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


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#26
Thandal N'Lyman

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I believe I heard the Lead AI Programmer once:

 

I am Dyslexic of Borg.  Fusistance is retile.  Your ass will be laminated.

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#27
Darkly Tranquil

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The AI has always been mediocre in DA games, but in Origins and DA2 we could set tactics and behaviours to offset the worst of the stupid, but now we can't even do that, so we are reduced to micromanaging with the godawful TacCam in this game. One playthrough was all the frustration I could stand. I gave up on any ideas of playing again after that. For me, Inquisitions combat is unbearable.
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#28
Rolenka

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I have only seen ranged characters run into melee range to use an ability.

 

I had to respec Sera after finding Shadow Strike is a melee-only ability.



#29
ThreeF

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The archer/mage range is a bit wonky. With a controlled unit I can practically hit anything with a ability attack from a step away to across the other end of the map, as long as I can see and target it,  the normal attacks have more restrain but even those have bigger range than for the not controlled units.

 

Another interesting thing is when fighting rift demons the AI behaves near perfectly (at least for me)



#30
ThirteenthJester13

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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.

Hae ranged characters FOLLOW Themselves in the Behaviors menu or turn behaviors OFF and have them hold position and fire at target, periodically switching them manually.

 

Tactics" Suck. Makes my wanna pla XCOM but turn based is soooo old. I need ... I need.. whiskey.



#31
Xerxes52

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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.

 

That pretty much fixed my issues with ranged AI in the game. Sometimes they might get too close due to LOS issues, but in that case I can just jump into tactical view, tell them to run back a bit, and they're fine the rest of the battle. One frequent problem I have is that Dagger Rogues don't know how to flank enemies. Also sometimes 2H Warriors and Dagger Rogues don't use their defensive abilities (Block and Slash and Parry respectively) at the right time, which is odd because S&S Warriors use Shield Wall almost flawlessly and if the AI is good at one thing, it's frame-perfect timing.



#32
TurretSyndrome

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AI is hilariously incapable of anything worthy in this game except the most basic stuff. There is no justification for this shoddy design. If they can't come up with even a fairly decent control system for the player to set commands with, then they shouldn't even bother with 4-member party system and higher challenge modes. 


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#33
Lowenklee

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I am at a loss.


You and me both.
 
Was it system resource constraints for a cross-platform base model, such as allocating enough memory for proper AI?
 
Or perhaps it was time constraints, was it rushed?
 
Are play expectations different on different platforms so that it wasn't an issue in those QA briefs?
 
Was there a QA team for PC, ...enough communication and redress?
 
Lots of questions; I've been trying, unsuccessfully, to wrap my thoughts around some possible answers that aren't cynical. 
I've also been trying to find some indication that BioWare are at least aware that this is becoming a brand-theme, and are specifically concerned about that. 

It's easy enough to be fair minded and understanding of development issues, but it'd at least be nice to get some clear forthright answers as to what went wrong. /shrug