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Is the AI just that terrible...


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#1
Sabariel

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...or am I missing something?

 

Solas is getting pummeled. Does he run away or otherwise try and stop this? Nope. He just stands there, using up the party's health potions. I have Blackwall assigned to protect Solas, but it doesn't help much since, as I said, Solas just stands there and allows himself to be punched in the face. I've looked all over for an option that would tell him to run off when people are beating on him, such as the "ranged" behavior setting did in DAO/DA2, but couldn't find anything. Am I missing something or.........???



#2
Guest_Lathrim_*

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No, you're not missing anything. The AI is broken, and the workaround we had for that - tactics - has been dumbed down to the point of non-existence. Why?

 

"Tactical choices!  :wizard: "

 

=]


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#3
Paulyj113

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the artificial intelligence has no intelligence. it is truly artificial and it blows chunks
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#4
tommy_beast

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The intelligence of party members is basically the same as the person's who designed it.


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#5
Selea

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The "ranged" option as in DA:O is sorely missed, yes. One of the greatest causes of rage against the AI is the predilection of ranged team members to come in melee range (or not go away from it) and/or standing inside AOE effects as if nothing is happening.

Frankly if ranged members did stay at range 80% of the problems in the AI could be easily overcome (you would just need a fully functional "hold ground" and it would be perfectly fine already) and the rest you could do with commands.

For what it concerns Solas specifically I always give him Peaceful Aura and it is a little better. A wasted point otherwise but given the AI it is a necessity.



#6
Serpiko

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It seems like the "AI" doesn't even consider really basic things like "use ability xy only if enemy is in melee range", like the archer retreating shot or whatever it's called, Varric uses it randomly from miles away. 

And sometimes they just stand around with full mana/stamina and all abilities off cool down and spam auto attacks. 

 

I can get used to the console optimized menus that are a pita with keyboard/mouse, I can deal with the clunky tactical camera, I can work without additional mouse keys and all those other things a lot of people are complaining about ... but the removal of the "if xy do xy" tactic settings is the one thing that reeeaally pisses me off. 



#7
Rasande

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I don't think i've played a single bioware game where the AI wasn't absolutely horrid, they don't even listen to the damn commands half the time.

I like micromanaging when i need to set up a tactic or execute a plan i have, what i don't like is the constant need for babysitting. It drives me nuts, atleast in the past 2 games you could set up the AI so you wouldn't pull your hair out. 

And it's not like the wonky tactical cam helps either.

 

I really don't understand why they got rid of it, if it was to overwhelming to new players hide the more detailed options under an "advanced" tab or something.



#8
Sriep

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While the AI tends to be the weakest part of most games, I think DAI's AI compares favourably with others. However failure to engage with the tactics section enthusiastic enough leads to a lot of people to underestimate the AI. Plus stuff like forgetting to tell characters to drop lanterns.



#9
PhroXenGold

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The really weird thing is that enemy ranged attackers will try to get away if attacked in melee....


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#10
Capeo

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...or am I missing something?

Solas is getting pummeled. Does he run away or otherwise try and stop this? Nope. He just stands there, using up the party's health potions. I have Blackwall assigned to protect Solas, but it doesn't help much since, as I said, Solas just stands there and allows himself to be punched in the face. I've looked all over for an option that would tell him to run off when people are beating on him, such as the "ranged" behavior setting did in DAO/DA2, but couldn't find anything. Am I missing something or.........???

Part of your problem is you have the roles switched. Don't have Blackwall defend Solus. He'll keep pulling mobs to Solus if you do that. If Blackwall is your tank set Blackwall to Follow Blackwall. Set everyone else to Defend Blackwall. You'll still have to micromanage a bit when you have enemies appearing from multiple sides and rushing in but for the most part, so long as Blackwall is grabbing aggro, you should have a much easier time.
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#11
luism

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The Ai is the one thing in is game that disappoints me the most. Why ?

#12
KoorahUK

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This may help some people. It did me.

 

https://www.reddit.c...rty_to_do_what/


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#13
0rangekun

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I'd have no problem with the lack of AI if the camera were easier to manage. One or the other, really, either my party acts somewhat intelligently or I'm able to use a proper tactical camera that allows me to oversea the battle comfortably.

 

Something like Baldur's Gate, maybe. I never used the AI in that, but it was never a problem micromanaging because the camera actually encompassed a relatively large space on the screen, and scrolling the camera was not a clunky chore. 

 

I'd like to be able to zoom out farther, not have my screen full of tree branches, and remove the silly crosshair from Tactical Mode that serves no purpose whatsoever when using Keyboard & Mouse.  <_<



#14
Selea

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This may help some people. It did me.

 

https://www.reddit.c...rty_to_do_what/

This was very instructive, thanks. I presumed there was something more complicated at work but I didn't yet fully understand what it was.

Now if only Bioware would fix some of the bugs in the tac cam (as the autocentering on party members on switch) it would be even better.


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#15
brazen_nl

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The "ranged" option as in DA:O is sorely missed, yes.

 

So is Behavior: Aggressive or Attack closest target, as sometimes the tank is just standing there. :(


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#16
Khevar

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Now if only Bioware would fix some of the bugs in the tac cam (as the autocentering on party members on switch) it would be even better.

 

Agreed.  I would also like that while in tac cam mode, the camera stays at the same height when you look around.


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#17
Selea

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Agreed.  I would also like that while in tac cam mode, the camera stays at the same height when you look around.

Sincerely given the poor zoom we have now I prefer to make the tac cam work similar to the normal one (as a behind the shoulders point of view but more zoomed out). In this way you can see all the battlefield. Sadly the settings are resetted all the time (another bad decision) and so I have to redo everything at every combat (luckily it doesn't take too much).
Actually if you don't switch too much characters in this way the tac cam works well and it seems to play DA:O. Problems arise when you have to use other chars.



#18
Sidney

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So is Behavior: Aggressive or Attack closest target, as sometimes the tank is just standing there. :(


A lot of the time they stand about. My mages is constantly engaging foes and expecting to see warriors run right by him....oops.

Also, your AI buddies will go chasing off after any random critter that gets hit by any AOE attack because they are now "hostile". Bull in particular seems to really need to put wounded Fennics out of their misery and ignore the nasty demon walling on Solas.

The AI also has the nasty habit of wasting guard producing skills. I set all of those to preferred but even at full guard as soon as they have the stamina for it the warriors break out another war cry.

#19
Araedros

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is there any talk about fixing the AI in the next patch?

From all the game's problems this is the most disturbing for me


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#20
brazen_nl

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They should've just kept the old tactics with the addition of an Auto button.



#21
GreyJedi727

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Well, they use all their abilities, they just don't use them well. Solas kept blasting Wraiths with the Ice spell, and not using it on the Rage Demon that was burning the faces off of the rest of the party. Or blasting Resistant creatures with what they were resistant to (see Immolate + Rage Demon = nothing but a happy demon).

I'm hoping they'll update the game with a little bit of extra tactics, like Dragon Age Origins. That way, you could disable certain abilites, but when an enemy is weak to something, with the tactics set to hit an enemy with that its weakness, they would use the appropriate spell even if it was disabled. That way you can insure they HIT THE CORRECT ENEMY WITH THE CORRECT SPELL. Dammit.

-Me on another Thread

I've been trying my best to use the Tactical thing to set up their abilities and just fast forward so much while using certain party members. Been controlling Solas in this mode while waiting for his mana to recover enough, before stopping the fast forward, and selecting the appropriate spells (generally the Ice one).
As for potions, just tweak them in the menu to where they don't use more than ... nothing. *shrugs*

Once I realized they shared the 8 potions, I just shut them off and keep an eagle eye on their health.

My biggest BIGGEST question...WHERE ARE THE HEALING SPELLS?!



#22
Shahadem

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If Bioware wasn't going to even try with the AI, they could have at least gone with the Firaxis solution and just made the AI cheat.



#23
Sabariel

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Part of your problem is you have the roles switched. Don't have Blackwall defend Solus. He'll keep pulling mobs to Solus if you do that. If Blackwall is your tank set Blackwall to Follow Blackwall. Set everyone else to Defend Blackwall. You'll still have to micromanage a bit when you have enemies appearing from multiple sides and rushing in but for the most part, so long as Blackwall is grabbing aggro, you should have a much easier time.

 

That was the setup I originally had. Yet, despite the fact that I have Solas to set up as a "buffer" and not a damager, enemies would flock to him. And Solas would just stand there, using up potions, and Blackwall would watch from a distance, picking his nose.



#24
Murloc Knight

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What's confusing for me is that the range enemies move away when you melee them. Is the AI behavior a confirmed bug?



#25
Sriep

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What's confusing for me is that the range enemies move away when you melee them. Is the AI behavior a confirmed bug?

 

Eh? Should'nt a range enemy move away when you melee them?

 

Ranged compainions will act differnetly to AI controlled, and sometimes enter melee because you have told them to in the tactics, even if you dont realise you have.

Set ranged companions behavior to defned and not follow, and melee characters to follow.

Plus, in ranged companions, disable any abliities that require the character to enter melee range to preform. E.g Sera's knockout powder.