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Please, add "action queue" in tactical fight mode.


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13 réponses à ce sujet

#1
Siegfried.m

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As title says. Many reviews speaks about this missing thing, very important in an rpg that would be tactical.

I don't know the exact english term, but it's the action chain that you can decide for every character in your party.

For example: now if a character is drinking a potion and you give him the command to hit an enemy, he suddenly stop to drink and goes against enemy.

With the "action queue", the character ends the previous action before to do the next.


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#2
StillBornVillain

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Yes, THIS +1000

 

Even an Action Queue of only 3 commands would suffice.


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#3
Boboverlord

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I recommended similar things not too long ago. But it seems another DA will be in the next 3-4 years.



#4
Aurok

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No action queue as well as no gambit system? This is going to be a slog.

#5
Kantr

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Origins never had this system. Queuing abilities takes out the real time aspects of it though



#6
Augustus Tirion

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Origins never had this system. Queuing abilities takes out the real time aspects of it though

DAO and DA2 didn't need it because we had those wonderful Advanced Tactics options.

 

While I'd much rather have those back in DAI, an ability que would be an improvement over pausing combat for every action.



#7
Ares_mito

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Interesting idea!



#8
Sylvius the Mad

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Origins never had this system.

But it should have. The lack of a queue was the greatest failing of DAO's combat system.

#9
Zatche

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Queuing abilities takes out the real time aspects of it though


How so?

#10
Kantr

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How so?

Dont know. Regret posting because I dont care.



#11
Ares_mito

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A short queue like just three actions could help not stop to much the action because I heard that AI is quite good but in some situations maybe I will need a different behaviour than the automatic one. The problem is also related in my opinion to the absence of a deep tactical system like the DAII one that was really well done.



#12
Selea

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As title says. Many reviews speaks about this missing thing, very important in an rpg that would be tactical.

I don't know the exact english term, but it's the action chain that you can decide for every character in your party.

For example: now if a character is drinking a potion and you give him the command to hit an enemy, he suddenly stop to drink and goes against enemy.

With the "action queue", the character ends the previous action before to do the next.

It would be a good option. In Baldur's Gate you could queue as many actions as you wanted to, then in DA:O this option got removed (and many were not so happy about it at the time). With a pause game system it is a shame to not be able to queue actions, at last up to three if you have engine limitations.



#13
Solid_Altair

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Aw, man. I thought there'd be queue.

 

I think one way to go around it will be disabling all abilities, prioritizing the intend 2nd ability, enabling the 3rd and microing the 1st. Then hopelly the 3 action combo will be performed nicely, specially if it doesn't target different enemies.

 

Anyways, it's stuff like this that makes me think I'll enjoy MP more.



#14
Selea

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In Baldur's Gate's games you could queue actions (apart from "moving" actions) then this feature got removed in DA:O (and it caused a bit of a fuss at the time). It would be a good addition to add a queue back, at last for a certain number of actions. For a tactical game with pause queues greatly enhance the gameplay. However I doubt Bioware will do it since they haven't done it till now and the problem has been put forth many times in past DA titles.