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


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#151
Jenaimarre

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Don't the XBox One owners get timed access on the 13th? We could wait for honest reviews then. Perhaps BSNers who play on the XBox could give us a clearer understanding of how the tactics work now.

 

I mean, no sense losing faith now, at least wait until we know for sure that the game has been gimped or improved.

 ^^ Really guys we can just wait for 9 days to get a proper, fuller picture.


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#152
Lebanese Dude

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Sure, once you finally get more than 8 abilities and get to decide which one is the weakest. I don't really see that on the same level as setting your tactics, unless you're referring to some other element.

I don't know what you mean about it being more reactive, either.

 

I wouldn't say weakest. It's more about what's sensible for the upcoming fight. If you're going up against a bunch of ranged attackers, traps are useless so you should replace them with something else.

Your choice of companions will alter your strategy as well.

 

It's that simple.

 

---

 

The combat in DAI is based on attrition. You use your abilities in a timed manner that minimizes damage taken while maximizing output. You react to the enemy and adapt immediately, rather than spamming abilities and relying on your friendly neighborhood spirit healer to keep you alive. 

This makes the DAI combat style more reactive than its predecessors. You need to be more aware at all times.

 

This applies to higher difficulties of course. Easier ones will play more or less the same.



#153
xkg

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 ^^ Really guys we can just wait for 9 days to get a proper, fuller picture.

 

Or we can talk about it. Maybe that will encourage them to make stream about this aspect of the game we haven't heard even a word about.

Or at least, one of the devs to explain it here.


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#154
Muspade

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This applies to higher difficulties of course. Easier ones will play more or less the same.

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#155
PsychoBlonde

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It's challenging inasmuch as knowing what abilities to use in what conditions to defeat what enemy is a challenge, and understanding which of those conditions you can account for with the tactics system (which DA2 actually expanded compared to DAO), and doing so in an efficient way which also reflects the unique character build (or possible RP considerations) you've made for them. If you really don't find it a challenge, then neither should you find micromanaging your party and defeating them without automated tactics to be a challenge.

Which is fine, if you wanna just say games are easy in general or whatever. But as a gamey level of challenge, setting tactics is as valid as manual control-- it just shifts the challenge to the planning stage.

 

I enjoyed the tactics in Origins and DA2, but I felt they still left quite a bit to be desired.  Origins you usually didn't have enough slots for the number of behaviors you wanted to make use of.  DA2 you usually had too many.  And they still didn't cover some really basic things like "MOVE OUT OF THAT AOE DAMAGE SPELL IDIOT".

 

A simpler system may actually result in a better gameplay experience even for those of us who don't like to do a bunch of switching between characters--esp. now that with tac cam we're technically not "switching" between character viewpoints to give commands.  It may not even be particularly problematic as regards cross-class combos etc.  You just set it up so that the character you prefer to play as does all the finishers and the other characters do the set up.  You may be spoiled for choice, but it shouldn't be any harder to get the combos to go off than it was in DA2 when you could set your companions to (reasonably predictably) pull the finishers without any prompting.


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#156
Tielis

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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***."


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#157
Guest_Puddi III_*

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I wouldn't say weakest. It's more about what's sensible for the upcoming fight. If you're going up against a bunch of ranged attackers, traps are useless so you should replace them with something else.


We'll see.
 

Your choice of companions will alter your strategy as well.
 
It's that simple.
 
---
 
The combat in DAI is based on attrition. You use your abilities in a timed manner that minimizes damage taken while maximizing output. You react to the enemy and adapt immediately, rather than spamming abilities and relying on your friendly neighborhood spirit healer to keep you alive. 
This makes the DAI combat style more reactive than its predecessors. You need to be more aware at all times.
 
This applies to higher difficulties of course. Easier ones will play more or less the same.


This was already the case, except for the lack of healing, which I agree does add to the long term planning and management aspect.

#158
Star fury

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 ^^ Really guys we can just wait for 9 days to get a proper, fuller picture.

Like we did with DA2 & ME3? How waiting is going to fix limited tactics?


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#159
Meltemph

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Well, it's possible to set up tactics (and builds) to where the battles are hardly a challenge at all on nightmare. What some people hoped for in DAI, in fact, was the ability to make the entire party, including the player controlled character, run on tactics. So if they succeeded in a battle in those conditions, you could say that it was literally no challenge to the player during the battle itself. They just watched their party win and did nothing but sip some coffee.

Maybe you don't see the challenge aspect because you're not trying to automate them to an extent that they're self-sufficient, but just so that they do the 'obvious' things while you can handle any of the more specific issues that arise. That's what I typically do too, but I see the value of having the in-depth options if I want to experiment with them.

I see the possibilities with the in-depth options, however I dont value them, at all. So obviously, my preferences in what they focus on in the game will be different. I understand the complaint, I just am perfectly ok with them not bothering with tactics(assuming this is what they did, and not just change how you set them up).



#160
tmp7704

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You just set it up so that the character you prefer to play as does all the finishers and the other characters do the set up.

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.

#161
rapscallioness

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okay wait. in this interview the person says, ".. and you can delve as deep as you like into setting up Inquisition's complex party AI behaviors.."

 

http://www.mmorpg.co...Generation.html

 

soooo.....maybe we have it wrong?



#162
Tielis

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okay wait. in this interview the person says, ".. and you can delve as deep as you like into setting up Inquisition's complex party AI behaviors.."

 

http://www.mmorpg.co...Generation.html

 

soooo.....maybe we have it wrong?

 

This and the autoattack... I'd never be so happy to be wrong.


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#163
Amaror

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okay wait. in this interview the person says, ".. and you can delve as deep as you like into setting up Inquisition's complex party AI behaviors.."

 

http://www.mmorpg.co...Generation.html

 

soooo.....maybe we have it wrong?

 

Or that dude took one glance at it and assumed everyone would think that setting when to drink potions is considered deep and huge for some people. I wouldn't be surprised. 


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#164
BinaryHelix101

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Or that dude took one glance at it and assumed everyone would think that setting when to drink potions is considered deep and huge for some people. I wouldn't be surprised. 

I think this is very likely. His style of writing was clearly aimed to a completely uninformed reader, and what comments he made towards previous DA games showed he is very likely a very casual gamer who hasn't delved that much into tactics anyway.



#165
abnocte

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:blink:

 

 

So a person that wants to play on 3rd person camera is either forced to trust the IA or to switch characters all the time?

 

I thought the point of 3rd person was so people could focus more on "their" character, instead of nursing the team... I mean, I think Bioware said they wanted people to focus more on the team but I don't think forcing such limited tactics configuration is the way to go...

 

 

This is weird... I mean I was planing to play on Tactical cam anyway, since I want the auto-attack feature... but I don't know... I don't see the logic behind this...

 

 

On a side note: Flank Attack is now an activated ability!?!? Oh, God, as if Backstab wasn't enough *facepalm*



#166
Sister Goldring

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Well if this is true, then I am extremely disappointed.  I really enjoyed spending time setting up my companion tactics and then watching to see if my tactics were comprehensive enough to cover most combat situations.  To me it added a level of interest to the game because essentially I would pre-plan the encounters and then voluntarily limit myself to only those actions for my party.  Admittedly, this method of combat isn't for everyone but I found it both novel and fun.  I am very sorry to hear that this form of gameplay isn't supported in DAI.  I play DAO exclusively on nightmare and I disagree that setting my difficulty for DAI to casual will provide the same experience.  It wasn't that I wanted to not control my party and simplify the combat faced.  I wanted to be the one who determined their actions, I just enjoyed doing so in advance.

 

I will play the combat in tactical mode now but I will miss my DAO tactics minigame.   :(


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#167
Brogan

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This is not good.  Not good at all.

 

And to all the people saying they have no problem with this change, that they feel 'sorry' for those who use tactics, or just trying to generally defend what might be a very stupid move by the design team here...  please just go do something else. 

 

The whole reason tactics was great in the previous games was, again, you could use them or you could choose not to.  You could set up extremely complex routines, or you could disable it entirely and play a "more reactive" style (a BS term if I ever heard one).  If this is the limited Tactics we are getting in DAI, then they are once again (just like removing auto attack) taking a choice away and forcing everybody to play a specific way.  That's lazy design, lazy programming, lazy lazy lazy...
 

 

I enjoyed the tactics in Origins and DA2, but I felt they still left quite a bit to be desired.  Origins you usually didn't have enough slots for the number of behaviors you wanted to make use of.  DA2 you usually had too many.  And they still didn't cover some really basic things like "MOVE OUT OF THAT AOE DAMAGE SPELL IDIOT".

Yes they did.  It was literally the first line in the DA2 tactics screen under Behaviors.  The category you selected describes whether he will effectively flee from AOE effects or not.  Plain as day.


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#168
Travie

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No autoattack + no real tactics = I can never play in third person. 

 

It's really as simple as that for me. Don't let bad news like this trickle out Bioware... it's getting depressing.

 

Just pull off the bandage and tell us all the bad things you know core fans won't like. 


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#169
Kleon

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I was just reminded of how at some point of playing Origins I actually had different sets of tactics for different encounters...

 

Good times.


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#170
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Sigh ....
When you see all these preview of the skills trees they all seems "simple" don't they ?
One way to improve an AI is to remove the tactical / contextual nature of a skill. Only 8 straithfoward / simplistic skill is probably manageable by some non too complex algorithm without the need of external scripts.
The supposed absence (yet to be confirmed) of the AI script is IMO more a consequence of simplistic skill trees being implemented than something left out for whatever reason.
I'm obviously disappointed if this happens to be true, but I guess it's the sad true of the industry where every games are slowly but surely turning into shooter games.
I'll play for the story, but I'll make sure to get my copy at discount later.

#171
Amirit

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Ok, does it mean we CAN use in tactics abilities that are not on the shortcut-bar? And thus not limited to only 8 active skills?



#172
Sylvius the Mad

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No autoattack + no real tactics = I can never play in third person.

It's really as simple as that for me. Don't let bad news like this trickle out Bioware... it's getting depressing.

Just pull off the bandage and tell us all the bad things you know core fans won't like.

They got Machiavelli backward. It's supposed to be the bad news all at once, and then the good news little by little.
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#173
Chari

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*sigh*

Terrible

But I do play Bioware games for their story rather than gameplay so,,,



#174
Ashelsu

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Behaviours
 

Spoiler

 
Tactics
 
Spoiler


To be fair the tactics menu looks like it's from an older build but it does seem very limited.

 

 

Ok, does it mean we CAN use in tactics abilities that are not on the shortcut-bar? And thus not limited to only 8 active skills?

Judging by these screenshots, no. Inquisitor has 7 active abilities at level 13 and still has 1 slot to fill. In tactics you can only choose these active abilities.



#175
Paul E Dangerously

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Bioware, taking the hatchet to gut the living hell out of something that wasn't really broken? Say it ain't so!


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