So developers still haven't addressed this?
How tactics and behaviours work (our fears confirmed) :(
#301
Posté 04 novembre 2014 - 07:13
#302
Posté 04 novembre 2014 - 08:17
Not here, at least. If there's any word on this anywhere else, I for one would be very grateful if anyone would link to it.
This is quite the disappointment for me and I want to know one way or the other.
#303
Posté 04 novembre 2014 - 08:41
Doubt any of them are even aware of the threads here at this point. They're all on vacation, most likely.
#304
Posté 04 novembre 2014 - 09:44
Alan pops up from time to time to lock threads.
#305
Posté 04 novembre 2014 - 09:45
So developers still haven't addressed this?
I think literally the only explanation we've had from the developers on any of the changes is the game was when Patrick Weekes took the time to explain the methodology behind the near-complete removal of healing.
From anyone else, we just get dodgy as hell Twitter responses.
#306
Posté 04 novembre 2014 - 09:52
Extremely unfortunate. Unless the AI is incredibly intelligent, I don't think any other decisions BWare has made up to this point has disappointed me as much as this. I liked being able to set my Leliana to target mages and Morrigan to auto-cast debilitator debuffs on champion mobs. Once the opening portion is done I tend to go in and micro-manage the rest of the battle, but being able to program character actions let me focus on setting up positioning, and my own character. Much better than the wasted time that comes from characters either standing around waiting for orders, or wasting precious resources on skills they should NOT be using, until I get around to giving them more specific orders.
Preorder officially canceled. I think I'm just going to wait and see the game first through previews and Twitch streams before committing. The closer we get the release, the more skeletons come out of BWare's closet. That's making me nervous.
#307
Posté 04 novembre 2014 - 10:29
The closer we get the release, the more skeletons come out of BWare's closet.
I'm feeling exactly the same way. And, as usual, they are very adept at dodging around secrets we won't like until right before release.
OT, now they're telling me that I *must* choose between two obviously corrupt and insane factions. Where's my nopetopus gif...
- Chari aime ceci
#308
Posté 04 novembre 2014 - 10:49
The newer build of the tactics screen is shown at around 10:00.
Was hoping that the new build would fill out the rest of the AI behaviors tab features, but It's exactly the same as the old build with no other options.
#309
Posté 04 novembre 2014 - 11:34
Hmm on the upside, in the controls description on that screen there's "tactics setting" button (also used for "details" on another screen rather than simple "on/off" label. So maybe you can drill down into customizable settings for each skill there.Was hoping that the new build would fill out the rest of the AI behaviors tab features, but It's exactly the same as the old build with no other options.
#310
Posté 04 novembre 2014 - 11:36
The newer build of the tactics screen is shown at around 10:00.
Was hoping that the new build would fill out the rest of the AI behaviors tab features, but It's exactly the same as the old build with no other options.
In that video, while they have an ability selected at 10:00, there's a button labeled "tactics setting." Do we know for certain that the "tactics setting" is a simple on/off? Perhaps it goes to a different menu? That option was not present in the screenshot on the first page of this thread.
#311
Posté 05 novembre 2014 - 01:01
In that video, while they have an ability selected at 10:00, there's a button labeled "tactics setting." Do we know for certain that the "tactics setting" is a simple on/off? Perhaps it goes to a different menu? That option was not present in the screenshot on the first page of this thread.
The button "tactics setting" changes the icon that is at the left of each ability.
Each click of the button will cycle through the different icons we saw, a TICK, a CROSS, and something else I dont remember, maybe a STAR.
And everybody assumes those mean "use the ability", "dont use the ability", "use it often".
So no, there is no "if -then" system. ![]()
#312
Posté 05 novembre 2014 - 01:31
The button "tactics setting" changes the icon that is at the left of each ability.
Each click of the button will cycle through the different icons we saw, a TICK, a CROSS, and something else I dont remember, maybe a STAR.
And everybody assumes those mean "use the ability", "dont use the ability", "use it often".
So no, there is no "if -then" system.
Do you have a source for this, or are you just making an assumption?
#313
Posté 05 novembre 2014 - 01:33
The button "tactics setting" changes the icon that is at the left of each ability.
Each click of the button will cycle through the different icons we saw, a TICK, a CROSS, and something else I dont remember, maybe a STAR.
And everybody assumes those mean "use the ability", "dont use the ability", "use it often".
So no, there is no "if -then" system.
Alas. Well, thanks for the info. Got my hopes up for a second there.
#314
Posté 05 novembre 2014 - 02:20
i keep seeing complaints about the games tactics, it think it will fix itself with the difficulty mode.
i think easy/normal difficulty won't need you to tinker or tweak to much of the combat and therefore you can just let your companions go and focus on your character control.
and when you play hard difficulty and higher, thats what the strategy camera view is for. you pause the game and set companion commands!!!
so i don't thionk its an issue, if they had to scap it to make room CPU/RAM wise for another more important feature like companion armor etc, its cool with me.
- QueenofPixals aime ceci
#315
Posté 05 novembre 2014 - 02:52
I'm assuming the AI is a lot more intelligent in this game, so the requirement for tactics isnt as needed. Truth be told, the tactics did things, that quite frankly(imo) the AI should have been smart enough to figure out in the the 1st place. It was annoying having to specify using walking bomb in large groups, how can the AI not automatically understand this?
Some people don't want walking bomb set automatically. That's why.
#316
Posté 05 novembre 2014 - 02:57
Wow at the overreaction. The only page opened in this vid is the Behaviours list. This is brand new to DAI. We haven't seen the tactics page yet, it is very likely the exact same as in DAO/2, if this then use that ability. I'm amazed how people are overreacting without even seeing anything to overreact about.
#317
Posté 05 novembre 2014 - 03:06
Wow at the overreaction. The only page opened in this vid is the Behaviours list. This is brand new to DAI. We haven't seen the tactics page yet, it is very likely the exact same as in DAO/2, if this then use that ability. I'm amazed how people are overreacting without even seeing anything to overreact about.
We have seen the tactics page. Go look at the first page of this thread or take a look at the video Travie posted above. It's not the same as DAO/DA2 at all.
#318
Posté 05 novembre 2014 - 03:18
and when you play hard difficulty and higher, thats what the strategy camera view is for. you pause the game and set companion commands!!!
so i don't thionk its an issue, if they had to scap it to make room CPU/RAM wise for another more important feature like companion armor etc, its cool with me.
LOL "Thats what the strategy camera view is for" ???
Why should we not be able to give commands (in exactly the same way) to our companions in the regular cam, regardless of the difficulty?
And to scrap it for CPU/RAM req's would possibly be the lamest excuse I've ever seen.
In a party-based RPG! Haha
Here's the thing. Tactics in this kind of a game should be transparent, in that if you have to constantly attend to them, they don't work well. The joke that some of the genius's around here like to spout regarding, 'they want to sit back and let the game play itself for them', is missing the point. Good tactics *should* allow you to get through most random encounters without having to pause. Tougher, larger engagements and boss fights however should require more than just "straight tactics", which means pausing and giving specific commands (in or out of Tac Cam) to each teammate - very time consuming obviously.
We apparently aren't even getting the straight tactics, however. Which needs official comment, sooner rather than later.
- YakFace, Biotic Sage, Darkly Tranquil et 2 autres aiment ceci
#319
Guest_Puddi III_*
Posté 05 novembre 2014 - 03:19
Guest_Puddi III_*
Hmm on the upside, in the controls description on that screen there's "tactics setting" button (also used for "details" on another screen rather than simple "on/off" label. So maybe you can drill down into customizable settings for each skill there.
Yes, I would like to learn more about this.
Devs pls.
#320
Posté 05 novembre 2014 - 03:35
The silence seems to be pretty telling. Looks like it's official then.
- Chari et Travie aiment ceci
#321
Posté 05 novembre 2014 - 04:09
Good tactics *should* allow you to get through most random encounters without having to pause.
Tactics weren't necessary for that, though. People quite happily soloed DA:O and DA:2 without pausing. Soloing, by its very nature, doesn't benefit from tactics.
I think tactics scripts were one of those things that seemed more useful than they were. Often, the fastest way to get through a combat involved a high-level analysis of the battlefield that the ally/enemy-centric rules could never perform.
The controlled character was the one that did the heavy lifting, while the rest of the party provided some DPS and rather unreliable crowd control. I don't care how refined a tactics script is, it's not going to be good at judging when to use crowd control.
Pre-programmed AIs can also provide DPS and unreliable CC. Plus, since they aren't forced to follow a deterministic tactics script, they might be able to take advantage of more nebulous features, like terrain.
#322
Posté 05 novembre 2014 - 04:24
People complain about the most insignificant things? Pre-order canceled because there are not 50000 useless things to do with tactics? Did you ever stop and think that maybe since it's 2014 that the AI can do most of the stuff tactics would be set at on it's own since capabilities have advanced since DA:O? Even still, it's probably the biggest cry baby complaint I have ever seen.
#323
Posté 05 novembre 2014 - 04:34
I think tactics scripts were one of those things that seemed more useful than they were. Often, the fastest way to get through a combat involved a high-level analysis of the battlefield that the ally/enemy-centric rules could never perform.
That's only true for situations where your prebuilt tactics wouldn't take you through, isn't it? The point of tactics is to move more fights into the category of fights that don't need to really be analyzed.
#324
Posté 05 novembre 2014 - 04:42
Is it "our" fears or "your" fears. Title of this thread presumes to know me.
I tend to micromanage most things any ways...so this isn't that big of a deal for me. I can see how it can be a deal breaker for some.
#325
Posté 05 novembre 2014 - 04:44
I would bet that the vast, vast majority of DA:O or DA2 players either never adjusted the default tactics or only changed minor things like from ranged to defensive. Bioware has metric tons of telemetry data on how people played. If this was a hugely popular/much used item it would probably still be in the game. I think the pared down tactics options will suit most players fine. I know I played through on Nightmare several times and if I recall the only changes I made to the tactics were who got first dibs on heals and when folks drank pots. I'm sad for the folks who genuinely liked this option but as indicated by spnccarman - it looks to me like the AI works pretty well - especially considering some of the craptastic reviewers I have had the pain of watching over the last two weeks.





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