat. The whole "you have to be more resourceful, and make do with what you have" concept becomes completely meaningless when you can just see that you'll be engaging X type enemies, and then simply select all the abilities that are most effective against said X type enemies. It's not even planning ahead.


  • Rawgrim aime ceci

#259
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

Exactly. It's been confirmed that we will have more opportunities to scout before engaging in combat. It has also been confirmed that we can re-map our abilities whenever we want, as long as we aren't in combat. The whole "you have to be more resourceful, and make do with what you have" concept becomes completely meaningless when you can just see that you'll be engaging X type enemies, and then simply select all the abilities that are most effective against said X type enemies. It's not even planning ahead.

I think it's more about how you choose your abilities in the first place, when you advance a level, knowing you have the 8 ability limit. Most people will likely end up with more than 8 by end game, but as you go through you'll need to think over you advancement a bit more than you use to. You might have 8 abilities and now you have the ability to get a 9th, does that 9th provide a clear advantage over an ability you already have? Are there upgrades for any of your abilities that would make them more useful than the utility of this new one? What about passive abilities and the effect they may have on your current loadout vs a future one. I'm not sure this is going to be a totally positive effect, but I'm equally unsure that it will be bad either. A great deal of this depends on the abilities, active and passive, and upgrades and how they progress through each tree. 

 

Once you reach that point in the later game where you might have more than just a few extra abilities over 8, that will be the time when you choose your party and shuffle your abilities around to compliment one another and to gear it towards whatever enemies you may face. Then there is your equipment and crafting weapons and armor that enhances the abilities you have and their effects. At that point you really shouldn't have to alter your abilities much at all once you're in the field, though you can if you really find the need, but I think the idea is for you to not have to.


  • Rawgrim aime ceci

#260
CronoDragoon

CronoDragoon
  • Members
  • 10 411 messages

Exactly. It's been confirmed that we will have more opportunities to scout before engaging in combat. It has also been confirmed that we can re-map our abilities whenever we want, as long as we aren't in combat. The whole "you have to be more resourceful, and make do with what you have" concept becomes completely meaningless when you can just see that you'll be engaging X type enemies, and then simply select all the abilities that are most effective against said X type enemies. It's not even planning ahead.

 

It's planning ahead as much as getting rid of the wave-style combat and bringing back unique enemy encounter positioning etc, is planning ahead.



#261
Joe-Poe

Joe-Poe
  • Members
  • 349 messages

The simple solution would be to have the 8 set up like weapon swaping in DAO. But then we cant even get simple weapon swaping in Bioware games any more...



#262
The Baconer

The Baconer
  • Members
  • 5 680 messages

I think it's more about how you choose your abilities in the first place, when you advance a level, knowing you have the 8 ability limit. Most people will likely end up with more than 8 by end game, but as you go through you'll need to think over you advancement a bit more than you use to. You might have 8 abilities and now you have the ability to get a 9th, does that 9th provide a clear advantage over an ability you already have? Are there upgrades for any of your abilities that would make them more useful than the utility of this new one? What about passive abilities and the effect they may have on your current loadout vs a future one. I'm not sure this is going to be a totally positive effect, but I'm equally unsure that it will be bad either. A great deal of this depends on the abilities, active and passive, and upgrades and how they progress through each tree. 

 

Which, aside from the limit on mapped abilities, are the same considerations one had to make in DA2 upon leveling up.



#263
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

Which, aside from the limit on mapped abilities, are the same considerations one had to make in DA2 upon leveling up.

Kind of but not really. Sure every game has you weighing your options when you level, "should I pick this ability or that upgrade?" But you can't just brush aside the 8 ability limit like it doesn't change anything compared to games that give you total access to every advancement you purchase at level up.

 

Good or bad, it will most definitely effect the weighing of those options. You might not grab and ability you have access to because you know latter on you won't use it once you get another further down the tree and you don't want to waste a point on an ability you'll eventually remove from your active list soon. This will most especially affect you decisions once you've acquired 8 abilities, depending on your style of play or outlook a 9th could be very unattractive due to the limit or still worthwhile due to its utility. Some people may feel like having more than 8 abilities when they that's all they can have at one time makes it so upgrades and passive are more important. Others may feel despite the 8 ability limit that diversity is still a priority and being able to create a couple different loadouts is a more advantageous than some of the upgrades or passives. 



#264
The Baconer

The Baconer
  • Members
  • 5 680 messages

Kind of but not really. Sure every game has you weighing your options when you level, "should I pick this ability or that upgrade?" But you can't just brush aside the 8 ability limit like it doesn't change anything compared to games that give you total access to every advancement you purchase at level up.

 

Because it doesn't change anything positively.

 

 

Good or bad, it will most definitely effect the weighing of those options. You might not grab and ability you have access to because you know latter on you won't use it once you get another further down the tree and you don't want to waste a point on an ability you'll eventually remove from your active list soon. This will most especially affect you decisions once you've acquired 8 abilities, depending on your style of play or outlook a 9th could be very unattractive due to the limit or still worthwhile due to its utility. Some people may feel like having more than 8 abilities when they that's all they can have at one time makes it so upgrades and passive are more important. Others may feel despite the 8 ability limit that diversity is still a priority and being able to create a couple different loadouts is a more advantageous than some of the upgrades or passives. 

 

In DA:O and DA2 there were spells and abilities "locked" behind other spells and abilities that people considered of limited use. While they might be ignored for the most part, they are still available for use during those situations where such a specific ability is worthwhile, or to fill out the period where your other abilities are on cooldown. With this new system, you might as well be just throwing your points to the aether.

 

Side note: Passives are boring.


  • Icy Magebane aime ceci

#265
Alodar

Alodar
  • Members
  • 674 messages

You don't "know" that they won't be available later unless / until you choose whether to make them available. They could become available anytime you decide to add them to the hotbar. In a sense, you are choosing the tactics available to you when you choose which abilities to hotbar.
 

 

You are choosing what tactics won't be available, and the only reason you are eliminating available tactics is to comply with an arbitrary restriction whose sole purpose is to make you less effective in combat.

Moreover there is absolutely no in game reason why your character would not use every ability at their disposal to save the world.

 

Packing for a camping trip to a remote location is very different from planning a backyard barbeque or a weekend at the Holiday Inn. You won't have your entire wardrobe, kitchen, or medicine cabinet immediately available, and don't have convenient access to any shopping facilities, so you need to plan ahead to purchase and pack those things you expect to be of the highest utility. A lot of people will serve, for example, potato salad at a backyard barbeque, but will not take it on a camping trip due to the size, weight, and refrigeration requirement.

Having fewer tactical options means that you need to make the best use of what you do have in you arsenal. It might be easier to assemble or repair something with a complete set of tools, even though it can be done with a crescent wrench, pliers, and a couple of screwdrivers. You need to be more resourceful, and perhaps think twice about whether to engage enemies that you could avoid - where having all abilities available might make that decision a no-brainer.

 

Just because you choose to fight with your eyes closed or with your weapon in the wrong hand doesn't make you more resourceful. The forced elimination of tactics before each battle is in no way related to lacking resources.

It's having those resources but for no explainable reason choosing not to use them for this particular battle.

 

 

Memory is allocated and managed in quantities that are exponents of 2. If memory is filled with other data to process, then the amount of anything else it can handle is limited accordingly.

 

 

There are only 10 types of people in this world. Those who understand binary and those who don't.

Arbitrary restriction number is a multiple of 2 does not equal Memory restriction.

 

You actually can use every resource at your disposal to try to save the world - just not all at the same time.

 

You sound like Henry Ford. You can have any colour car -- as long as it's black.
Once you have over 8 abilities you can't use every resource at your disposal in any given combat.

Children being threatened -- I'm only going to use 8 of my 12 abilities.
Demons pouring through the void to attack a small village -- that's okay I'm sure the villagers don't want me to be effective as I can.
Final boss battle to save the world -- why would I try my hardest?

 

Abilities take on different values when they are more limited. An ability that is moderately useful on all enemy types can become much more valuable and see much more usage than abilities that are auto-win for a specific enemy type but of little use on other enemies.

 

 

Which is why you don't get all the abilities handed to you at first level. You have to make choices on level up and those choices have meaning. Eliminating those choices from a given combat give them less meaning -- not more.
 

 

It is another layer of "choice with consequences" for players.

 

It's another layer of micro-managing.

Not to mention the original question of this thread: What happens if you have tactics set up that aren't part of the arbitrary 8?

Do characters just stand around?
Do you have to change the tactics for every character every time you switch an ability out on your hotbar?

Yet another level of micro-managing.
Some people might find micro-managing fun too -- I prefer role playing.


  • Reaverwind aime ceci

#266
durasteel

durasteel
  • Members
  • 2 007 messages

The original question remains, as far as I can tell, unanswered. We still don't know what happens when your tactics refer to an ability that isn't on your hotbar, do we?

 

Another week without an answer to this question.

 

I tweeted Mike about it a few minutes ago.



#267
durasteel

durasteel
  • Members
  • 2 007 messages

...

Yet another level of micro-managing.
Some people might find micro-managing fun too -- I prefer role playing.

 

I'm with you on that, for sure.



#268
AlanC9

AlanC9
  • Members
  • 35 644 messages

Not to mention the original question of this thread: What happens if you have tactics set up that aren't part of the arbitrary 8?
Do characters just stand around?
Do you have to change the tactics for every character every time you switch an ability out on your hotbar?

These strike me as highly unlikely, even preposterous. Do you actually think that's what's going to happen? I'll bet you the cost of the first DAI DLC that any tactic for an ability that isn't equipped will simply bounce the character to the next tactic in the list.

#269
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Doesn't this train of thought just go out the window since you can map whatever you want whenever you're not in combat?

It would still eliminate tactical approaches that relied on a more diverse skillset, or were based around versatility
  • Rawgrim aime ceci

#270
Alodar

Alodar
  • Members
  • 674 messages

These strike me as highly unlikely, even preposterous. Do you actually think that's what's going to happen? I'll bet you the cost of the first DAI DLC that any tactic for an ability that isn't equipped will simply bounce the character to the next tactic in the list.

 
Yes, because BioWare would never allow something that was highly unlikely, even preposterous into one of their games.

It depends entirely how they set up their tactics system and whether or not they tested this possibility (certainly not a guarantee with the freakish amount of testing that has to happen with a game this massive and the narrow parameters folks are usually instructed to test with -- test this plot with this character with these abilities)

Of course BioWare could clear this all up simply by letting us know what indeed will happen if tactics are set up to use an ability that is not part of the 8 we are unfortunately limited to on the quick slots.



#271
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

These strike me as highly unlikely, even preposterous. Do you actually think that's what's going to happen? I'll bet you the cost of the first DAI DLC that any tactic for an ability that isn't equipped will simply bounce the character to the next tactic in the list.

What if all tthe tactics I have set up refer to abilities not in my hotbar?

If they don't document the restriction, I'm going to play as if there isn't one.

#272
Kage

Kage
  • Members
  • 599 messages

It seems those 8 slots will also be used for crafted bombs, not only actives:

 

At 0:56, secondary skills of Sera. There are 3 bombs or elemental bottles.

 

This is not confirmed, maybe Sera has skills of alchemy or something like that, but I strongly think this is the case.

Having a spec with those bottles would be quite redundant.

 

I dont think this is a reason to rage, since when bombs are really useful are early game, when we will not care about the limitation.

But yeah, late game we will have to put them in certain companions, not all of them, maybe divide different elements or bombs between them...

 

Seems good! Keep it civil please :)



#273
Alodar

Alodar
  • Members
  • 674 messages

Another week without an answer to this question.

 

I tweeted Mike about it a few minutes ago.

 

Did you get any reply?

 

It is fairly important for my play-style.

With no role-playing reason to not use all your abilities to defeat any given enemy I'm hoping I can circumvent the restriction with tactics.

 

The questions still remains:

 

What happens if you've set your tactics up to use an ability that is not on your hotbar?



#274
Dunbartacus

Dunbartacus
  • Members
  • 364 messages

It seems those 8 slots will also be used for crafted bombs, not only actives:

 

At 0:56, secondary skills of Sera. There are 3 bombs or elemental bottles.

 

This is not confirmed, maybe Sera has skills of alchemy or something like that, but I strongly think this is the case.

Having a spec with those bottles would be quite redundant.

 

I dont think this is a reason to rage, since when bombs are really useful are early game, when we will not care about the limitation.

But yeah, late game we will have to put them in certain companions, not all of them, maybe divide different elements or bombs between them...

 

Seems good! Keep it civil please :)

I think those are tempest abilities which fits with the specs description.



#275
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages
I think the bigger question now is what exactly is the difference between "Tactics" and "Behaviors" menus that the latest video showed.
 
GGOCLBFl.jpg
 
As well as this apparent "Tactics" selection of Check Marks, Stars and X Marks on active abilities. Still present in the latest video as well.
 
bFgZsQil.jpg
 
Is this Tactics now? Where we select a Check Mark to use an ability freely, X Mark to not use an ability unless commanded and a Star to use an ability often? Are "Behaviors" now what we use to know of as "Tactics," where we set up conditions for the specific use of abilities and other actions in a ranked list? Or is "Tactics" still the same as it was and instead "Behaviors" is an expanded version of what was in DAO and DA2's Tactics menu that determined a follower's overall combat AI like Ranged, Aggressive, Passive, Defensive, Etc. I'd say the latter is most likely, but the above screenshot and X button saying "Tactics Setting" which cycles through the various Check, Star and X marks has me wondering and unsure.