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It's just ... boring. Why, BioWare? This isn't you.


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#776
Lee T

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so all you wanna say is that zenimax owns betehsda but that the zenimax company who developed the elder scrolls online is not the same who own beteshda? both zenimax companys have the same name but are totaly different ones?

if so .. then i should call you as sera.

i think this all is the same company family...


Being part of the same corporate entity and being the same company is not exactly the same thing. I thought ME3's multiplayer was lackluster and abysmally poor, I never thought for a second to blame Bioware Edmonton and Casey Hudson for it.

Plus Todd Howard has about as much power over Zenimax and it's subsidiaries than Mike Laidlaw has over EA.
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#777
durengo

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Being part of the same corporate entity and being the same company is not exactly the same thing.I do work in a company that is part of a larger group, I can see first hand on a daily basis what kind of power and control you have over the other subsidiaries and it's not much.


Plus Todd Howard has about as much power over Zenimax and it's subsidiaries than Mike Laidlaw has over EA.

george lucas (lucas arts) had much power and control about all what had to do with star wars.

whoever owns the trademark  'the elder scrolls'  has much power .



#778
Rawgrim

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george lucas (lucas arts) had much power and control about all what had to do with star wars.

whoever owns the trademark  'the elder scrolls'  has much power .

 

George Lucas  IS Lucasarts (or was). The power they have depends on the contract. The people who "borrow" the trademakr has to follow certain guidelines and such. Mostly about that they can't do with it. Things tha would interfere too much with the lore and the canon etc.


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#779
Elhanan

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Yeah, friendly AI in Skyrim was abysmal. I can't even beginning counting the amount of times they've set off traps or got themselves into unfavorable fights. The AI in Inquisition isn't much better, but the mechanics in Inquisition doesn't highlight its faults. That's the biggest difference between the two.


Based on personal experience, all Bioware games I have played post-NWN1 have had better AI; perhaps starting with the SoU & HotU expansions.

#780
Dinerenblanc

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so all you wanna say is that zenimax owns betehsda but that the zenimax company who developed the elder scrolls online is not the same who own beteshda? both zenimax companys have the same name but are totaly different ones?

if you think that .. then i should call you as sera.

i think this all is the same company family...

Settle down child. Let the adult explain this to you. The parent company is Zenimax. Bethesda is a subsidiary of Zenimax. Zenimax has a studio called Zenimax Studios. Zenimax studios created TES Online. Do - you - understand?
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#781
Dinerenblanc

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Based on personal experience, all Bioware games I have played post-NWN1 have had better AI; perhaps starting with the SoU & HotU expansions.


I wouldn't say their AI per se. It's just that Bioware doesn't create mechanics that highlights the shortcomings of their AI. It all boils down to game design.

#782
Elhanan

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I wouldn't say their AI per se. It's just that Bioware doesn't create mechanics that highlights the shortcomings of their AI. It all boils down to game design.


Uncertain of what mechanics this references, but as long as ranged NPC's remain out of LOS, and do not try to force the PC off bridges, I am OK with it. As large as it is, SWTOR henchmen are a pleasure, esp when compared to Barbas or Serana of Skyrim.; the latter being among the better companions.
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#783
Dinerenblanc

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Uncertain of what mechanics this references, but as long as ranged NPC's remain out of LOS, and do not try to force the PC off bridges, I am OK with it. As large as it is, SWTOR henchmen are a pleasure, esp when compared to Barbas or Serana of Skyrim.; the latter being among the better companions.


Well, one example is the prescence of traps in Skyrim. Bethesda didn't bother to make AI that's smart enough to avoid them, so you often see companions triggering traps after you've carefully maneuvered around them. Inquisition's AI isn't particularly brilliant when it comes to movement either, but the fact that they don't have a mechanic like the traps from Skyrim to highlight that shortcoming, we don't notice it as much.

#784
Elhanan

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Well, one example is the prescence of traps in Skyrim. Bethesda didn't bother to make AI that's smart enough to avoid them, so you often see companions triggering traps after you've carefully maneuvered around them. Inquisition's AI isn't particularly brilliant when it comes to movement either, but the fact that they don't have a mechanic like the traps from Skyrim to highlight that shortcoming, we don't notice it as much.


Fair observation, but I do not mind a good old-fashioned Trap Detector (ie; Warrior, Meat-Shield)) in the party. This is highlighted fairly well in DAO, where one could clear the traps, or release Alistair.

What is more irritating to me is being pushed into, off, or down somewhere, and having the NPC leap into the line of fire when they are supposed to remain at distance (eg; Serana). She always seemed to catch arrow #2 in the back until modded. While DAI is not as intensive as the prior games, it still has the functionality to Hold NPC's in place.
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#785
Dinerenblanc

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Fair observation, but I do not mind a good old-fashioned Trap Detector (ie; Warrior, Meat-Shield)) in the party. This is highlighted fairly well in DAO, where one could clear the traps, or release Alistair.

What is more irritating to me is being pushed into, off, or down somewhere, and having the NPC leap into the line of fire when they are supposed to remain at distance (eg; Serana). She always seemed to catch arrow #2 in the back until modded. While DAI is not as intensive as the prior games, it still has the functionality to Hold NPC's in place.


Well, that and the fact that you could turn friendly fire off. I just started a play through with a warrior character and it's hard for me to imagine myself not hitting another party consistently when I'm swinging my sword.

#786
Rawgrim

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In Skyrim's defence though. This was their first attempt at adding companions to the gameplay. Some slack should be cut for them this time.


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#787
Elhanan

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Well, that and the fact that you could turn friendly fire off. I just started a play through with a warrior character and it's hard for me to imagine myself not hitting another party consistently when I'm swinging my sword.


FF is till off in my game. When I saw it attached to 2H, daggers, and spells, kinda knew we would be having reloads. But in Skyrim, even when FF is deactivated, that arrow is till not going to it's intended target.

Which reminds me, as much as I look forward to SkyWind, this problem may re-occur due to limited mods.

#788
Dinkledorf

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DAI has some pretty serious (albeit non-game breaking) clipping issues in regards to NPCs in general.  There are times when two (or more) of my companions seemingly merge into a single entity just walking around the fields, freaky!  

 

Companions seems to clip into objects (especially doors) very often.  

 

Companions will "beam" to your location when they are too far away.  

 

These are all aspects that hide or circumnavigate AI pathing issues.  Not saying they don't work but it is taking the easier way out.

 

Skyrim pathing for NPCs was infuriating at times but overall I did not find it all that bad, all taken with a modicum of expectation for such a game.  Vanilla behaviour for followers was not that great, at times useful but generally more a PITA.  Modded Follower behaviour was significantly better, I made a few custom followers myself. That is not meant to excuse the vanilla behaviour though.


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#789
Regan_Cousland

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I would pay extra for a game the writers actually want to do. Not designers, not marketers, and certainly not the fans. Even if I'm a fan myself. lol

 

This is why books are still the best medium for any storytelling. No one but the creators meddle with it.

 

I kind of agree. BioWare didn't need constant fan-feedback when they were making great games like KOTOR, Mass Effect 1 and Dragon Age: Origins ...

They didn't need feedback because nobody was interfering with their true vision for the game. They made the games they wanted to make, and thus probably became very passionate about them -- which shows in the results they achieved.

Now BioWare seem to be making games by committee. EA (or someone) is dragging them down the most commercial route possible, and therefore the fans have to shout louder than ever, inundating the message boards with feedback, in an attempt to stop BioWare abandoning their old identity.

It's like an epic tug of war. 

The Arishok (EA) pulling on one end of the rope, Sten (the fans) pulling on the other .. and BioWare (poor little talented but confused Alistair) as the rope.
 


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#790
Linkenski

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I agree with OP. I miss when Bioware games were first and foremost about the story.
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#791
Tremere

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Fair observation, but I do not mind a good old-fashioned Trap Detector (ie; Warrior, Meat-Shield)) in the party. This is highlighted fairly well in DAO, where one could clear the traps, or release Alistair.

What is more irritating to me is being pushed into, off, or down somewhere, and having the NPC leap into the line of fire when they are supposed to remain at distance (eg; Serana). She always seemed to catch arrow #2 in the back until modded. While DAI is not as intensive as the prior games, it still has the functionality to Hold NPC's in place.

I don't get how they didn't see this problem during testing... Much less do something about it. It's one of the more rage inducing elements in the game. You're lining up the perfect shot with your bow or are crouched behind cover and bam! Your idiotic follower decides to run into you. It also would have been nice if they'd added a push animation like the one in Assassin's Creed, in order to move followers out of the way or to shove to the ground, some pesky NPC who doesn't understand personal space.



#792
Elhanan

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I don't get how they didn't see this problem during testing... Much less do something about it. It's one of the more rage inducing elements in the game. You're lining up the perfect shot with your bow or are crouched behind cover and bam! Your idiotic follower decides to run into you. It also would have been nice if they'd added a push animation like the one in Assassin's Creed, in order to move followers out of the way or to shove to the ground, some pesky NPC who doesn't understand personal space.


There are mods to correct such behavior, but I simply opt to solo as much as possible. And other games have such AI irritations, too. It was Bioware games that compelled me to try Companions for the humorous dialogue, and still are a reason why I prefer to use a party in them.
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#793
Tremere

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There are mods to correct such behavior, but I simply opt to solo as much as possible. And other games have such AI irritations, too. It was Bioware games that compelled me to try Companions for the humorous dialogue, and still are a reason why I prefer to use a party in them.

:D *chuckles* If you know of a mod that stops followers from bumping into you, please PM it to me, because I haven't found one yet. :D *laughs* I use the one that makes them move out of the way (most of the time), one that allows them to not set off traps and a follower mod that allows them to traverse a trap they detect, but to date, I've not seen one that stops them from bumping (walking) into you.

The sad thing is that these things were created by the fan base. How they didn't make it into the core game is baffling and sad. It's part of the reason why I never pre-order or buy games at launch.



#794
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I don't remember M. Gaider expressing anything like disappointment about the series. He's still working with Bioware, he has moved to their new IP after giving ten years to Dragon Age. If I were in his shoes, I would take the same decision to take my mind off to fresh pastures.

I apologize for not making my point about Mr. Gaider clear. When I wrote that he "... expresses disappointment about the direction the game took." I meant DA: Inquisition, not the series as a whole. In my mind, it still remains a telling statement, regardless of the fact that he's still with the company, albeit with another IP.


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#795
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Nope. The Online game there is a spin-off, and developed by a different studio.

It would be extremely hard for me to believe that Bethesda had no influence/input on what went into a game that represents one of their flagship series. That's like saying that teachers have more of an influence on children than their parents do. While this may be true (in some cases), that doesn't make it right. Nor does it absolve parents of the responsibility for raising their children. So, suggesting that Bethesda had no influence on what a third party did with their game/series, doesn't absolve them of the games failings. (Especially if they're going to embrace it's successes.) If anything, it makes them willfully negligent. Again... A parenting problem.



#796
Cadeym

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I think that the problem with DA:I is that there really isn't any risk, and without risk.. all those rewards such as the inquisition power are just fairly meaningless.

 

Take a moment to ponder the implications that a simple timer eating away at the "power" resource could have had. By draining the power resource each time the player travels to a zone or sends agents out on missions a very real risk would have been introduced to the game... and all those +1 power would suddenly have been something that the player cared about.

 

It would obviously need a lot of balancing and some better ideas, but I don't see any other way to tie all those side activities into the main plot.


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#797
Lee T

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I apologize for not making my point about Mr. Gaider clear. When I wrote that he "... expresses disappointment about the direction the game took." I meant DA: Inquisition, not the series as a whole. In my mind, it still remains a telling statement, regardless of the fact that he's still with the company, albeit with another IP.


Where did he expressed disapitment about DAI ? changing project within the same company fter ten years of working on the same thing does not express that in any way. I've been working for the same company for longer than that and am I glad that i occupied four different positions keeping my mind fresh. Did he explicitely say anything ?

#798
Guest_StreetMagic_*

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Where did he expressed disapitment about DAI ? changing project within the same company fter ten years of working on the same thing does not express that in any way. I've been working for the same company for longer than that and am I glad that i occupied four different positions keeping my mind fresh. Did he explicitely say anything ?

 

No, he didn't.

 

Although he seemed to be bothered about different things before that. Closed his blog, had some prob with rude fans, etc.. Maybe that's normal. The only piece of professional dissatisfaction was his last blog about DA2, and being bummed on how he couldn't finish the story/expansion like he wanted. 



#799
Elhanan

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:D *chuckles* If you know of a mod that stops followers from bumping into you, please PM it to me, because I haven't found one yet. :D *laughs* I use the one that makes them move out of the way (most of the time), one that allows them to not set off traps and a follower mod that allows them to traverse a trap they detect, but to date, I've not seen one that stops them from bumping (walking) into you.

The sad thing is that these things were created by the fan base. How they didn't make it into the core game is baffling and sad. It's part of the reason why I never pre-order or buy games at launch.


Cannot PM, so here is the mod I recommend: Amazing Follower Tweaks (ie; AFT). It has an option to increase follow distance, though using it could possibly cause said companions to miss quest trigger locations. I use it anyway for the few mandatory Followers I do allow to tag along.

And it isn't sad to me. Bioware has hired such accomplished modders themselves from NWN1 days. I look at it as a way to improve the games for everyone. Still, the modders would not have anything to mod if not for the game itself, so the relationship should be one built on respect, IMO.
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#800
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Cannot PM, so here is the mod I recommend: Amazing Follower Tweaks (ie; AFT). It has an option to increase follow distance, though using it could possibly cause said companions to miss quest trigger locations. I use it anyway for the few mandatory Followers I do allow to tag along.

And it isn't sad to me. Bioware has hired such accomplished modders themselves from NWN1 days. I look at it as a way to improve the games for everyone. Still, the modders would not have anything to mod if not for the game itself, so the relationship should be one built on respect, IMO.

*smh* I tried AFT some time ago and ended up having to re-install my game. And trust me, I'm not one of those players who arbitrarily throws mods into his game. I do my research beforehand. Suffice it to say that I'm apprehensive about going down that road again.

 

I think you misunderstood my meaning about *sad*. What I meant is that the fixes should have come from the developers, not the modding community. I do agree that there should be respect between the two... All things considered.