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Feedback: The combat AI is awful


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#26
Elhanan

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Dragons require me to alter tactics a bit. For the Mages, I disable Fade Step and manually control it to get closer before getting damaged by Wing Buffet attacks.

But overall, having all the party set to Follow themselves seems to boost self defense, and attack the closest targets unless otherwise commanded to do something else. Setting Leaping Shot as preferred to Archers helps insure distance is maintained. While these are only general observations, they have worked for me in my campaigns on Nightmare difficulty.

#27
Sylvius the Mad

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They are there to assist you. If you like micromanaging your help that's fine, but in my mind companion NPCs are not supposed to need the level of micromanaging that the DAI companions need. I think it was the original Fallout games that shaped my opinion on the matter. In those games you had companions but you couldn't control them in combat. You could talk to them outside of combat and issue them various orders that pertained to combat, and they would alter their combat behavior based on those orders, but you couldn't directly control them. In that game you weren't god, you couldn't "devinely inspire" your companions to do specific things. You controlled your character and issued orders to your companions and hoped they carried them out properly. It was rather realistic in that sense. The system worked quite well and made for some interesting gameplay. "SULIK!! Stop shooting me in the back, you bastard! FFS! Use a sledgehammer from now on. No more guns for you!" It was fun times for the whole family.

There's a difference-in-kind, I think, between a single-character game and a party-based game. In a single-character game, I would expect to control only a single character, with any other characters beyond my control. But then I also wouldn't expect to have control over what equipment they used or what skills they learned.

In a party-based game, I'm not just playing one character. I'm playing the whole party, so my level of control over any one party member should be the same as my level of control over any other party member.

In my early CRPG experiences, either there was only one character (Questron), or more commonly I played an entire party. And that second group was divided between games where I created the whole party (Wizardry, Might&Magic, Bard's Tale), and games where I created a single character and picked up companions along the way (Ultima).

But having a bunch of followers I couldn't control isn't something I remember from early games. The Fallouts came later.

In a tabletop RPG, there are a bunch of players, usuallly controlling a single character each. And then there's the game master, whi jad to control myriad NPCs all the time. When making a single-player CRPG, the player can take the place of a single tabletop player, with all the other parts being played by the computer. But the player could also take the place of some or all of the players, with the computer acting only as game master. Or, the player could be the game master, with the comouter taking the part of the players.

There are many ways to make a roleplaying game.
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#28
Nefla

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Hold position didn't work for me ever. Not even for one second :/ DA:I definitely has the worst ai of any game I've ever played, I felt like each encounter was 90% fighting the ai's pants-on-head retardedness and 10% fighting the enemy.


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#29
Saphiron123

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Hold position didn't work for me ever. Not even for one second :/ DA:I definitely has the worst ai of any game I've ever played, I felt like each encounter was 90% fighting the ai's pants-on-head retardedness and 10% fighting the enemy.

This. There are no tactics in DAI, there's just directing your drooling teammates.



#30
Darkly Tranquil

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This. There are no tactics in DAI, there's just directing your drooling teammates.


And even that doesn't work half the time.

#31
taglag

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  It needs work, I will not disagree with that.

 

However I have more of a problem with learning 12 to 14 neat skill's and only being able to remember 8 when I go into combat. I guess My character is so forgetful. I don't see how she is ever able to make all those command decisions. As she can not even remember what she spent so much time learning.



#32
Elhanan

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It needs work, I will not disagree with that.
 
However I have more of a problem with learning 12 to 14 neat skill's and only being able to remember 8 when I go into combat. I guess My character is so forgetful. I don't see how she is ever able to make all those command decisions. As she can not even remember what she spent so much time learning.


While I agree with this thought, D&D was based on this sort of concept for years, so there is precedent. I do not mid it for selecting potions and elixirs before starting a trek, but do wish that quickslots would allow for more/ all selections.

#33
taglag

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While I agree with this thought, D&D was based on this sort of concept for years, so there is precedent. I do not mid it for selecting potions and elixirs before starting a trek, but do wish that quickslots would allow for more/ all selections.

 

No is was not In origins I have a full line of Spells across the bottom of the screen. what games in this series have you played ?

 

Or did I missunderstand what you ment, as it was all in one line



#34
surgeraven

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I use tactical camera for combat

 

Wait......

 

The tactical camera is for combat?

 

I thought it was for taking screenshots. :rolleyes:


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#35
Elhanan

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No is was not In origins I have a full line of Spells across the bottom of the screen. what games in this series have you played ?
 
Or did I missunderstand what you ment, as it was all in one line


Yes; DAO and DA2 offered more quickslots, and the mechanics changed for DAI; prefer the former methodology myself.

But the concept of preparing spells ahead of time is not a new one, and in the case of potions, I prefer it over collecting and spamming a store of flasks, jars, and filled glassware that my party could not possibly carry or protect during combat.

Spells and abilities: prefer more quickslots to match. Potions: pls leave them as DAI has currently implemented.

#36
FKA_Servo

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Yes; DAO and DA2 offered more quickslots, and the mechanics changed for DAI; prefer the former methodology myself.

But the concept of preparing spells ahead of time is not a new one, and in the case of potions, I prefer it over collecting and spamming a store of flasks, jars, and filled glassware that my party could not possibly carry or protect during combat.

Spells and abilities: prefer more quickslots to match. Potions: pls leave them as DAI has currently implemented.

 

At the same time, having to rest for 8 hours after casting 3 fireballs has no appeal to me in anything outside of actual tabletop gaming.

 

All we need is the friggin' circle menu back. I play with a controller, and I played the first two games on the xbox. I don't even need more than 8 hotkeys immediately available, since I was used to playing with 6. But being able to pause and select whatever I need from the circle menu if necessary was perfect.

 

People say this is because of the MP, but I can't imagine why the MP needs to be mechanically identical to the SP.


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#37
Elhanan

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At the same time, having to rest for 8 hours after casting 3 fireballs has no appeal to me in anything outside of actual tabletop gaming.
 
All we need is the friggin' circle menu back. I play with a controller, and I played the first two games on the xbox. I don't even need more than 8 hotkeys immediately available, since I was used to playing with 6. But being able to pause and select whatever I need from the circle menu if necessary was perfect.
 
People say this is because of the MP, but I can't imagine why the MP needs to be mechanically identical to the SP.


Resting was problematic. But to be fair, it was also based in realism; not the spells, magic, and fantastical notions, but the idea that one would require a break from all the exertion of the day. Great for PnP; not so much in a single Player game unless that is the Player's choice.

#38
Sylvius the Mad

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At the same time, having to rest for 8 hours after casting 3 fireballs has no appeal to me in anything outside of actual tabletop gaming.

My preferences never change, regardless of medium.

I want resting, and fatigue, and weight limits, and limited resources, and realistic travel times.
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#39
Elhanan

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My preferences never change, regardless of medium.

I want resting, and fatigue, and weight limits, and limited resources, and realistic travel times.


:D

Witness! I will say that you may be the most consistent gamer I have ever known these many years.

#40
Wevryn1

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Lol Bioware actually bragged in an article about how "smart" their companion AI were.  Lol.  I still laugh when Cassandra bull charges off the screen because her AI is so stupid that it decides it must use all of her stamina when charging.  There are just some skills you cannot pick because the AI has no freaking idea who to use them.  And its not barely doesn't know how to use them.  Its over exaggerated doesn't know how to use them.

 

I havn't seen AI this stupid since i played Auto-command in Dragon Warrior 4.  Now those were some stupid AI.  Bedragon and wipe the group! GOOOOOOO!



#41
BraveVesperia

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I would love for the proper tactics menu to return. I loved setting my team up to do what I want. Plus they seemed more inclined to keep their distance from things trying to kill them if they were ranged. 

 

The nightmare is truly in the Temple of Mythal though. Try doing those puzzles when 'hold position' doesn't work, oh my. For one puzzle, I like to use 3-4 of the team to light up all the tiles, but the moment I switch, Dorian's run off the platform so he can stand next to it. For some reason the pathing is bad, so they won't even go on the platform in the first place unless I direct them there. So I switch to Dorian to bring him back... and the whole party runs off the platform to join him instead.  :pinched:


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#42
PsychoBlonde

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I hate the camera for tactical view. It doesn't zoom out enough. It needs to zoom out farther so I can see the entire battlefield at once. As it is, it barely zooms out to 10 feet above the character's head.

 

They added an option to the game menu that lets you set how far the zoom level is (on PC anyway).  It REALLY helps.

 

The thing that bothers me the most about tac cam is how it switches which buttons do what.  I like to play at high speed.  I hate having to pause--I consider the requirement to do everything in real time to be PART of the fun of the game.  Pausing is basically me saying "crap, I can't tell what's going on or wtf I need to do, EVERYBODY FREEZE while I figure this out!!!!"  I hate it, because I almost always NEED to do it no matter how careful I'm being, and the reasons why I NEED to do it are twofold:

 

1.  I have to switch characters to tell people to use their dang abilities (I've been bitching about this for 2 games.  LET ME PUT EVERYONE'S ABILITY BUTTONS ONSCREEN AT THE SAME TIME DAMMIT.  THERE IS PLENTY OF REAL ESTATE TO DO THIS AND I BOUGHT A MOUSE WITH A BILLION BUTTONS LET ME USE THEM.)  Switching characters disorients me, so I have to reorient.  So I have to pause the stupid game to reorient.  GRAWR.

 

2.  I need to use tac cam to issue multiple commands at once effectively (important in some fights), and it changes what the different buttons do--hold-to-attack doesn't work, the move buttons now move the CAMERA while the mouse buttons I WAS using to move the camera now move my PEOPLE and THIS DISORIENTS ME etc. etc. etc.  ALSO GRAWR.

 

End result--I keep playing a Knight Enchanter because I can just solo everything and ignore this stupidity.



#43
KaiserShep

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I want resting, and fatigue, and weight limits, and limited resources, and realistic travel times.

 

The first few things I can see being worked in, but realistic travel time is…problematic. Heck, even in Origins, we travel to literally every corner of Ferelden, which should take weeks to even months. The Deep Roads would be monumentally long to get from one thaig to the other. 



#44
PsychoBlonde

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The first few things I can see being worked in, but realistic travel time is…problematic. Heck, even in Origins, we travel to literally every corner of Ferelden, which should take weeks to even months. The Deep Roads would be monumentally long to get from one thaig to the other. 

 

They haven't had anything like a concrete "passage of time" mechanic in any of the games.  No day/night cycle.  No travel times.  No change of seasons.  No expiring of options left too long.  Kinda makes the game "world" feel very static, but on the other hand, at least it's CONSISTENT static.  It starts to get really weird when you have a few indications of passage of time (day/night cycle) but are lacking others (need to eat/sleep, turret NPC's standing outside in the dark all night, manning their shop . . .)

 

Adding reasonably-well-simulated passage of time to a game like this takes a lot of work and would force them to add a TON of features that probably wouldn't add much to the game overall.

 

Although one thing they COULD do that wouldn't require a shitload of game features would be to put more subtle hints about time passing into cutscenes instead of starting and ending them all so dang abruptly without any real "establishing" features.  This is how this sort of thing is done in movies and literature.  Don't teleport us directly into the action, start us off with some "we've been camped here for weeks!" or "reinforcements are now in position, I think we can begin the main assault now!"  SOMETHING to indicate that we didn't just beam ourselves directly from Skyhold to wherever. :P

 

RWARGH they undercut the entire dang structure of the plot with this ****, too.  If you want to do character development and interpersonal relationships as a backbone of your game YOU HAVE TO STOP OPENING WITH THIS IN MEDIAS RES ****.  Yeah it's nice to jump right into some action BUT it's not worth undercutting the backbone of your entire damn plot to do it ESPECIALLY WHEN YOU WIND UP THROWING IN SOME RANDOM-ASS TEMPORARY AMNESIA AS A FRIGGIN PLOT DEVICE JUST SO YOU CAN DO THIS WITHOUT IT LOOKING STUPIDIOTIC.  BECAUSE, AND I HATE TO SAY THIS, TEMPORARY AMNESIA IS ALSO STUPIDIOTIC.

Okay.  I'm calm.  I am calm.  Deep breaths.  Calm.  Happy place.  Happy place.



#45
Elhanan

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I seem to recall in DAO that a mention of the weather was turning cold towards the conclusion in camp. Had the impression that this indicated a change of seasons. And DA2 has clear indications of the great passage of time between chapters.

So does DAI, I believe; mentioned after claiming Keeps and implementing certain aspects of the War Table. Weeks are mentioned afterwards, including certain construction projects.

#46
Xetykins

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I love how everyone is acting like Origins was the first party tactics control scheme. FF12 had the gambit system 3 years before and was MUCH deeper than even the origins system. Just throwing that out there. But I would like either the tactics system back, or do like Dragon's Dogma and have your people learn from combat throughout the game.


Probably because for some people like me who never had problems with the controls in Origins, and everything like AI actually works really well? On PC I found it near perfect compared to DA2, and personally DAI was nowhere near DA2 and that's having played DA2 first. In fact I had to buy the game yet again, for ps4 because I found it a little bit more playable there. So, different strokes and all that.

#47
Sylvius the Mad

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The first few things I can see being worked in, but realistic travel time is…problematic. Heck, even in Origins, we travel to literally every corner of Ferelden, which should take weeks to even months. The Deep Roads would be monumentally long to get from one thaig to the other.

Traveling between Val Royeaux and Skyhold should take time. I'd like the opportunity cost properly modeled.

#48
FKA_Servo

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I seem to recall in DAO that a mention of the weather was turning cold towards the conclusion in camp. Had the impression that this indicated a change of seasons. And DA2 has clear indications of the great passage of time between chapters.

So does DAI, I believe; mentioned after claiming Keeps and implementing certain aspects of the War Table. Weeks are mentioned afterwards, including certain construction projects.

 

Traveling between Val Royeaux and Skyhold should take time. I'd like the opportunity cost properly modeled.

 

Can't source it, but a few weeks ago people were talking about how someone (Gaider, maybe?) stated that the game takes place over the course of something like three years. The passing time and changing seasons are reflected (poorly, in my view, but I guess I see it) in the climates of the various zones when done in "optimal" order (as though that meant anything). So Emprise du Leon, hey it's winter. Heading to the Arbor WIlds, now it's the springtime, etc.



#49
Sylvius the Mad

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Can't source it, but a few weeks ago people were talking about how someone (Gaider, maybe?) stated that the game takes place over the course of something like three years. The passing time and changing seasons are reflected (poorly, in my view, but I guess I see it) in the climates of the various zones when done in "optimal" order (as though that meant anything). So Emprise du Leon, hey it's winter. Heading to the Arbor WIlds, now it's the springtime, etc.

Gaider was misunderstood. He was talking about how much time he personally spent working on the game.

But there are moments in the game when people and news seem to travel much faster than they should.

#50
Grieving Natashina

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If I recall correctly, the events of DA:I take place over a year's time, like Origins did.