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Tactical Camera


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#1
Yvaelle

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For a first-time RPG team, Dragon Age: Inquisitions Tactical Camera is a passable effort - but there are some industry leaders you could learn a lot from.

 

For example, about a decade ago there was an unrelated game released called Dragon Age: Origins, that had a fully controllable and brilliantly thought-out tactical control system. It allowed you to program the priority for when to use certain spells, when to run away, when to heal, when to peel for your squishies.

 

It also followed your commands, if you told a follower to move to a position and hold that ground, they did that - it wasn't just a mild suggestion, it was a command. If you told them to stop aggroing everything in visual range, they did so. If you told them to aggro everything in visual range, that could do that too.

 

One thing that was really innovative in Dragon Age: Inquisitions was the idea to make the Tactical Camera be knee-height off the ground, so that you couldn't tell where anyone was, and had to scroll around the forest floor looking for flowers, nuts, and feet - and then try to remember what kind of boots your companions were wearing so you could guess at whether those feet were good feed, or bad feet. Then, if you had found some good feet, you could decide to command them to move to another area of the forest, but only after returning to the "Hunt for Nuts" game: kind of like a Where's Waldo mini-game, in which you have to thoroughly examine the ground textures beneath the player party and their enemies.

 

As a suggestion though, not that I want to discourage you from trying to innovate in the placement of your cameras, but could we maybe get a "Classic RPG" setting for the Tactical Camera, in which it zooms out above the heads of the players so we can actually see where we are, like a throwback to classics such as Baldur's Gate and that other "Dragon Age" game, in which it was possible to see what you were doing.

 

Real talk: while I adore BioWare, and love DA:I, the only way to play this game is to reduce the difficulty to Easy and stomp through it without using the Tactical Camera or pause button at all - because for an "RPG" this is the worst control system you have ever implemented. I love you, I love DA, but it's embarassing.


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#2
Hexoduen

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For a first-time RPG team, Dragon Age: Inquisitions Tactical Camera is a passable effort - but there are some industry leaders you could learn a lot from.

 

For example, about a decade ago there was an unrelated game released called Dragon Age: Origins, that had a fully controllable and brilliantly thought-out tactical control system. It allowed you to program the priority for when to use certain spells, when to run away, when to heal, when to peel for your squishies.

 

It also followed your commands, if you told a follower to move to a position and hold that ground, they did that - it wasn't just a mild suggestion, it was a command. If you told them to stop aggroing everything in visual range, they did so. If you told them to aggro everything in visual range, that could do that too.

 

One thing that was really innovative in Dragon Age: Inquisitions was the idea to make the Tactical Camera be knee-height off the ground, so that you couldn't tell where anyone was, and had to scroll around the forest floor looking for flowers, nuts, and feet - and then try to remember what kind of boots your companions were wearing so you could guess at whether those feet were good feed, or bad feet. Then, if you had found some good feet, you could decide to command them to move to another area of the forest, but only after returning to the "Hunt for Nuts" game: kind of like a Where's Waldo mini-game, in which you have to thoroughly examine the ground textures beneath the player party and their enemies.

 

As a suggestion though, not that I want to discourage you from trying to innovate in the placement of your cameras, but could we maybe get a "Classic RPG" setting for the Tactical Camera, in which it zooms out above the heads of the players so we can actually see where we are, like a throwback to classics such as Baldur's Gate and that other "Dragon Age" game, in which it was possible to see what you were doing.

 

Real talk: while I adore BioWare, and love DA:I, the only way to play this game is to reduce the difficulty to Easy and stomp through it without using the Tactical Camera or pause button at all - because for an "RPG" this is the worst control system you have ever implemented. I love you, I love DA, but it's embarassing.

 

"maybe get a "Classic RPG" setting for the Tactical Camera, in which it zooms out above the heads of the players so we can actually see where we are "

We got this with patch 5 :)

 

"brilliantly thought-out tactical control system "

Yeah we're prob. not going to get this - but then again; combat has been simplified so we don't really need it <_<



#3
JeffKaos

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I really preferred the AI settings in Origins as well. You could really tweak just about everything an NPC did. Usually I don't ascribe to the whole "dumbing down" rant, and actually enjoy "streamlined play" because since I started a family my gaming time is seriously shortened an anything that saves me time and lets me jump in and play is usually welcomed. But in this case it really does seem like dumbing down and I'd like to have the old options. 


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#4
Dubya75

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For a first-time RPG team, Dragon Age: Inquisitions Tactical Camera is a passable effort - but there are some industry leaders you could learn a lot from.

 

 

 

Whaaaaat??? "first-time RPG team"? Even if this is true and every single member of the Bioware dev team has never seen or heard of RPG games (which would BTW explain a lot), it simply does not excuse this very much UN-passable effort.

 

Because Mark Darrah, Mike Laidlaw and who-knows-who-else have been there since DAO. They MUST HAVE played Origins. They know how successful that game's Tac Cam worked, and they ALLOWED this abomination to see the light of day.

 

 

Oh wait.... Consolitis. The disease that has every Bioware employee afflicted. 



#5
Bioware-Critic

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Oh wait.... Consolitis. The disease that has every Bioware employee afflicted. 

 

Well, the consolists hate this dirty tac-cam too! ... BLOODY HELL ...

 

The devs and publishers seem to think that gamers - in general - are gullible tools these days!

Otherwise this lack of polish and refinement would never have made it passed quality control !!!



#6
b10d1v

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Simplified? Improved?  Well, thats a stretch - you jest?  

 

Having the option to set up how an NPC behaves and getting the NPCs working correctly as believable characters within the environments is a big deal for immersion- even first timer's should know this!  Behavior relating to your "choices" gets to the root of how game world NPCs respond to you or what's the point? - how old is that tech/code now?  Yes much of it can be automated, but not to the point that all classes are identical or what's the point of having classes?  Some instances require definitive input from the team lead -too many situations require cooperation and become frustratingly difficult because of poor team behaviors that are often hampered by a "tactical" micro management system that destroys immersion.  

 

Inquisition stealth is nonexistent and you must go alone if you choose to check something out without w/o enraging the forest. Was the point arena repetition?

 

Not simplified just shoddy work!



#7
TaHol

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Level of sarcasm here is admirable :wub:

I haven't used tac-cam even once. It is abomination, and they should have chosen what kind of combat they actually want to present: action or tactic. Now we have semi-action-combat that is far from action-combat ( it is and don't start with me I have tattooed action-combat to my forehead). Well at least I had no problems with controls, I was at home with them WHICH tells me they were trying to do action-combat. They failed. Then we have this failed tac-cam which is ass-licking-gesture to players who love DAO-style of combat. Again failed. Has there been a single person who likes it or is happy with it? Who likes that only way to control your party is micro-manage every move they make?

 

Horrors is that I have learned to play this game on hard like i would play any action game: no pausing, no tac-cam, no micro-managing, I just change character on  fly if I have to. So it is possible. It is not enjoyable. AI is total failure. The meaning of this semi-action-combat was that AI will handle your party so well that you don't have to if you don't want to. And tac-cam for those who want to be tactical. Failure on both sides. I'm in awe in front of this failure. It is so bad. That after 100 hours with different characters I have learnt to deal with it does not make it ANY LESS BAD.


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#8
AlanC9

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We're definitely seeing a better grade of satire on this board lately.

#9
Notker_Biloba

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... first-time RPG team ... unrelated game released called Dragon Age: Origins ... wasn't just a mild sutggestion, it was a command ... flowers, nuts, and feet ...

Too many lolz!!  (And on point!)  Thank you for making me laugh so I can keep from crying about this release.