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Is the AI just that terrible...


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#26
asherbarasher

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In this game AI stands for Artificial Idiot. Sad to say, but playing on nightmare (as i always played previous games) becomes actual nightmare,but not because of chalenge but because of dumb ai and terrible controls. I have to issue three times damn order to get it really done. While i'm trying issue this order, another party member suddenly forgets that i wanted him to hold position and now he is running away from the battle. I return him and i see that Cassandra taunting enemies miles away from the battlefield, hell knows how did she saw them.

But the most annoying thing, this is  bioware employees appearing sometimes on forum and states: everything is ok guys, you just dont understand how to play our fantastic game.


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#27
Draining Dragon

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Well, at least one thing resembles Baldur's Gate.



#28
Sidney

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Well, at least one thing resembles Baldur's Gate.

 

 

That was more pathfinding than AI that was idiotic.

 

One thing I've discovered is that I am playing as a mage. The AI will not attack something until I do and that means targeting. I toss a static cage up and they won't attack the enemy, obviously no go on barrier either, so now I have altered and drop an AoE type spell on my foes first then try and static cage so the AI wakes up an attacks. Sorts messes up the value of static cage but adapt and adjust I guess.



#29
Gotwriter

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This is very frustrating. I read the reddit post, but do not fully understand it. I hope they fix this in a patch.



#30
jalford1980

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LIke someone mentioned above, the problem lies in how everyone is setting that tactic.  The tank needs to be set up to defend itself.  Ill explain an avg fight for my group.  Im playing on hard rather than nightmare on my first playthrough, and I hardly even take damage on most fights.  I play with me as an assassin rogue, Cassandra as the tank, Solos as the Mage, and I play around with the other spot.  Vivan, Dorrian, and Sera.  I tried bull, but once you get him deep into Reaver, hes too hard to manage without playing as him fully.

 

Cassandra is set to defend Cassandra.  Solos Defends Cassandra.  Then I follow Casandra, and the other DPS follows me.  I start every fight in tactics mode.  I send cassandra in with shield bash to the middle of the fight, or too any shielded enemy.  If they are bunched up, I have soloas use the rift pull shrinking circle move(name escapes me), and drop a mine in the middle.  My rogue kills the softer ranged DPS with me controlling.  If I have a mage, I set up a shatter combo for a two hit kill with a stealthed, flanked, twin fang shatter combo.  From there I mostly just let the AI do its thing.  Solos never even comes into melee. Viviane follows me around.  If Sera, i double click to hold position, but I like Viviene.  She doesnt do as much damage, but I dont have to manage her.  Shes near unkillable with mage knight, a smidge of frost, and deep right side spirit.  Cassandra is set up to maximize guard through here gear and build, so she seriously never dies.  I only click on her when i want to use that final templar demon explosion.  

 

For longer fights Ill micromanage a bit to get the most use of solos, but my rogue does so much damage as an assassin, its not an issue.  I imagine on nightmare I would have to do more.  I also set all AOE ai to off so I can control when its used.  I do the same with Winters grasp to control my shatter combos.

 

Also, make sure all your mages take the spirit ability to reduce aggro.  You end up having more ability points than you need as you dont have enough spots for abilities, and even if you did, you wouldnt have enough mana.



#31
Saresi

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Indeed, "defend self" seems to be the most reliabe behavior type so far. They will use skills frequently.

"Defend other" often leads to the defending party member just standing around looking dumb and do nothing at all.



#32
asherbarasher

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Did anyone expeienced those constant misses? I dont quite understand why this happening. I say to party member atack with ranged ability, like full draw or even winter grasp and they just cant hit the target. Since i turned off useless ai, this remains most annoying thing. 



#33
Sriep

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"Defend other" often leads to the defending party member just standing around looking dumb and do nothing at all.

You should be defending your parties tank, who can relabily be expected to be in the thick of the action.

 

If for instance you set behavior to defend controlled character and your plyaing a mage, then you would expect that companion to spend a lot of time doing nothing.



#34
Mercb3ast

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I cannot confirm 100% that this improves the issue with ranged classes keeping range. However, I noticed a distinct shift in ranged party member behavior after I made a change to their behavior routines.

 

Basically while fighting the hinterlands dragon the first time, Sera and Dorian would just get donkey kong'd over and over because they would run right up to the dragon. This doesn't fix the issue entirely if they get pulled in they will still get donkey kong'd, however here is what I did and what I found.

 

I set both of them to defend. I set Sera to defend Cassandra(or Bull) and I set Dorian to defend the PC (2h warrior). What it SEEMS like is happening now, is they don't initiate combat and therefore do not run forward. They stay back allowing your melee classes to run into combat. Only once their designated defensive targets take damage, do they begin to engage. For Sera, she will start shooting her bow from miles back. For mages, they will move up to their maximum range and immediately engage. 

 

This doesn't help the AI when it comes to getting rid of a target on them. However it seems like it a helpful preventative measure. Ranged squishes do get targeted, but it seems like they get targeted less because most fights they start well back. Anecdotally I also want to say that they do tend to keep distance better from whatever they are defending their assigned targets from. I cannot confirm that however. What I think the issue is, is that on FOLLOW, they will actually try to maintain a very close proximity to whomever they are following, even in combat. On defend, they do not, they just target whatever they are supposed to engage and go from there. Again I might be arse talking!

 

In anycase, on that Hinterlands dragon the result after I made that change was immediate. I refuse to micro manage each party member, so after wiping on the Dragon perhaps a dozen times  I either killed it on the very next attempt, or on the second attempt. The difference in the conservation of healing pots was very noticeable IMO.



#35
Mercb3ast

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That was more pathfinding than AI that was idiotic.

 

One thing I've discovered is that I am playing as a mage. The AI will not attack something until I do and that means targeting. I toss a static cage up and they won't attack the enemy, obviously no go on barrier either, so now I have altered and drop an AoE type spell on my foes first then try and static cage so the AI wakes up an attacks. Sorts messes up the value of static cage but adapt and adjust I guess.

 

You can manually order your party to engage. I'm not sure what the default key is, but it is either T, or I changed it to T.

 

You target whatever you want your tank with free targeting via behavior (follow or defend self). Order the party to attack that target. The behavior priorities will override the order I am pretty sure, so Solas will defend whomever you tell him to defend, etc.

 

In this manner I start all fights. R (to cycle targets or click) until I find the baddie I want Cassandra or Bull on. Then I hit T to order the party to attack. Cassandra will run directly at that target. Solas and Sera will either assist burning that one down from good range, or revert to their defensive behavior (I'm not entirely sure if they do this or not but it seems like they do).

 

I also have no problems with defensive behavior. I only use it on the ranged classes and I have them set to defend melee classes. The melee classes are all given free target selection (follow or defend self). They attack something and the ranged guys with defensive orders set to the melee classes will begin to assist the melee. It works quite well in fact.

 

 

Occasionally an assassin type will insta-gib Solas or Sera.



#36
tossut

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Like said above setting up Cassandra/tank right is indeed the key. AI is not great, but not horrible or any worse than any other game where this much is needed from it. 

Of course the easy solution to some of us PC gamers would have been just copy pasting tactic view from Origins. You don't need AI when you are 24/7 on tactic view and plan every party member move every other second. 

 

Just immensely disappointed they kind of teased us with this horrible console like tactic view controls on Inquisition. While on Origins they had one of the most enjoyable combat systems ever when you cranked the game difficulty to max. 



#37
Mercb3ast

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Like said above setting up Cassandra/tank right is indeed the key. AI is not great, but not horrible or any worse than any other game where this much is needed from it. 

Of course the easy solution to some of us PC gamers would have been just copy pasting tactic view from Origins. You don't need AI when you are 24/7 on tactic view and plan every party member move every other second. 

 

Just immensely disappointed they kind of teased us with this horrible console like tactic view controls on Inquisition. While on Origins they had one of the most enjoyable combat systems ever when you cranked the game difficulty to max. 

 

I was pretty sad by the exclusion of the tactics system. 

 

In fact, I thought it was one of the most revolutionary and best design features in an RPG in over a decade. 

 

I'm shocked that they didn't expand on the system for Inquisition, it could have been one of the defining features. The game already wants you to run connected to Origin. Why couldn't they have just datamined player tactics? The game could then pull tactics from the database of player tactics and apply them to the AI. As the AI performs with the tactics the game itself could keep tabs on the tactics performance (how often they killed or were involved in killing party members or the PC). The most successful tactics get earmarked for higher difficulty levels.

 

Imagine running through Nightmare where every single AI is loading the most devious and effective player created tactics?

 

It seems like such a simple design element that would have had an enormous impact on gameplay. Dragon Age Inquisition would have then had, easily, the best AI in an RPG ever and it would be constantly evolving and adapting based on player made tactics to counter the player made tactics which were having the most success in game. You could come back, play the game in 6 months and have a completely different style of combat presented to you that you would need to establish counters for.