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Feedback: The combat AI is awful


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#51
Veovim

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@OP

 

I'm not disagreeing with anything you said about the AI being terrible--especially the need for a "keep at range" tactic--but there's a much easier way to deal with dragons than what you described.  Instead of spreading out to avoid stacking the lightning ring damage, you should bunch up, and use your mage to dispel it.  Also, I suggest you use barrier to absorb the first tick of damage; there's a grace period of a few seconds after it's cast but before it starts doing damage, and you can use this time to group up and barrier.  If you're wondering why not just dispel it right away, well, you can't--for whatever reason it won't dispel until it goes active and starts doing damage.  You'll probably need to go into the tactics and disable barrier (and maybe raise your mage's mana reserve) to make this work.

 

If you want to avoid micro as much as possible, then I would also advise you to swap out your archer for another warrior.  Dragons' kicks are their least dangerous attacks and the warrior AI has enough sense to block them (sometimes).  As for why your mage was trying to melee the dragon, make sure their tactics aren't set to Follow -> [melee character].  That won't be enough for random encounters, but should help for dragons.  I've found that directing mages to a medium distance off of a dragon's flank works well to keep them out of melee range but close enough so that you can maneuver them to not get murdered by cyclone or breath attacks.



#52
In Exile

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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.


DA generally has not grasped the historical innovation in communication that happened since our own medieval period. Everyone in DA seems to be literate. News travels blindingly fast - as if the world was globalised.
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#53
Sylvius the Mad

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DA generally has not grasped the historical innovation in communication that happened since our own medieval period. Everyone in DA seems to be literate. News travels blindingly fast - as if the world was globalised.

I find Leliana's messenger birds really troubling. How do they know how to find Skyhold, when no one has been to Skyhold in centuries?

People often say that I need to accept some level of gameplay/story or gameplay/lore segregation. But the communication oddness is story/lore segregation, and that doesn't seem like a thing that should happen.
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#54
Elhanan

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I find Leliana's messenger birds really troubling. How do they know how to find Skyhold, when no one has been to Skyhold in centuries?


Remember: Bard's of a feather stick together.... :lol:

#55
Basement Cat

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I find Leliana's messenger birds really troubling. How do they know how to find Skyhold, when no one has been to Skyhold in centuries?

People often say that I need to accept some level of gameplay/story or gameplay/lore segregation. But the communication oddness is story/lore segregation, and that doesn't seem like a thing that should happen.

No, it bugs me too. All her information should be days, weeks or even months out of date by the time she gets it. And then there is Scout Harding who can teleport from whatever region she's exploring back to Skyhold instantly... ditto the Inquisitor.

 

Then again it's pretty standard for DA to be heavy on the fluff and light on the crunch when it comes to distance. The HoF could walk all across the country a dozen times without affecting any quest. Baldur's Gate acknowledged it somewhat with the fatigue mechanic and the companions moaning they were tired if pushed. Some of them were pretty funny too.

''I've just about seen enough waking hours, slave driver.' :D


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#56
jones81381

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Scout Harding who can teleport from whatever region she's exploring back to Skyhold instantly... ditto the Inquisitor.

 

If only it were to 'dittle' the inquisitor. 



#57
Saphiron123

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No, it bugs me too. All her information should be days, weeks or even months out of date by the time she gets it. And then there is Scout Harding who can teleport from whatever region she's exploring back to Skyhold instantly... ditto the Inquisitor.

 

Then again it's pretty standard for DA to be heavy on the fluff and light on the crunch when it comes to distance. The HoF could walk all across the country a dozen times without affecting any quest. Baldur's Gate acknowledged it somewhat with the fatigue mechanic and the companions moaning they were tired if pushed. Some of them were pretty funny too.

''I've just about seen enough waking hours, slave driver.' :D

Don't forget, there's no day night cycle and nobody ever really moves from their usual spot. DAI occurs in a single 24 hour period.



#58
jones81381

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Don't forget, there's no day night cycle and nobody ever really moves from their usual spot. DAI occurs in a single 24 hour period.

 

lol well that's not entirely true. There is night when you're

Spoiler



#59
Saphiron123

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lol well that's not entirely true. There is night when you're

Spoiler

You're absolutely right. I'll call it three days just to be safe.



#60
In Exile

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Don't forget, there's no day night cycle and nobody ever really moves from their usual spot. DAI occurs in a single 24 hour period.


So just like DAO?

#61
Saphiron123

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So just like DAO?

Yeah but DAO is a really old game now. And at least it had the camp scenes and stuff to make you feel like you were on an extended journey, where you could have conversations with them at any point in your journey.

DAI doesn't even have those. Nope, actual companion conversation with options outside of skyhold is yet another thing Bioware feels the game just didn't need. Camp is now a fade out black screen.

Not an improvement.


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#62
Elhanan

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Yeah but DAO is a really old game now. And at least it had the camp scenes and stuff to make you feel like you were on an extended journey, where you could have conversations with them at any point in your journey.

DAI doesn't even have those. Nope, actual companion conversation with options outside of skyhold is yet another thing Bioware feels the game just didn't need. Camp is now a fade out black screen.

Not an improvement.


Nighttime in the Hissing Wastes (possibly the Fallow Mire), references made of time passing at War Table and Keeps, The Grand ball in Orlais is time imperative, some cut-scenes for travel, etc.

But none of this has nada to do with combat; simply more subjective blindness to the game.

#63
DSiKn355

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This is traditionally how party-based RPGs have worked, and how I prefer to play.

If I only play one character, I have to question why the other characters are there.

 

Likewise I have to question why it has a combat AI option if it doesn't work lol.



#64
Elhanan

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Likewise I have to question why it has a combat AI option if it doesn't work lol.


Mine does. Perhaps there needs to be a way to further simplify the extant AI for some Players....

#65
AppalachianApex

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Gotta agree with the OP.

 

The poor Ai, for both enemies and companions, would be forgivable if we had the same measure of control over our party's actions and tactics as we did in prior titles.

But as it is? No. Just... no.

"No, damnit (Insert close-combat party member name here) DON'T stand in the pool of fire until you die!"

"Seriously (Insert ranged character name here) you're a fraking ARCHER/MAGE!! Stop going up to shielded warriors and standing in one place as they tear you to bits!!"


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#66
Sylvius the Mad

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Mine does. Perhaps there needs to be a way to further simplify the extant AI for some Players....

Given the game's difficulty, if I drop a Static Cage on an enemy, there's almost no way the AI can avoid killing it.

#67
Elhanan

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Given the game's difficulty, if I drop a Static Cage on an enemy, there's almost no way the AI can avoid killing it.


As I play with Floating Text off, I cannot say what the numbers are during battle, but the slow time effect (ie; Combos) does seem to appear frequently after using that spell. And I do not actively plan using Combos; simply am aware that certain spells set them, and others detonate.

While I prefer the more detailed Tactics mechanics of the past games, this current one seems to work well, even on Nightmare difficulty.

#68
In Exile

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I find Leliana's messenger birds really troubling. How do they know how to find Skyhold, when no one has been to Skyhold in centuries?

People often say that I need to accept some level of gameplay/story or gameplay/lore segregation. But the communication oddness is story/lore segregation, and that doesn't seem like a thing that should happen.

 

I agree entirely. At first I thought - pre-release - that we would be fast travelling using Eluvians. That would explain how news can travel instantaneously (agents quite literally teleport around the world) and it explains away all the usual logistics problems that come up in low-tech games. 



#69
In Exile

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Yeah but DAO is a really old game now. And at least it had the camp scenes and stuff to make you feel like you were on an extended journey, where you could have conversations with them at any point in your journey.

DAI doesn't even have those. Nope, actual companion conversation with options outside of skyhold is yet another thing Bioware feels the game just didn't need. Camp is now a fade out black screen.

Not an improvement.

 

The camp in no way made it feel like an "extended" journey. It made it feel like it didn't all happen in one day, but that's not saying much. Certainly not more than a month at most, which is the same that you can say for DA:I. 

 

And there are very clear mechanical reasons for not having conversations outside of camp, which is that without cutscenes conversations can be interrupted by combat. That's an obvious programming nightmare. 



#70
andy6915

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And there are very clear mechanical reasons for not having conversations outside of camp, which is that without cutscenes conversations can be interrupted by combat. That's an obvious programming nightmare. 

 

Had that happen today. Was talking with that red bossy spirit in a destroyed building in that place where a flood destroyed a town, talking to her to get the quest and getting approval from Solas and Cole. Then 3 undead come around the corner and kinda just hang out for a bit, so I think they're going to wait until the conversation is over. Nope. A dozen seconds later they come right at us and completely cut the conversation off as she did her exit-conversation dialogue and the party immediately went into battle modes. Was rather annoying. Didn't actually cause any problems with the approval or quest but I did miss her actual response to Cole, the undead started the battle about half a second after she interrupts him and didn't hear the rest and the option to ask him was gone when the conversation resumed. So yeah, I get why they didn't want conversations to be possible in the field.



#71
In Exile

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Had that happen today. Was talking with that red bossy spirit in a destroyed building in that place where a flood destroyed a town, talking to her to get the quest and getting approval from Solas and Cole. Then 3 undead come around the corner and kinda just hang out for a bit, so I think they're going to wait until the conversation is over. Nope. A dozen seconds later they come right at us and completely cut the conversation off as she did her exit-conversation dialogue and the party immediately went into battle modes. Was rather annoying. Didn't actually cause any problems with the approval or quest but I did miss her actual response to Cole, the undead started the battle about half a second after she interrupts him and didn't hear the rest and the option to ask him was gone when the conversation resumed. So yeah, I get why they didn't want conversations to be possible in the field.

 

That might very well b0rk approval or the conversation tree, and they probably wanted to avoid the headache. There might also have been memory issues with the old gen consoles. 



#72
Aren

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If BioWare knew the AI wasn't good, that would explain their choice to make the game entirely unchallenging. I wonder if, faced with the added difficulty from the party being difficult to control, they just made the enemies weaker to compensate.

Because, despite the AI, the game is in no way difficult.

Now, that said, I haven't had the same problems with positioning as the OP has, perhaps because I do micromanage the whole party. That's how I expect to play a party-based game. Once the battle is joined and there's any danger, never spend more than a second unpaused at a time, and I will survey the whole battlefield nearly every time I do pause (I love the free-roaming camera DAI has).

I'll let characters act on their own only of there's little risk of things going wrong.

I prefer to create and customize tactics to adapt the party to various foe, rather than micromanage each time the whole party.......it's incredibly annoying.


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#73
DSiKn355

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Mine does. Perhaps there needs to be a way to further simplify the extant AI for some Players....

 

So without controlling your ranged characters and just using the combat AI they do not go running towards dragons and get melee killed?

 

Or just stand there getting hit by fire?


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#74
Elhanan

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So without controlling your ranged characters and just using the combat AI they do not go running towards dragons and get melee killed?
 
Or just stand there getting hit by fire?


I prefer them to stay close and avoid the damage from Wing Buffet. I disable Fade Step, and use it manually to insure this happens. Yes; Dragon encounters do require a bit more hands on control, but as I do not use Action mode primarily anyway, tis not a major thing.

#75
Saphiron123

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Nighttime in the Hissing Wastes (possibly the Fallow Mire), references made of time passing at War Table and Keeps, The Grand ball in Orlais is time imperative, some cut-scenes for travel, etc.

But none of this has nada to do with combat; simply more subjective blindness to the game.

Of course the hissing wastes are night even if you spend 50 hours in them, and most of the rest is day even if you spend 50 hours in it. It's 2015, it's a weird omission for an "open world" game.