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Bioware: What happened to your A.I. programmers?


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#1
Riven326

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Also, why can't I tell my ranged attackers to only attack at range unless being attacked by a melee character? In the previous games, I could easily do this by altering the behavior of the AI in the Tactics sub-menu. So, why can't I do it in this game, and why bother with a "tactical camera" at all if basic tactics are unavailable? I mean, the tactical camera doesn't really help much when my archers and spell casters decide to run directly at a melee character with a giant sword, only to then cast a ranged attacked or spell.

 

This means that I have to micromanage and babysit my party members and monitor they're every little move to a ridiculous degree. Even then, I have to fight with the AI to try to get it to do what I want it to do and to keep doing it. The thing is, melee characters respond a lot better because their AI, which appears to be universal, is programmed to run directly at a threat and bash it's skull in. It works for warriors. But how and why is that also applied to characters who are supposed to fight at range? More importantly, why wasn't this fixed before the game launched, or why was it broken in the first place when it wasn't in the previous two games?

 

I am at a loss.


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#2
Cyonan

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It was broken in the first place when previous games didn't have it because Inquisition doesn't use the same code as Origins or DA2.

 

Personally I haven't had a ton of issues with stupid ranged AI. My biggest issue has been Cole not realizing he should be behind his target.

 

Although in general they could do with better AI tactics options. I'm not really a fan of the Origins tactics menu, but I think Inquisition limited us a bit too much.



#3
Lebanese Dude

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AI is fine. DAI simply doesn't let you automate them conpletely. It's a party-based game so its not unjustified. While many people here enjoy tactics building, it can be safely assumed that they wanted to go a different direction this time around.

You only can't automate delicate tasks like backstabbing ( since hitboxes are done differently in DAi). While they cannot successfully predict enemy AOE attacks most times, those abilities are fairly predictable and uncommon on lower difficulties.

It sucks that the tactics screen was rendered minimal, but the AI isn't any more stupid than it has always been even so.
Making OP AI is simply not the priority here and it will never be.
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#4
Guest_Lathrim_*

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Making OP AI is simply not the priority here and it will never be.

 

I don't think that's the point, though. Before, we were able to force them to function well with tactics but that's not an option in DA:I-- we either micromanage everything (which I don't mind, but plenty do and that is fair) or witness Solas running right into an enemy before auto-attacking him.

 

I can't speak for others, but what I'd have liked BioWare to deliver is a standalone AI. One that doesn't work against the advantages the character it is controlling has-- in this case, range.


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#5
Lebanese Dude

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I don't think that's the point, though. Before, we were able to force them to function well with tactics but that's not an option in DA:I-- we either micromanage everything (which I don't mind, but plenty do and that is fair) or witness Solas running right into an enemy before auto-attacking him.

I can't speak for others, but what I'd have liked BioWare to deliver is a standalone AI. One that doesn't work against the advantages the character it is controlling has-- in this case, range.

Solas runs into the enemy cause the field of vision is blocked. The AI will attempt to regain vision and the fastest way to do that is to head to the enemy, thus leads to stupid. 

Moving him preemptively to a better position takes a second with pause/fade step. Alternatively you can set him to guard himself.

The AI doing this automatically would increase the code required exponentially since 3D environment, collision, and distance would have to be accounted for.

While that's feasible and completely necessary (yet still often stupid) in complex shooter AIs, it's not the same for a game like DA.



#6
Guest_Lathrim_*

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Solas runs into the enemy cause the field of vision is blocked.

Moving him preemptively to a better position takes a second with pause/fade step.

 

Not in my experience. No obstruction whatsoever-- level ground, no trees, rocks or even other enemies or companions. Nothing.



#7
Biotic Flash Kick

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they were demoted to custodians along with the tactics and people to QA the game 



#8
Lebanese Dude

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Not in my experience. No obstruction whatsoever-- level ground, no trees, rocks or even other enemies or companions. Nothing.

I edited the post for clarity.

In my experience, the ranged AI runs to the character if a unintentional disengage is done. This occurs during dragon fights when it takes off sometimes. This can be potentially fixed by increasing engage timers on dragons, but it would make running away more difficult.

 

Are you sure you aren't misclicking the move hotkey? 



#9
Guest_Lathrim_*

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Solas runs into the enemy cause the field of vision is blocked. The AI will attempt to regain vision and the fastest way to do that is to head to the enemy, thus leads to stupid. 

Moving him preemptively to a better position takes a second with pause/fade step. Alternatively you can set him to guard himself.

The AI doing this automatically would increase the code required exponentially since 3D environment, collision, and distance would have to be accounted for.

While that's feasible and completely necessary (yet still often stupid) in complex shooter AIs, it's not the same for a game like DA.

 

There are easy workarounds, yes and, as I said, I don't mind resorting to them-- the issue is that I shouldn't need to. Not for something this basic.

 

Once again, you're very much correct that "fixing" this is likely to require considerable work. I also understand (and agree) that this really shouldn't be their main priority in so far as gameplay is related, but I do believe this level of functionality should've been in the game.

 

I edited the post for clarity.

In my experience, the ranged AI runs to the character if a unintentional disengage is done. This occurs during dragon fights when it takes off sometimes. This can be potentially fixed by increasing engage timers on dragons, but it would make running away more difficult.

 

Are you sure you aren't misclicking the move hotkey? 

 

That happens to me too, but if you meant that as a reply to what I said (I get the feeling that's not the case), it's not what I meant. XD

 

Yeah, I am.


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#10
Lebanese Dude

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It's superficially basic I agree, but if it wasn't implemented then it likely wasn't worth the cost.

The AI has occasionally done stupid things in my playthroughs too, but I could always figure out why.

Dunno why the AI running into melee for you if it isn't a move misclick, a field of vision block, or a melee attack. Odd...

#11
Lukas Trevelyan

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I'm just sayin' you should change your AI behaviour to follow themselves instead of 'controlled character'. 

AI this game is substantially better than previous games though. Outside awkward ranged AI -at times-, they've proven to be quite competent. 


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#12
Lebanese Dude

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I'm just sayin' you should change your AI behaviour to follow themselves instead of 'controlled character'.
AI this game is substantially better than previous games though. Outside awkward ranged AI -at times-, they've proven to be quite competent.

Yep. Only glaring problem I ever face is dodging enemy AOE attacks or environment effects.

"NO Cassandra don't run INTO the electrified water"

"Ugh Cole L2Dodge skillshots n00b"

#13
DarkAmaranth1966

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I agree, ranged needs help in the AI. They all need kiting lessons. Varric has the leap and fallback down, so he's okay but, Vivienne should be the only ranged running to enemies instead of away and then ONLY if she has Spirit Blade. The rest need to circle the enemies to get line of sight, not run through the middle of them because, doing so means they get hit with a barrage of melee attacks.



#14
Lebanese Dude

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Vivienne only runs in if you enable Spirit Blade though...otherwise it's for the same reasons as others.

FoV block or Move command

Circling enemies isn't as simple to implement as you think. Sure they can have the unit run in a concentric circle but that doesn't take into account 3d terrain or collision. It can also just as easily aggro more units, bump into other melee units, drop you out of vision etc...

#15
luism

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I'm sure Dorian and iron bull have never intentionally took multiple fire baths together any of Lebanese dudes games

#16
Lebanese Dude

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I'm sure Dorian and iron bull have never intentionally took multiple fire baths together any of Lebanese dudes games


I did get hot and wet with Dorian though.

#17
atlantico

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I did get hot and wet with Dorian though.

 

I'm going to rephrase Godwin's Law to Bioware threads: "As an online discussion grows longer, the probability of a comment involving hot gay sex or LGBT issues approaches 1"


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#18
Jeremiah12LGeek

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The A.I. programmers are busy preparing for Judgement Day.

 

37756.jpg?itok=7A-Md7RD



#19
Lebanese Dude

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I'm going to rephrase Godwin's Law to Bioware threads: "As an online discussion grows longer, the probability of a comment involving hot gay sex or LGBT issues approaches 1"


:P

#20
Phoe77

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I would've been happy if they had simply kept the broad behavior categories from the previous game.  I don't have much of a problem with the AI in this game, but that much would have been enough for me.



#21
luism

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I did get hot and wet with Dorian though.


Yeah no bias from you in your view of this game :)
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#22
Lebanese Dude

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Yeah no bias from you in your view of this game :)

Oh dear...

If you think about your LI's with great respect, that's your business. But unlike what your mother told you, it doesn't make you blind.



#23
Nefla

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They took all the AI programmers and told them to model hair "but boss," they said "we have no experience in modeling or texturing, and we're all bald!" but it was fruitless. BioWare then realized that they needed companion AI and had the guy who sweeps the floor do it.



#24
SpazzticZeal

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Also, why can't I tell my ranged attackers to only attack at range unless being attacked by a melee character? In the previous games, I could easily do this by altering the behavior of the AI in the Tactics sub-menu. So, why can't I do it in this game, and why bother with a "tactical camera" at all if basic tactics are unavailable? I mean, the tactical camera doesn't really help much when my archers and spell casters decide to run directly at a melee character with a giant sword, only to then cast a ranged attacked or spell.

 

This means that I have to micromanage and babysit my party members and monitor they're every little move to a ridiculous degree. Even then, I have to fight with the AI to try to get it to do what I want it to do and to keep doing it. The thing is, melee characters respond a lot better because their AI, which appears to be universal, is programmed to run directly at a threat and bash it's skull in. It works for warriors. But how and why is that also applied to characters who are supposed to fight at range? More importantly, why wasn't this fixed before the game launched, or why was it broken in the first place when it wasn't in the previous two games?

 

I am at a loss.

 

Set your ranged characters to follow themselves. No idea why it works, but it does. They won't rush in anymore and generally attack from range.



#25
ThreeF

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Don't fight it, embrace it.