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Auto-attack?


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#301
Ryzaki

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Nope.

Enjoy!

 

Well that's...lovely.

 

Oh well as I said used to mashing R. Kind of sucky for those that don't feel like mashing/holding a key tho.

 

 

Without the TC, no.

 

Well I was planning on using tac cam most of the time anyway XD



#302
devSin

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To be fair, there is auto-attack in the tactical view, but you also get the enemy highlights, ground circles, target and action pop-ups, and the Hugh Jass reticle that serves some unknown purpose.

But there is no auto-attack outside the tactical view (it's anybody's guess why they elected to be deceptive about it).

#303
Brogan

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There's another thing that keeps niggling me...

 

When he goes into the tac cam, Mike says he is using wasd to drive and scout, etc.  That will also be possible via the mouse, correct?  IE dragging left/right past the borders to continue in the same direction? 

 

That is how DAO's "tac cam" worked.



#304
Askanison666

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There is auto attack. On console it's the right trigger (hold if you want to keep attacking) and on PC it's on both mouse and a keybind.

Thank you, sir.



#305
Brogan

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Thank you, sir.

 

Not to intrude, but what do you take his meaning to be from that?

 

Are you assuming he means that on PC you also have to hold the mouse or keybind to perform it?  Or that the mouse or key, when pushed once will be an actual auto-attack function, without having to hold it down?

 

(sorry but we've gone almost 14 pages here debating it)



#306
Guest_EntropicAngel_*

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Yep. I remember people asking for it and others saying they wanted the game to play itself like in FF12. God that was a stupid argument.

 

Anyway

 

We're not even getting the attack once and then your character keeps attacking auto attack?

 

Just curious, how is that a stupid argument?



#307
Ryzaki

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Just curious, how is that a stupid argument?

 

I meant the bad and forth. It was petty.



#308
Guest_EntropicAngel_*

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I meant the bad and forth. It was petty.

 

Oh, okay. Thanks.



#309
Enad

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I wish a dev would come in here and just confirm if we can use auto attack in the same vein as DAO and DA2 on PC. Or if there is a toggle available for such a thing.

 

I don't know, it just seems like such a radical change for absolutely no reason, I can't understand why they would make such a design decision when the formula worked perfectly and was loved by fans.



#310
Brogan

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I wish a dev would come in here and just confirm if we can use auto attack in the same vein as DAO and DA2 on PC. Or if there is a toggle available for such a thing.

 

I don't know, it just seems like such a radical change for absolutely no reason, I can't understand why they would make such a design decision when the formula worked perfectly and was loved by fans.

 

You know, it could just be a matter of accidental ignorance.  I mean, I was just saying earlier, I'm replaying DA2 right now and I had no idea the 'r' function (attack nearest enemy) even existed.  I had never used it DAO or DA2.  I don't even know if it was in DAO.  Always just clicked on the target and un-paused.

 

Perhaps the people programming the pc ui (or just the Devs reporting it) are the same way, just in the opposing direction (meaning they've only played by using the 'r' key.)

 

Regardless, there's no reason not to have both methods available.



#311
Guest_EntropicAngel_*

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The "R" key was NOT in Origins.



#312
Brogan

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Nor the function I'm guessing?



#313
In Exile

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I'd like a disable tactics toggle as well. Sometimes you need to stop using abilities and wait for the right moment, like for example with the Rock Wraith in DA2. You want to pop haste and use the heavy hitters after it's broken down. Only way to do this is by adding the Wait tactic.


I find a disable tactics command absolutely necessary to enjoy the game, because it is the only way to avoid what is otherwise ridiculous path finding or other actions that lead to broken formations and characters getting surrounded.

#314
Guest_EntropicAngel_*

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Nor the function I'm guessing?

 

Correct. You had to click to attack or wait until the enemy attacked you. And you couldn't auto-open chests



#315
Sylvius the Mad

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I don't think there's a command that says "don't attack". (We haven't seen any AI toggle button either.)

If you don't want them to attack, you can switch them to melee weapons and/or move them far enough away that they won't be able to intervene.

There needs to be a don't attack command. Something to approximate how DAO and DA2 behaved if you selected multiple characters.

#316
Sylvius the Mad

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Yep. I remember people asking for it and others saying they wanted the game to play itself like in FF12. God that was a stupid argument.

Dungeon Siege (the first, and only good, one) worked like that, too.

It was a good design. This feature was also in DAO before release, but they removed it.

#317
In Exile

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There needs to be a don't attack command. Something to approximate how DAO and DA2 behaved if you selected multiple characters.

 

Disabling all tactics always did the trick for me. 



#318
Sylvius the Mad

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To be fair, there is auto-attack in the tactical view, but you also get the enemy highlights, ground circles, target and action pop-ups, and the Hugh Jass reticle that serves some unknown purpose.

But there is no auto-attack outside the tactical view (it's anybody's guess why they elected to be deceptive about it).

The ground circles, at least, can be turned off. They can also be turned on with the regular camera.

#319
Sylvius the Mad

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Disabling all tactics always did the trick for me.

Really? Did they stay still, too?

Selecting some of the party (but not all) was something I first used in Lothering when attacking those spiders - I wanted my ranged characters to attack and draw the spiders toward us, while others waited and only attacked enemies who were immobilised. So selective waiting became an important part of my tactics throughout both games, and selecting a subset of the party was how I did it.

#320
devSin

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There needs to be a don't attack command. Something to approximate how DAO and DA2 behaved if you selected multiple characters.

I don't think multi-selection worked in DA2 as far as disabling the AI, at least not reliably.

It's been over a year since my last playthrough, but I seem to remember not being able to get any of them to just stay the hell put unless they were the active selection (the person who looks like they're selected). Everybody else would just run off and do whatever they wanted.

The ground circles, at least, can be turned off. They can also be turned on with the regular camera.

I know, but I was going for strength in numbers as far as listing all the crap that's endemic to the tactical view.

#321
In Exile

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Really? Did they stay still, too?

Selecting some of the party (but not all) was something I first used in Lothering when attacking those spiders - I wanted my ranged characters to attack and draw the spiders toward us, while others waited and only attacked enemies who were immobilised. So selective waiting became an important part of my tactics throughout both games, and selecting a subset of the party was how I did it.

 

Yes. It's been a while, however, so I can't recall if that was the only other step that I took. This was the only way I could preserve battle formations and avoid characters wandering into AOE. In DA2 it was impossible for me to even play above hard until I figured out how to disable all behaviour. 



#322
Sylvius the Mad

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I don't think multi-selection worked in DA2 as far as disabling the AI, at least not reliably.

It's been over a year since my last playthrough, but I seem to remember not being able to get any of them to just stay the hell put unless they were the active selection (the person who looks like they're selected). Everybody else would just run off and do whatever they wanted.

But with multiple selection, multiple characters look like that.  If you gave an attack command, they'd both obey it.  If you gave a move command, they'd both obey it (in formation).

I know, but I was going for strength in numbers as far as listing all the crap that's endemic to the tactical view.

I'm hopeful that many of the others can be disabled, as well.

 

I want this game to play as much like DAO as possible.  That means move-to-point under all circumstances, while still getting to see the world unobscured by UI elements.

 

I hate UI elements in the world.  The UI belongs in a frame, dammit.


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#323
Sylvius the Mad

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Yes. It's been a while, however, so I can't recall if that was the only other step that I took. This was the only way I could preserve battle formations and avoid characters wandering into AOE. In DA2 it was impossible for me to even play above hard until I figured out how to disable all behaviour. 

I never managed to get them to stop following me.



#324
In Exile

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I never managed to get them to stop following me.

 

There was no way to stop that - it hard-coded that at a certain distance they would follow. The best and only way I found to at least minimize it was to tell them to go very far away in the opposite direction - it lengthened the amount of time - and then pause and keep sending them away. 



#325
devSin

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But with multiple selection, multiple characters look like that.  If you gave an attack command, they'd both obey it.  If you gave a move command, they'd both obey it (in formation).

The "active" selection is the character who gets represented by the UI (the control bar, and they get a special highlight on their portrait IIRC). Sorry for the confusing shorthand.

Everybody else was selected and would respond to generic commands, but I seem to remember that they'd also continue with their own AI (unlike Origins).
 

I'm hopeful that many of the others can be disabled, as well.

We'll find out, I guess. I know you can disable most of the UI, but he didn't show the interface options, and I'm not sure if you'll ever be able to avoid the highlighting for obscured enemies and the pop-up indicators for the targets.