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AI companion warp distance change needed


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#1
200Down

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So I'm playing a DD rouge on my final playthrough untel more content is added and something keeps ruining my "sneaky" playstyle.

 

The range at which the AI "Warps" to the active charracter is WAY too short when trying to do any type of sneaking around. I wanna sneak past enemies and loot something without attracting attention and my AI companions spawn RIGHT smack in the middle of them and aggrivate the situation. And you can't loot or do much of anything while in combat so yea, this sucks. Sure I could go solo but why should I be limited by having AI along?

 

This range limit causes issues in tactical play too. Affectively making pre-combat party placement pointless if you play the tank or a melee charracter directly because they can.. at times... WARP right in on top of your active charracter if they are a BIT too far away. I'm sure folks can understand why this isn't a good thing. lmfao



#2
DarkAmaranth1966

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True enough but, the reverse is also true in some situations, they don't warp to you soon enough. (Storm Coast Spider cave with ladder for one.) they are supposed to be following you but, they get stuck and, you end up soloing most of the fight, if not all of it. There are other places like that where they wait too long to warp to you.

 

Give and take, leave the warp alone and fix the hold command would be a better solution.



#3
Nomen Mendax

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True enough but, the reverse is also true in some situations, they don't warp to you soon enough. (Storm Coast Spider cave with ladder for one.) they are supposed to be following you but, they get stuck and, you end up soloing most of the fight, if not all of it. There are other places like that where they wait too long to warp to you.

 

Give and take, leave the warp alone and fix the hold command would be a better solution.

More to the point your companions shouldn't be warping at all. It's clearly a workaround (at least I sincerely hope so) and an ugly one at that. I realize that Bioware seems to have so serious pathfinding issues with the Frostbite engine but it's unfortunate that they have been unable to get some pretty fundamental things right. Its exacerbated by the skills that involve movement, the characters should be smart enough not to hurl themselves off cliffs or into the sea.

 

If you tell your companions to stay, they should stay, and when you tell them to join you, they should make their way to you - and not by teleporting! Getting this sort of stuff right opens up all sorts of interesting possibilities, like rogues scouting ahead or sneaking into somewhere to steal something while everyone else waits for you.

 

If they use Frostbite for DA4 I would hope that they can get all of these issues resolved - and spend more time making interesting encounters that don't just involve going to the next location and killing the bad guys.



#4
Szoreny

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Agree with this warping crap.  Whether its party members warping to positions other than where I want them or refusing to follow hold commands I often feel like I'm fighting them just because i want to try and use my party's available skills somewhat intelligently. 

 

The game seems to want you to have FF off and everyone's AI on and just charge into fights with your controlled character, but then it tempts you with all these half-assed 'tactical' options which almost indicate a decent RTwP system.

 

Its baffling to me that tac got the shaft in Dragon Age, I mean wasn't straight BG-esque RTwP supposed to be THE exciting, action oriented way to manage party based combat?  did it really need to be 'improved?' 

 

Sheesh.