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My characters do not hold position, whenever I attack someone, they come rushing in.


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#1
palathe4th

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They do, but whenever I attack someone, they come rushing in.

The way I like to play is hit & run. I become invisible, get one or two powerful shots to the most badass monster, and then run back to my reinforcements. Any enemy following me runs into my group and dies.

But it is impossible to do that with this game because whenever I attack someone, my characters come rushing in. Can someone help?



#2
Maverick827

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Apparently it they will hold if you:

1. Turn off follower AI completely
2. Go into tacfical mode, issue the Hold command, and then stay in tactical mode. Once you leave tactical mode, supposedly commands are reset.

Of course, I feel like evem doing this hasn't worked 100% for me.

#3
Magma_Axis

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Go into Tac Cam, choose where you want to place your character, double click the ground.



#4
palathe4th

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The trouble is, once you get out of tactical cam, they start rushing to certain death, which makes my hit and run tactics absolete.

I dont want to play the whole game in tactical cam neither :) Where is the thrill right?

If I turn off follower AI completely, then I have to direct all three charters individually when I come back with one or two enemies following me, which means more tactical cam.

In skyrim I could do it. I dont understand why I cant do it here. Is it lazy programming?

Oh, and I am using xbox one, so any hacking my own game is out of the question.


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#5
Maverick827

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This is the best example of this game's poor AI:

I was in a dungeon last night and came upon a room where the enemies were around a corner. To the right of the entrance was a ladder leading to some scaffolding, which would provide a good tactical adcantage for my party's three ranged characters.

As I entered the room, one of my companions even said something along the lines of "they haven't seen us yet, maybe we can use that scaffolding to our advantage." So I have my three ranged characters climb up and hold position on the top. I send my tank around the corner to get aggro, planning on running back around and holding a large group of enemies in one location to be AoE'd down. This is going to be great!

My warrior comes back around the corner to be greeted by a parade of my followers sliding down the ladder like firemen rushing to the truck. You guys gave me the idea in the first place!.

The poor tactics/AI is keeping this game from being great.
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#6
Gigamantis

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I've found that going in and out of tactical mode is a complete mess.  Just stay in tactical mode and hold the button that moves time forward to play out your actions if the battle is complicated enough for actual obedience from your companions to be necessary. 



#7
Lukaidion

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One factor here is the distance you travel from your group. At a certain distance they will break hold and come running. Losing LOS effects it as well if the AI is on.



#8
DarthGizka

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The invisible rubber band seems to be very, very short, even if you endure the awful tac mode in order to keep your toons pinned. How they managed to break something as simple as a 'Hold' mode simply boggles the mind... One would have thought it impossible get wrong, even though there was some weird stuff going on even in DAO (but at least you could get halfway across a map before that bug struck).


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#9
palathe4th

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"The invisible rubber band"

Sooo correct. Is there any way we can write this to the developers?



#10
Gallimatia

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Sadly hold position is canceled every time you enter or exit combat (or change camera mode I take it). If you set them to hold outside combat and move forward with one character to start combat everyone will ineed come running because starting combat cancels their hold command. To work around this you need to repress the hold button after initiating combat. Then of course any time the first wave of a rift battle is cleared everyone will run to the player controlled character (typically the tank in the middle) because combat is "over". Again this can be circumvented by repressing the hold button and then of course pressing it a fourth time when the second wave spawns (combat "starting") but it's quite the chore. Worst is probably when an Envy demon is last standing and it goes invis (thereby "ending" combat). Everyone will rubberband to the player controlled character to share the AoE attack that follows. Then if you manage to press hold as it goes invis you need to repress hold as it shows itself etc ad infinitum.


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#11
Kage

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thanks for the info! spam of holds it is!!

#12
Vanth

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It is rather incredible that Bioware spent so long on this game giving us such detailed environments and story, but forgot to spend time reviewing how broken their combat is. Whoever designed their "tactical" mode and party AI should be fired. 


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#13
dddaaannnhhh

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It is quite an hilarious oversight to reset all commands once you exit tactical mode. The way I percieved combat from previews was to enter tac cam -> issue orders, get party into position -> resume playing in 3rd person view, much like in the previous Dragon Age-games (if one would call simpy zooming out "tactical mode"). However, once I exit tac cam the entire party just goes kamikaze and runs up to me. The way this works is unintuitive enough for me to simply sit there and wonder what the h-e-double hockey sticks is going on and kinda veils everything in this notion of not being in control.

 

I haven't actually thought of just staying in tac mode. It feels so random given the context, like there's two different cues of battles orders going on: a tac mode cue and a 3rd person cue.  I would've loved to sit in on the play-testing here to figure out their angle for the combat system. 

 

On a side note, why does hold position get bypassed so easily? My ranged attackers run up and try to shoot people at melee distance more often than not despite me telling them to stay back. 

 

I would've never been bothered to write a forum post about something like this unless there wasn't a great, great game underneath all the wonky mechanics.



#14
dddaaannnhhh

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Sadly hold position is canceled every time you enter or exit combat (or change camera mode I take it). 

 

How did this get past play testing? I really don't want to be rude, but it's such a mindblowingly stupid design choice for a strategy RPG.


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#15
palathe4th

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Yeah, you have to hit a lot of buttons for hold position in xbox one. I cant imagine spamming that all the time. I can keep yelling to kinect to hold position, but then the kids start yelling with me and the whole house goes crazy, just like the game :)

They should fire play testing folks :)



#16
Do I really Need One

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Eh, I just posted something similar on the suggestions forum. Hold position disengages at the end of enemy ago even if you remain in the tactical camera. Bad bad bad. 

 

Also, when cycling through enemies, it STILL goes through non combatants. Click. Archer. Click. Big hammer guy. Click. Sellsword. Click. Fennec fox??? Gasp! 

 

DA:O did that, too, and people bugged Bioware about it. Click. Raging demon. Click. Bonkers mage. Click. Chest. I suppose you could stub your toe on the chest...



#17
schall_und_rauch

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It is rather incredible that Bioware spent so long on this game giving us such detailed environments and story, but forgot to spend time reviewing how broken their combat is. Whoever designed their "tactical" mode and party AI should be fired. 

 

Exactly my thoughts. The game is great, detailed, has wonderful graphics, a cool story, interesting characters -- and is a catastrophe to play because every challenging fight is a fight against the control and the party AI, not a fight against the enemy.

 

It's obvious that they poured massive ressources into making the game look good. If they had ditched a couple of quests and cutscenes, but invested in a combat/tactics/AI system which is somewhere near as good as they gave us 5 years ago in DA:O, the game would've been perfect.


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#18
Zoralink

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Sadly hold position is canceled every time you enter or exit combat (or change camera mode I take it). If you set them to hold outside combat and move forward with one character to start combat everyone will ineed come running because starting combat cancels their hold command. To work around this you need to repress the hold button after initiating combat. Then of course any time the first wave of a rift battle is cleared everyone will run to the player controlled character (typically the tank in the middle) because combat is "over". Again this can be circumvented by repressing the hold button and then of course pressing it a fourth time when the second wave spawns (combat "starting") but it's quite the chore. Worst is probably when an Envy demon is last standing and it goes invis (thereby "ending" combat). Everyone will rubberband to the player controlled character to share the AoE attack that follows. Then if you manage to press hold as it goes invis you need to repress hold as it shows itself etc ad infinitum.

 

It also needs to be re-pressed if you switch companions. The other 2 that aren't involved in the switch will stay, but the one you just switched from will need to be yelled at to stay in their spot.

 

Bad dog! Sit. Good boy Varric. Now stay.



#19
palathe4th

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If we all go in the suggestions forum and suggest this, it might help them speed up a patch about this.



#20
Navek

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Default AI is a wonky with a few tweaks I have had no problems.

 

In tactic set AI to follow, next change from controlled to that characters name ex. Sera to Sera. Since doing this AI  only get close enough to be in auto attack range (normal the closest target) and they just go to town on enemies using abilities as needed.

 

AI will only give chase to enemies who run go out of their range til their back in attack range.

 

Unfortunately, when engage by melee they dont know to run away or Reposition if they get pulled in so you have to do it yourself.

 

Hope this helps.



#21
Mushashi7

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The game is great, detailed, has wonderful graphics, a cool story, interesting characters -- and is a catastrophe to play because every challenging fight is a fight against the control and the party AI, not a fight against the enemy.

.
My thoughts as well.

I don't fight the enemy. I fight the damn controls!

I've played PC games since 1995. I was even playing seriously in clans for many years, with tactics, tweaks, practice and whatever you can imagine.

But this game? I only fight the controls. These god d*mn controls!

When my hand slips the button my battle goes bananas. I find my self looking in completely random direction and have to use time to gain control again. And then the battle is either over or lost.

I want the mouse to lead my motion and view point. Like it's always been. Why on earth do you have to press a mouse button just to be able to view and move? Now I have to use my attention on this as well. It's just complicating things. Sorry, but that's my opinion.



#22
Beldion

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a catastrophe to play because every challenging fight is a fight against the control and the party AI, not a fight against the enemy.

 

I don't think it could have been worded better.

 

--

 

I only play on nightmare, and I don't play abusively powerful specs; I exclusively play ones I enjoy. This means the game can be a little extra challanging. I've played many games, such that I pick things up quickly.

 

The battles in this game are extremely simple - even on nightmare with sub-par specs. The nightmare aspect is trying to prevent your other 3 party members from being absolute boneheads. There are many ways to reduce the frustration, but it is still there.

 

Thank god there are only a few trigger-driven dragon fights (when not killed in 15 seconds) where this really stands out. Trash groups are completely managable, when you leave them using a tenth of their abilities on their own, and the escape ones on preferred.

 

--

 

The real issue is we can't customize what they do and when - you need triggers to make for fun party combat (coming from someone that did the frostback fight on nightmare while still in haven before any secondary trees or decent recipies, using varric, and a fire staff on solas).

 

You will be forced into tac cam for certain fights, and it will be to correct whatever they'e doing after you just thought you did last pause.



#23
schall_und_rauch

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Actually, the PC problem gets a little better once you play with a controller. It's still a crutch, but at least it works.

However, riddles are still horrible. I mean, having a riddle where you have to figure out "oh, first one companion has to go there, and then another has to go there" might be fun. But if the companions don't stay where they should, this becomes a lesson in frustration. The only thing you "learn" from such exercises are new swear words for the developers of such inane controls.

If they had the same control scheme for the Gauntlet in DAO, people would've given up the game at that point.

#24
skokie29

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This has been the most frustrating thing in the game for me. 

 

In DA:O setting up ambushes with my rogue on nightmare was a great tactic. 

 

I get it, this is DA:I, but why are my two mages in the middle of mobs? Why do they not stay far off in the distance and attack? 

 

Even if I tell an AI to "Hold Position" they will hold for a second and then follow me. 

 

Tac Cam, IMO, is clunky and not effective. Enjoying game, but Tac Cam was not designed well, was sold as if it was to get people like me, who have beaten DA:O countless times, excited. 



#25
ironhorse384

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You'd think with the amount of experience they have making squad based games that there would have been an improvement in that regard.