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Would anyone else have prefered DA2's AI system over DA:I's


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#76
zeypher

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Completely agree with this. The current combat system with its focus on reactions, active defence, and positioning seems to have been designed for a player to control each character (*cough* multiplayer *cough*), not an AI, as there are too many variables for a fairly simple game AI to deal with. This kind of combat is fine in games like Witcher 3 or Dark Souls, where the player only ever controls one character in real time, but it really falls over when one player tries to control a party all at once and the AI isn't up to it. There is a reason that older party based systems used turn based and RTwP; it's because the ability to queue up actions in advance for multiple characters is necessary for party based combat, and while DAI has a RTwP mode, it's extremely poorly implemented, is unreliable, and still suffers from the same flaws that the AI does, specifically, the inability to reliably position and react.

In the end, I just don't think this action oriented style of combat suits a party based single player game. It works fine for multiplayer games, and for games where you control a single character, but it's completely unsuited to a game like DA. Short of either taking control of the companions off the player completely and just fudging their mechanics (sort of like pets in WoW), thus allowing the player to focus on their own character, or going back to the older traditional CRPG style of party based combat, I can't see where Bioware can go from here with this current approach to combat.

Thing is the combat is still not fully action oriented, the game suffers because it keeps trying to do 2 things. I rather wish they choose a direction and stick with it, action fine then make it so companion AI is good and skills are designed around re-activity. Block/Parry should not be a skill, same with roll and dodge. They should look at mass effect on how to do party and MC, but trying to be tactical and action based is not working to well as both those things pull in different directions.


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#77
correctamundo

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Lol what are u talking about your acting as if we have a setting to keep them from running up to the enemy . Many people have always had this problem

 

Because we have.



#78
Darkly Tranquil

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Thing is the combat is still not fully action oriented, the game suffers because it keeps trying to do 2 things. I rather wish they choose a direction and stick with it, action fine then make it so companion AI is good and skills are designed around re-activity. Block/Parry should not be a skill, same with roll and dodge. They should look at mass effect on how to do party and MC, but trying to be tactical and action based is not working to well as both those things pull in different directions.


Yeah, I'd agree with that. The current system just doesn't work very well and ends up unsatisfying for fans of both styles of combat. Personally, I would vastly prefer they go back to the older style of CRPG combat, but realistically, I would expect them to go the action route, as that's better suited to consoles and the more casual audience they (and their masters at EA) seem focused on.

#79
Pallando

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Also, when it comes to the AI in DAI, there's also the pathfinding problem: how many times did my followers simply walk into the fire when fighting a dragon?

 

And DA2/DAO tactics would have been most welcome. I hate micro-managing every fight, but I love setting tactics and making strategies!

 

Moreover, what I loved in DA:O was how during the final battle you only controlled your character and were able to see all your teammates fighting using your tactics. 

They were so badass!

 

Alas, we didn't get anything like that in DAI, and I still wonder what the two thirds of my companions were up to while we were fighting the last battle...

They were probably slacking off in Skyhold. Why did I even bother recruiting them?


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#80
TraiHarder

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Once again, go into tactics and set them to "follow themselves". They look stupid because they are following the "Controlled Character".... And they will look dumber if the Controller character is standing there "auto-attacking" even when enemy get close enough.


Not true mines still act dumb and go right up to the enemy from time to time. An that's the first thing J do when I get a new person.
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#81
TraiHarder

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Not talking about effects but animations


What animation looks over the top FOR MAGIC let me say that again MAGIC

#82
Nefla

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I would have preferred Skyrim's ai system to DA:I's lol!


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#83
Hiemoth

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Thing is the combat is still not fully action oriented, the game suffers because it keeps trying to do 2 things. I rather wish they choose a direction and stick with it, action fine then make it so companion AI is good and skills are designed around re-activity. Block/Parry should not be a skill, same with roll and dodge. They should look at mass effect on how to do party and MC, but trying to be tactical and action based is not working to well as both those things pull in different directions.

 

I agree with this so much. One of the frustrating comments I see from time to time in ME discussion is a push to have party control in ME games, which I can't see going well since the system is build on shooter mechanics and single character control, requiring a lot of reactivity, cover mechanics and movement. All things that would not work well with party control and would require an extremely complicated AI not to go haywire. Thus I am personally happy that the ME team decided to focus on giving a good gaming experience for that one approach instead of trying juggle two incompatible approaches at once. What didn't help that they decided to simultaneously redo everything in the combat system, so that it wasn't just the control reactivity but all the other pieces that changed at once, giving basically no room for building on what was done before.

 

 

Yeah, I'd agree with that. The current system just doesn't work very well and ends up unsatisfying for fans of both styles of combat. Personally, I would vastly prefer they go back to the older style of CRPG combat, but realistically, I would expect them to go the action route, as that's better suited to consoles and the more casual audience they (and their masters at EA) seem focused on.

 

To be fair, I don't think this is something hoisted by EA on the DA team, but rather the end result of a logical chain of thought and certain design aspects visible already in DA2. The truth is that a vast majority of the game sales are on consoles and especially with a gamepad you really want that constant engagement of the player, so it makes sense to try to cater to that audience, which they partially already did in DA2 with some of the options. And from a single-character perspective, a lot of the changes they did are sensible, forcing the player to constantly react to what is happening in the combat situation. The problem is that in order to achieve that, the new system really, really doesn't work with the party.

 

Two-weapon rogue is a prime example of that. When controlled, they are pretty good killing machine. Given to the AI, they are pretty much dead meat.