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How tactics and behaviours work (our fears confirmed) :(


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#276
IVI4RCU5

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The only screen where there would be any chance of some semblance of traditional (to Dragon Age) tactics designating would be in this one:

... and the hope that there are way more than those 4 items, and that they get much more complex than, 'stop using abilities'.

Btw, can someone explain to me why anyone would not set that 1st setting to 0%? Why would you need to save mana/stamina for after the fight is over? Both regenerate.

....What?  How exactly do you know for sure that that is the only screen where there will be any semblance of traditional Dragon Age tactics?  Do you have a copy of the game? 

As for your question, I think it's so that when you switch to a character mid-combat you can be sure that they'll have saved some of their stamina for you to be able to use whatever ability you're planning on using. 


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#277
Gnoster

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I would like for Bioware to do another stream, where they actually show off the behavior and tactics functionality before I can judge whether the Pictures listed in this thread suits my need. However as someone who loves to min/max and spend hours perfecting tactics in both DAO and DA2 so Nightmare could be played only controlling the player character (and this was very much possible, just read some off the tactics threads in the older forums), I will be very dissappointed if they have limited tactics from DA2 (tactics in DA2 where awesome in my opinion and should be the bar to raise for DAI). Of course it should also be possible to complete turn off both behaviors and tactics for people preferring to micro manage their companions.



#278
LexXxich

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1. In gameplay streams/videos it's shown that cleared paths get repopulated very fast.
2. Every smallest fight now requires full attention as HP lost is a lasting consequence
3. Tactics customisation is rudimentary, meaning lots of micromanaging is required for more than minimum effectiveness.

All this implies that combat (something we are going to spend 90% of gametime doing) is going to become very repetitive and tedious very soon.

#279
Itkovian

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1. In gameplay streams/videos it's shown that cleared paths get repopulated very fast.
2. Every smallest fight now requires full attention as HP lost is a lasting consequence
3. Tactics customisation is rudimentary, meaning lots of micromanaging is required for more than minimum effectiveness.

All this implies that combat (something we are going to spend 90% of gametime doing) is going to become very repetitive and tedious very soon.

 

Hum, and what if combat happens to be actually fun? Wouldn't be much tedious then.

 

Besides, from what we can clearly see from streams, micromanagement is only needed on harder difficulties. So if you find combat tedious, then just turn down the difficulty and you won't have to micromanage anything.

 

Now, if you find the combat tedious and STILL insist on playing on hard/nightmare, well that's another issue. The harder difficulties are clearly intended for those of us who enjoy being fully involved in combat.

 

Incidentally, #2 above is exactly what the devs intended. There aren't any "throwaway" fights anymore: every minor fight matters and needs our complete attention. That's a good thing, as far as I'm concerned.


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#280
Degs29

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Now party management means playing in tactical camera ALL THE FKIN TIME....

 

Works for me.


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#281
KoorahUK

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I'll be honest, I don't really get the Tactics screen or what it represents. I admit to some serious disappointment if its only use/don't use these abilities as you see fit, especially if AI is lacklustre. The difference in previous games between default tactics and crafted ones was night and day in some cases, 

However, we really don't know how far combat AI has improved since DA2. Might be the tactics are simplified becasue AI is intelligent enough to fight sensibly and take advantage of CCC's. Pointing out it wasn't in previous games is not adequate evidence it isn't in this game, but we'll just have to wait and see. 
 



#282
Joseph Warrick

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Like SWTOR companions basically?



#283
Reznore57

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I'll be honest, I don't really get the Tactics screen or what it represents. I admit to some serious disappointment if its only use/don't use these abilities as you see fit, especially if AI is lacklustre. The difference in previous games between default tactics and crafted ones was night and day in some cases, 

However, we really don't know how far combat AI has improved since DA2. Might be the tactics are simplified becasue AI is intelligent enough to fight sensibly and take advantage of CCC's. Pointing out it wasn't in previous games is not adequate evidence it isn't in this game, but we'll just have to wait and see. 
 

 

I doubt the AI is very intelligent now , I remember a couple of video in the Emerald Grave when Varric kept on going close to the ennemy.And then he used Bianca to hit them in the face.

I thought he had a case of terrible tactics going on but since there's no more tactics , it was the AI.



#284
Kage

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To all those who don't understand what's so great about setting your own tactics, here's an example.  

 

In DA:O I made Dog a Mage-Killer.  His main purpose was to make a beeline to anything using magic and wrestle it to the ground.

 

In DA2 I made Sebastian a Mage/Archer-Killer.  His job was to take out anything raining badness on us while we took out other things.

 

So basically in DAI they have made it so that our Inquisitor must do these things instead of having another role, or we must pause and play and micromanage our companions into these roles.

 

To quote Cassandra:  "Bull***."

 

 

Exactly. What I dont like is that this game can be played as a SOLO game in 3rd person, with some AI in there doing stuff (like Skyrim and so many others), or a party game with tactical view (micromanaging everything, like Divinity: Original Sin, or XCOM, or others).

 

What the game is now lacking, is the possibility of playing from 3rd person, as a team. If I do not tell the companions what to do, then I am not playing with them. Period. Someone, at Bioware, decided what they will do. Not me!

 

I will put examples:

- If my Inquisitor is being attacked in melée, I want Cassandra to use hook on that enemy.

- But my wife actually does not like this, since she doesnt like mobs changing their location. She wants Vivienne to use Winter grasp on it so it gets CCed / frozen.

- If an enemy is frozen, I want Solas to Stone Fist them to trigger shatter. But I dont want Iron Bull to use Mighty blow on him since it does less damage! But I want Iron Bull to use Mighty Blow normally.

 

And do not make me start talking about Barrier. Casting barrier seems the most boring thing ever, but necessary in high difficulties. So I want another mage to do it, not the Inquisitor. And I really dont want to mess that up, I want them to use barrier when I am being attacked, not when I am running at the enemy who is far away and I have to run 4 seconds to get there, and then when the actual damage starts hitting my party we are already at 20% barrier.

 

So far all the footage we have seen, is the AI casting barrier when combat starts, not when Cassandra is actually tanking damage.


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#285
Darth Death

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Like Shepard used to say, "This isn't about strategy or tactics. This is about survival."


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#286
Morty Smith

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Like Shepard used to say, "This isn't about strategy or tactics. This is about survival."

 

Suddenly I don´t feel too well. I go to bed now.



#287
LexXxich

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Hum, and what if combat happens to be actually fun? Wouldn't be much tedious then.


Even then. With just 8 abilities and having to fight everything on your way there AND back even fun combat (which I personally don't find fun, considering the controls and lack of auto-attack) will get repetitive and tedious.
 

Besides, from what we can clearly see from streams, micromanagement is only needed on harder difficulties. So if you find combat tedious, then just turn down the difficulty and you won't have to micromanage anything.


No, since HP doesn't regen on all difficulties, so on all difficulties player has to manage every single fight in order to not lose HP. There's no Narrative difficulty where your party can't be defeated ever.
 

Incidentally, #2 above is exactly what the devs intended. There aren't any "throwaway" fights anymore: every minor fight matters and needs our complete attention. That's a good thing, as far as I'm concerned.

And it, complete with other design decisions, only adds to tedium and repetitiveness.


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#288
Pancreatic Beta Cell

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Tactics were essential to the game for me.  It allowed the pace of the game to flow better once you understood the mechanics.  Go to the builds section of the dragon age 2 or origins subforum and you will see videos in which tactics are essential.  You can't have that type of gameplay otherwise:

  

http://forum.bioware...dded-july-30th/

 

If you prefer the 3rd person action camera, and would rather not pause every 2 seconds on nightmare you could totally do it.  Pauses would be saved for repositioning every party member.  It would also be baraometer of progression.  You start having to micromanage everything, to slowly weening yourself off it with interesting tactics.   Having your PC initiate combos and knowing your companions would finish them off was great.  I understand that a minority of users probably used them but they added a lot of depth.  The fact that you could switch between saved tactics was also great. 

 

edit: In mass effect you could get away slightly from tactics by being able to hotkey companions abilites which was very useful.  No pause on the hardest difficulty doing this was completely viable and fun.    


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#289
Guest_Lemarcheur_*

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Here is the answer IMO.

Project was intended to be a MP from the start. It shows with simplistic skills and limited AI.
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#290
Tielis

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Exactly. What I dont like is that this game can be played as a SOLO game in 3rd person, with some AI in there doing stuff (like Skyrim and so many others), or a party game with tactical view (micromanaging everything, like Divinity: Original Sin, or XCOM, or others).

 

What the game is now lacking, is the possibility of playing from 3rd person, as a team. If I do not tell the companions what to do, then I am not playing with them. Period. Someone, at Bioware, decided what they will do. Not me!

 

I will put examples:

- If my Inquisitor is being attacked in melée, I want Cassandra to use hook on that enemy.

- But my wife actually does not like this, since she doesnt like mobs changing their location. She wants Vivienne to use Winter grasp on it so it gets CCed / frozen.

- If an enemy is frozen, I want Solas to Stone Fist them to trigger shatter. But I dont want Iron Bull to use Mighty blow on him since it does less damage! But I want Iron Bull to use Mighty Blow normally.

 

And do not make me start talking about Barrier. Casting barrier seems the most boring thing ever, but necessary in high difficulties. So I want another mage to do it, not the Inquisitor. And I really dont want to mess that up, I want them to use barrier when I am being attacked, not when I am running at the enemy who is far away and I have to run 4 seconds to get there, and then when the actual damage starts hitting my party we are already at 20% barrier.

 

So far all the footage we have seen, is the AI casting barrier when combat starts, not when Cassandra is actually tanking damage.

 

Amen, brother.


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#291
aries1001

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Does anyone know if we'll be able to switch off tactics alltogether? I like to have full control over my party members. Or does that mean I have to play in tactics e.g. in tactical camera mode all the time?



#292
Tielis

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http://www.gameranx....ayer-only-game/

Here is the answer IMO.

Project was intended to be a MP from the start. It shows with simplistic skills and limited AI.

 

Horrible.  I certainly hope the story and characters make up for the rest of the nonsense we have to endure.

 

I was going to play through BG and BG2 while waiting, but I think at this point that will only make me more disgusted when Inquistion comes out.


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#293
PhroXenGold

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No, since HP doesn't regen on all difficulties, so on all difficulties player has to manage every single fight in order to not lose HP. There's no Narrative difficulty where your party can't be defeated ever

 

HP regenerates up to 50% after battles on Easy (25% on normal, 10% on the higer levels), and I very much doubt you'll have many battles on easy where you need more than 50% health...


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#294
PsychoBlonde

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I don't expect that to be really viable -- the cross-class combos in DA would generally spread the responsibilities around, i.e. each class would have their own finishers as well as set ups for finishers available to other classes. So the only way to have 'I do the finishers with this char, everyone else sets things up' would be by plain giving up on certain combinations.

 

What's wrong with that?  The game is DESIGNED to operate off of trade-offs like this.  If you prefer to play this way, it actually means that playing as different classes creates a very different gameplay experience for you.

 

It's pretty clear that they've decided to move away from "it doesn't matter what I do, the combat is always the same" style.  Thank GOODNESS.  Origins and DA2 were only interesting for a couple of hours, combat-wise.


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#295
Star fury

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http://www.gameranx....ayer-only-game/

Here is the answer IMO.

Project was intended to be a MP from the start. It shows with simplistic skills and limited AI.

Bioware should've made a multiplayer only spin-off and a singleplayer only DA3.


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#296
Tielis

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What's wrong with that?  The game is DESIGNED to operate off of trade-offs like this.  If you prefer to play this way, it actually means that playing as different classes creates a very different gameplay experience for you.

 

It's pretty clear that they've decided to move away from "it doesn't matter what I do, the combat is always the same" style.  Thank GOODNESS.  Origins and DA2 were only interesting for a couple of hours, combat-wise.

 

Haha, I wonder if you'll be singing the same tune after 120 hours of companion micromanagement.  Oh, and let's not forget the RSI you'll have from having to continuously press the awesome button.


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#297
Original_Bars

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I speak quite a bit of german and i must say the german VO is cringeworthy compared to the english one.. i don't get why ANYONE wouldn't want to play the English VO.

 

There is scores of germans who will refuse to play anything but localized games.. i seriously dont get it.

 

My first language aint english, if it gets hard i enable subtitles.. but ill never play some localized VO with Z class actors.



#298
Eledran

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Can't say I care too much about that.

I rarely utilised it much beyond basic behaviours in DAO or DA2.

 

I micromanage all my comps, which is obligatory in most fights on nightmare.



#299
Morty Smith

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I speak quite a bit of german and i must say the german VO is cringeworthy compared to the english one.. i don't get why ANYONE wouldn't want to play the English VO.

 

There is scores of germans who will refuse to play anything but localized games.. i seriously dont get it.

 

My first language aint english, if it gets hard i enable subtitles.. but ill never play some localized VO with Z class actors.

 

I get the impression that you don´t get it and I don´t get why anyone wouldn´t get that. Seriously.



#300
Arvaarad

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However as someone who loves to min/max and spend hours perfecting tactics in both DAO and DA2 so Nightmare could be played only controlling the player character


Of course it was possible - both games could be soloed on Nightmare. Even if the AI party members contributed little or nothing, it was always possible for the Warden or Hawke to carry the fight.

I expect it will also be possible to solo Inquisition on Nightmare. So, by extension, it will be possible to complete fights without switching party members.
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