Lets face it, the tactics system in DA:I could use some work. DA:I is a great game and this topic is about making it better.
I'm not saying we should return to what we had in origins, but there are certain key features missing that should be developed. Let's start with the problem:
With the current system we have little to zero customisation and as a result, mages are firing AOEs off indiscriminately even at one enemy (which may even kill off your own party), barriers are cast on the wrong character that needs it, rogues are stealthing at the wrong times, wasted opportunities for ability combos due to AI spamming abilities you can't tell them to be smarter about, and tactical players are forced to either micromanage by turn off AI tactics, or reducing the difficulty to ease the frustrations.
However - all this can be improved! Let's start with the tactics screen:
TACTICS
Right now for each ability we have:
1) Enabled
2) Preferred
3) Disabled
There needs to be triggers like in DAO and DA2, for example: "trigger when health <25% (barrier), enemies surrounded by 2 or more allies (chain lightning), enemy attacking you with a melee weapon (fire spell to panick), enemy frozen (use ability for combo) etc etc". Also, you need to be able to prioritise abilities over others, for example, if given the choice of using barrier or using chain lighting when being attacked in melee, you should be able to set "barrier" as the preferred option over "chain lightning", without being forced to change chain lighting to "enabled" status just to get the AI to prefer the barrier.
You should keep the streamlined options sure, for casual players, and admittedly it's much more user friendly then previous games (as there isn't anything to it), but for players who wish to play tactically, the current system is mediocre at best.
If you wish to be ambitious post-launch however, you can also add an option for multiple conditions prior to an ability being triggered.
But that is DA:O level and I personally, can live without it as long as the basics are in place.
BEHAVIORS
On the behaviors side, the healing potion reserve/mana reserve options are fine IMHO. However the targeting options need to be more developed. Instead of just "follow" and "defend" characters, there should be options to prioritise targets as well, for example; magic>ranged>melee etc or highest/lowest health. Also, there should be options for you to configure ranged or melee behaviour, as at present times, ranged AI will not move out of melee range and in many cases will even charge into melee range, which can be very frustrating.
CONCLUSION:
Alot of the fun in real time tactical games is planning your strategy and then seeing it play out in real time, there was alot of fun to be had in DAO and even in DA2, training your battle hardened party over experience through the tactics system, continually refining it to the point that the companions feel alive as their AI gets smarter and smarter and evolves to the player's playstyle (even if it's through our own input). I consider the tactics screens an important part of the Dragon Age formula which is a unique and competitive advantage when it comes to RPG games, as it also adds to the feeling of teamwork and gives you a sense of comradeship with your companions. And, it's always fun to be creative and see what strategies you can come up with. In DAI unfortunately I never felt it.
Please consider these suggestions Bioware, and none of it is to my credit - you've already thought of all this before in DA:O. The current tactics system is streamlined and user-friendly, but can be so much more with just a little more work. I remember when I charged into combat with DAO and DA2, I can mentally nod to my companions going "you guys know what to do", and to see Leliana launch her arrow of slaying at the mage hiding in the corner without my orders - initiative - that's what I like to see. I long for the day when I can see Sera or Varric using Full Draw the same manner, without my input, and then I can feel that I'm part of a great adventuring party.





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