Aller au contenu

Photo

Feedback: The combat AI is awful


  • Veuillez vous connecter pour répondre
102 réponses à ce sujet

#76
Saphiron123

Saphiron123
  • Members
  • 1 497 messages

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.

It really is. Varrick runs upto the dragon and shoots it point blank, then he dies. I revive him, and varrick runs point blank upto the drgaon, and i take control of him and tell him to hold position before swapping back to my main. Varrick runs upto the dragon again. I pull him away and control him manually, solas casts barrier on himself and not on my warriors who could actually use it, and as soon as i run varrick far enough to switch and focus back on the dragon, varrick runs upto the dragon and he dies.

This isn't tactics, it's dealing with idiots. It's just bad AI.

It's not that i can't micromanage them, it's just that when i sued to micromanage my dragon age companions it was part of combat, it wasn't trying ton vain to get them to follow basic orders.

Inquisition has terrible AI, there's no getting around it.


  • Uccio, Darkly Tranquil, Grieving Natashina et 1 autre aiment ceci

#77
Innsmouth Dweller

Innsmouth Dweller
  • Members
  • 1 208 messages

Banner Saga didn't have nighttime either. but they managed to explain that in lore. explaining why some regions, on the same geographical latitude, have nighttime and some don't could involve subspace anomalies... or magic

 

tbh, i'd like DA to focus on RP more than on open-worldness, exploration, or day/night cycles, TES does those things.



#78
Elhanan

Elhanan
  • Members
  • 18 483 messages

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.


Not when one is expecting a static setting; not one with a Day/ Night cycle. Bioware informed the Players that while this would be explored in future games with this engine, DAI would have set times for the telling of the stories within those areas. Crestwood may offer both, but if not Day/ Night change, at least it stops raining.

In Skyrim (currently my first and only Open World game; DAI is not), the cycle was enjoyable, but more so when I could finally tailor the Set Time feature via console.

Apparently it is weird if one is unaware of the information. Personally like games that use either mechanic; one type does not define the quality of enjoyment for me anyway; nor the genre.

#79
Elhanan

Elhanan
  • Members
  • 18 483 messages

It really is. Varrick runs upto the dragon and shoots it point blank, then he dies. I revive him, and varrick runs point blank upto the drgaon, and i take control of him and tell him to hold position before swapping back to my main. Varrick runs upto the dragon again. I pull him away and control him manually, solas casts barrier on himself and not on my warriors who could actually use it, and as soon as i run varrick far enough to switch and focus back on the dragon, varrick runs upto the dragon and he dies.

This isn't tactics, it's dealing with idiots. It's just bad AI.

It's not that i can't micromanage them, it's just that when i sued to micromanage my dragon age companions it was part of combat, it wasn't trying ton vain to get them to follow basic orders.

Inquisition has terrible AI, there's no getting around it.


And yet somehow, I and others do. No expertise required.

DAI still has better AI than many or most games, and while the Tactics is inferior to previous titles, it still is capable for continued gameplay. Have 600+ hrs myself to show for it, and others have even more.

Perhaps this might help: Set Varric to Follow himself, set Leaping Shot as Preferred to help insure distance. Set Solas to Follow himself and Barrier to Preferred.

While I have not used Varric against a Dragon, these changes worked with Cole respecced as an Archer. But I have used Solas most of the time, and the larger problem has always been him casting Barrier on others before himself. Our experiences do not match; am guessing the settings chosen for the same game might not either.

#80
KilrB

KilrB
  • Members
  • 1 301 messages

And yet somehow, I and others do. No expertise required.

DAI still has better AI than many or most games, and while the Tactics is inferior to previous titles, it still is capable for continued gameplay. Have 600+ hrs myself to show for it, and others have even more.

Perhaps this might help: Set Varric to Follow himself, set Leaping Shot as Preferred to help insure distance. Set Solas to Follow himself and Barrier to Preferred.

While I have not used Varric against a Dragon, these changes worked with Cole respecced as an Archer. But I have used Solas most of the time, and the larger problem has always been him casting Barrier on others before himself. Our experiences do not match; am guessing the settings chosen for the same game might not either.

 

Just because you can make it work doesn't mean it is a good, or even adequate, ai.

 

You could drive a Yugo, that wouldn't make it a good vehicle.

 

Yet by your continuing comments on these fora it would seem that if you were told you were getting a Mercedes and paid for a Mercedes, but got a Yugo instead, you would be just as happy.

 

 ... and defend the people who did it to your dying breathe.

 

 ... and be happy, nay beg for them,  to cheat you again.

 

EDIT:

 

 ... while snidely ridiculing anyone else who dares to complain about getting a Yugo instead the Mercedes.


  • MeanderingMind, Darkly Tranquil, Xetykins et 3 autres aiment ceci

#81
Elhanan

Elhanan
  • Members
  • 18 483 messages

Just because you can make it work doesn't mean it is a good, or even adequate, ai.
 
You could drive a Yugo, that wouldn't make it a good vehicle.
 
Yet by your continuing comments on these fora it would seem that if you were told you were getting a Mercedes and paid for a Mercedes, but got a Yugo instead, you would be just as happy.
 
 ... and defend the people who did it to your dying breathe.
 
 ... and be happy, nay beg for them,  to cheat you again.
 
EDIT:
 
 ... while snidely ridiculing anyone else who dares to complain about getting a Yugo instead the Mercedes.


I do not drive, but am quite content with the game I purchased.

Yep; can make the current game work rather well using the Vanilla version (no mods, no 3rd party software); disability and all. I mention that because others complain over the cars that they purchased, and seem to be unwilling or unable to drive them even though they have options to get it operational. They prefer to complain to others passing them by....

#82
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

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.

How quickly should time pass?

Given that we're unlikely to spent more than a few hours at a time in any given area, and further given that long-distance travel is abstracted (so there's no way to control the time of day that we reach an area) and further given that dynamic lighting is expensive, I don't see why we would want day-night cycles.

If it were a true open world game, without the area transitions, sure. But given the area transitions, I don't see a problem.

And it was a 2014 game.
  • In Exile et Grieving Natashina aiment ceci

#83
CronoDragoon

CronoDragoon
  • Members
  • 10 412 messages
Bad AI is not really the problem against dragons. The problem against dragons is that being far away and being close are both very dangerous. Manual control is the only solution to the dragon's ability mechanics regardless of how detailed the AI is.

If there wasn't the wing hurricane move, rogues would have zero issues against dragons.

#84
KilrB

KilrB
  • Members
  • 1 301 messages

I do not drive, but am quite content with the game I purchased.

Yep; can make the current game work rather well using the Vanilla version (no mods, no 3rd party software); disability and all. I mention that because others complain over the cars that they purchased, and seem to be unwilling or unable to drive them even though they have options to get it operational. They prefer to complain to others passing them by....

 

It doesn't matter how many times you repeat "the pen is red!" ...

 


  • Sartoz aime ceci

#85
Dinkledorf

Dinkledorf
  • Members
  • 217 messages

LOL, why do you guys continue to answer Elhanan?  Seems like you are gluttons for punishment, the man has an answer and a slip of the passive aggressive in absolutely every response.  Waste of time!



#86
In Exile

In Exile
  • Members
  • 28 738 messages

How quickly should time pass?

Given that we're unlikely to spent more than a few hours at a time in any given area, and further given that long-distance travel is abstracted (so there's no way to control the time of day that we reach an area) and further given that dynamic lighting is expensive, I don't see why we would want day-night cycles.

If it were a true open world game, without the area transitions, sure. But given the area transitions, I don't see a problem.

And it was a 2014 game.

 

The other thing is that a night-day cycle is incoherent. How are we supposed to experience the passage of time. Does my PC experience time on the same scale I do? How? It's the open world scale problem, which to me is anti-verisimilitude. I can accept the abstraction that - when using an NWN/DA:O style module design - that I am in a small part of a big location. I can't accept the Skyrim/GTA design of a hugely populated city barely fitting within a tiny remote rural township block. 



#87
Grieving Natashina

Grieving Natashina
  • Members
  • 14 554 messages

This is the first DA game (or expac/DLC) that I've ever played where the rogues lack the basic ability to flank automatically, and where the ranged won't stay ranged.  I'm not one to micromanage my tactics in BioWare RPGs, but I have made sure that certain basic ones were in place.  Like keeping a damned distance from the big nasty creature if they are a ranged class, or flanked if they are a squishy rogue and not standing in front of the mob for both.  

 

That's what bothers me.  I mean, the lack of getting out of whatever icky Circle of Death is around is one thing (lightning, fire, ect.)  It's annoying, but I don't mind manually moving everyone out of it.  I put up the video with my previous post because it's a nice summation.  However, again unlike every DA game I've ever played, I can only watch helpless as my ranged party members keep trying to stay right in front of the mob over and over again.  Sure, I can stay in Tac Cam (which I hate) and continue to drag around party members just to make sure they do their basic job.  I really shouldn't have to.  If they were unable to give a more detailed set of tactics (at least equal to DA2,) then the programmers should have at least gave characters like Sera, Cole, Vivi, Varric, Solas and Dorian the simple ability to stay ranged/stay flanked and not right in front of the enemy's face.

 

For me at least, having my ranged characters suddenly think they are tanks doesn't add a good challenge.   It doesn't encourage me to "think harder about each fight," since my commands are generally useless.  Especially the "hold" command, but that's besides the point for now.  I instead find myself gritting my teeth during a dragon fight while my mages and rogues run up to the beast and stand directly in front of them over and over again.  This is one of those designs from the company that doesn't create an urge for me to replay the game to try something different.  This only encourages my frustration levels.


  • Sartoz aime ceci

#88
Saphiron123

Saphiron123
  • Members
  • 1 497 messages

Just because you can make it work doesn't mean it is a good, or even adequate, ai.

 

You could drive a Yugo, that wouldn't make it a good vehicle.

 

Yet by your continuing comments on these fora it would seem that if you were told you were getting a Mercedes and paid for a Mercedes, but got a Yugo instead, you would be just as happy.

 

 ... and defend the people who did it to your dying breathe.

 

 ... and be happy, nay beg for them,  to cheat you again.

 

EDIT:

 

 ... while snidely ridiculing anyone else who dares to complain about getting a Yugo instead the Mercedes.

This guy gets it. The AI is ****, i can manage it and even play at nightmare, but it's ****... and if DAI threw groups at me the size of the ones we fought in origins and DA2 with enemies who have spell lists and real skill options, I don't think the AI could survive.



#89
Auztin

Auztin
  • Members
  • 546 messages
I haven't had any problems with the AI besides them walking over tables when at a vendor or shoving me when in a conversation with an npc but that can be improved on.If they add tactics system back I hope it is more detailed than Origins.It was very ambiguous & was all set into an rotation of spells/abilities.I would very much prefer they do their abilities when I tell them but that required micro management.In DA:I I don't micro manage much except if something starts going wrong then I just tac cam to see what is going on.

#90
PrimerTrouble87

PrimerTrouble87
  • Members
  • 51 messages
For me it's the whole AI itself since hold position doesn't work and the companion running off ahead of me was kinda annoying (once the companion left me to deal with a mob by myself) also they get stuck. All these problems that I had with the AI was on the PS3 version.

#91
Sartoz

Sartoz
  • Members
  • 4 502 messages

                                                                                        <<<<<<<<<<>>>>>>>>>>

 

Seriously, the AI default behaviour for managing the team specialists (archer, mage, rogue, tank) is non-existent.

 

I guess since many wanted tactics, Bio decided that the best way was to force us to figure out how the specialists' skill set can be used to manage combat. Coming from DA:O and DA2, my initial DAI experience was frustration. I innocently expected a basic and correct pre-programmed tactical behaviour for each character (ie: range char to keep their distance). Instead, Bio decided to throw us into the lake and we either learned to swim or die! It goes against EA's philosophy of making EA games easy to learn.

 

Yes, eventually I learned to use the "tactics" table. However, this AI never came anywhere near the previous two AIs in terms of capabilities. Even, then, sometimes the ranged characters forgot they were not tanks.



#92
Elhanan

Elhanan
  • Members
  • 18 483 messages
Perhaps some could have trouble learning how to use the new Tactics mechanics (ie; Disable, Default, or Preferred), but I do not really believe it should require more simplification. Actually hope the older Tactics option return, though it is far more complicated....
 
^_^

#93
Nomen Mendax

Nomen Mendax
  • Members
  • 572 messages

Perhaps some could have trouble learning how to use the new Tactics mechanics (ie; Disable, Default, or Preferred), but I do not really believe it should require more simplification. Actually hope the older Tactics option return, though it is far more complicated....
 
^_^

I think you are missing the point. Here is an example - I disabled all of Varric's abilities except Long Shot and Poison. If the AI was any good at all, Varric should then try and create distance between himself and his targets (which would be a good thing to do in general for a ranged character). He doesn't. In fact, as far as I can tell, characters never move away from their targets, they only move towards them so that they can get line of sight. This commonly results in your mages and archers getting into melee range where they generally don't want to be.

 

As an aside, I'm not saying that the AI being poor makes the game hard. I play it on nightmare with very little difficulty (though I'm probably over-leveled most of the time) and I don't generally play games on their highest difficulty settings.



#94
KilrB

KilrB
  • Members
  • 1 301 messages

Perhaps some could have trouble learning how to use the new Tactics mechanics (ie; Disable, Default, or Preferred), but I do not really believe it should require more simplification. Actually hope the older Tactics option return, though it is far more complicated....
 
^_^

 

"Simplification", "streamlining", "awesomification" or whatever you want to call it is what got us the retarded ai and "tac-cam" we now have in DA:I.

 

This is not what I want.

 

Tactical settings and the ai should not be dependent on which camera mode I am in.

 

Why does my tac-cam need to "walk" the map like my character?

 

To show me where obstacles and cover are?

 

That's an excuse for poor pathing and ai.

 

It is an excuse for incompetence and laziness.

 

It is an excuse for them short-changing (cheating) you knowing you would just shrug and take it.

 

That the short-comings can be overcome with work-arounds and constant micromanagement is no acceptable excuse.

 

You "hope the older Tactics option return"?

 

They they have lobotomized the ai and devolved the tactics in each successive game.

 

If you continue to be accepting of this they will continue on this path and there will be no improvement.

 

(edit: spelling)



#95
Drantwo

Drantwo
  • Members
  • 144 messages

I've had 2 playthrough in DA:I, one being a Melee Inq completionist and the second being a Mage Inq skipping about 70% of the boring side quests. In both of these playthrough, I had disabled all of Varric's abilities except long shot and rain of arrows. Yet, Varric still acted like he's a tank and not a rogue. This ended with me being so frustrated that I had to exclude rogues out of my party and replace him with Solas. (Except while doing his personal quest). This is still consistent even after all the patches.. at least in case of Varric. When the game was first released, my biggest issue with Tac Cam was that after assigning a specific position to my characters, none of them would hold their position, even after using the "hold Position" button. This was solved though after the 4th or the 5th patch but my first playthough was already done before them, with me not using the tac cam at all. There was no auto attack too in the beginning, which resulted button mashing the attack key all the way. Was really frustrating really in the beginning. 



#96
Fiery Phoenix

Fiery Phoenix
  • Members
  • 18 968 messages

I literally can't think of a single BioWare game in the last ~10 years where companion AI during combat was decent.



#97
Drantwo

Drantwo
  • Members
  • 144 messages

I literally can't think of a single BioWare game in the last ~10 years where companion AI during combat was decent.

 

I thought it was much better in DA:2. Varric didn't go haywire and maintained his distance against the High Dragon at the Bone Pit or against the huge Profane which we encountered in Act 1 at the deep roads. Also,in DA:2, whenever there was a fireball attack, the ground used to be on fire for some seconds giving fire damage to anyone who stood on it. Varric always changed his position from that burning place to another place while maintaining his distance from the High Dragon. This was never the case in DA:I with any of the companions except Vivienne. All accepted their destiny and stood on that burning ground until turned into crisp fries.  



#98
Elhanan

Elhanan
  • Members
  • 18 483 messages

I think you are missing the point. Here is an example - I disabled all of Varric's abilities except Long Shot and Poison. If the AI was any good at all, Varric should then try and create distance between himself and his targets (which would be a good thing to do in general for a ranged character). He doesn't. In fact, as far as I can tell, characters never move away from their targets, they only move towards them so that they can get line of sight. This commonly results in your mages and archers getting into melee range where they generally don't want to be.
 
As an aside, I'm not saying that the AI being poor makes the game hard. I play it on nightmare with very little difficulty (though I'm probably over-leveled most of the time) and I don't generally play games on their highest difficulty settings.


While I have not used Varric much in high level portions of the game, I have used Cole. And by setting Leaping Shot to Preferred while leaving others on Default, proper distance was not a problem.

The only difference I can think of that might be different, is that I typically set Behavior for Potion, Mana and Stamina usage at 20%, set Follow to themselves, and utilize the default 2 potions in reserve. While I do use Tac-Cam and Pause frequently, have had no major issues with my ranged Companions. And I also play on Nightmare difficulty.

As for simplification, that was sarcasm; hence the emoticon. :)

#99
Elhanan

Elhanan
  • Members
  • 18 483 messages

I literally can't think of a single BioWare game in the last ~10 years where companion AI during combat was decent.


And every Bioware game I have played has had better AI for Followers than other titles (NWN1 became improved over time as did ME1 due to patches, expansions, etc). But I play RPG's primarily, so that would limit the parameters.

#100
Nomen Mendax

Nomen Mendax
  • Members
  • 572 messages

While I have not used Varric much in high level portions of the game, I have used Cole. And by setting Leaping Shot to Preferred while leaving others on Default, proper distance was not a problem.

Have you observed AI controlled characters intentionally moving away from enemy combatants? I'd be very interested if you have since I have never seen this behaviour. Leaping Shot isn't a good test of this since a sensible use of it entails getting closer to the target (unless the target is very large).


  • Grieving Natashina aime ceci