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Friendly fire


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15 réponses à ce sujet

#1
archav3n

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I was playing with Friendly fire most of the time, but am i the only one think it suxs? The AOE indicator seems wrong. Even you place it further from your tank, he/she will get burn. Also, the companion don't listen to you. Mostly. When i place a trap or delayed mine on the ground. I moved the tank few meters away. Then the tank for some reason run back to it's opponent and boom. RIP. Some spells can't be used at all. Every time i use chain lightning (the opponents are from afar) and boom.. my party members all in red health. What gives? Is this a bug or intentional?

 

It seems to me very difficult to play with Friendly Fire on with Hard/Nightmare difficulty. Did anyone turn it on?



#2
RiverHillBlue1

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I can't bring myself to play with FF on. The AI sucks in this game. And there are no tactics to help offset this. I really enjoyed the challenges of FF in DAO, so it's a little disappointing. I mean come on, my tank still runs after a Fennuc that gets caught up in the middle of an epic battle because it's somehow higher on the threat table than Giant.
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#3
sjsharp2011

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I can't bring myself to play with FF on. The AI sucks in this game. And there are no tactics to help offset this. I really enjoyed the challenges of FF in DAO, so it's a little disappointing. I mean come on, my tank still runs after a Fennuc that gets caught up in the middle of an epic battle because it's somehow higher on the threat table than Giant.

 

 

Lol :P


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#4
JiaJM98

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I was playing with Friendly fire most of the time, but am i the only one think it suxs? The AOE indicator seems wrong. Even you place it further from your tank, he/she will get burn. Also, the companion don't listen to you. Mostly. When i place a trap or delayed mine on the ground. I moved the tank few meters away. Then the tank for some reason run back to it's opponent and boom. RIP. Some spells can't be used at all. Every time i use chain lightning (the opponents are from afar) and boom.. my party members all in red health. What gives? Is this a bug or intentional?

 

It seems to me very difficult to play with Friendly Fire on with Hard/Nightmare difficulty. Did anyone turn it on?

Well FF is fun on MP... For people like me who lack team spirits  :P



#5
Gya

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The AoE indicator is rubbish. And CL has a preference for your team and will happily insta-gib your tank while barely tickling enemies. Same for mighty blow at low levels. I hated FF with my mage PT for just that reason. With my artificer PT however, it was brilliant watching my teammates run into my mines or Spike trap and die, so I could teabag the hell out of them.

#6
sjsharp2011

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Indeed I tend to have FF turned off as well if it thinks that a fennec is more dangerous than a giant then I' d hate to think what they think about the High dragons :P Because to me the only thing moer dangerous than the giants in DAi are the dragons I think.



#7
Arvaarad

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Love friendly fire. To me, the whole point of FF is to be inconvenient, makes it more challenging. It's like coding security systems - assume every ability will act as maliciously as possible.

#8
PapaCharlie9

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Love friendly fire. To me, the whole point of FF is to be inconvenient, makes it more challenging. It's like coding security systems - assume every ability will act as maliciously as possible.

 

Except that it is not every ability. That's what ruins it for me. There's no rhyme nor reason. It seems completely arbitrary which abilities cause FF damage and which don't. Why would Whirlwind cause FF but normal auto 2H attacks not? It doesn't make any sense.


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#9
archav3n

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Glad it's not only me. Why didnt Bioware fix it for SP? It really make no sense to pick certain abilities like the CL. I kind of the delay activation thing because you can basically time it. But AI seems not entirely stupid and seems to avoid it.



#10
Abyss108

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I play with it on for my first game on Nightmare. 

 

Yeah, it's inconvenient and very easy to hit your own people, but's that's the entire point.



#11
Arvaarad

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Except that it is not every ability. That's what ruins it for me. There's no rhyme nor reason. It seems completely arbitrary which abilities cause FF damage and which don't. Why would Whirlwind cause FF but normal auto 2H attacks not? It doesn't make any sense.


I generally assume that if it's a popular ability for non-FF players, like Chain Lightning or Fire Mine, that it will deal FF. For DA:I, FF isn't built as much around "this is intuitive" as it is "this changes the balance of the abilities relative to each other".

I think they had to do it that way because of the toggle. Since they wanted both game modes to be roughly balanced, they couldn't necessarily apply FF thematically. They had to do it strategically, applying it only to AoE abilities that were a bit stronger than similar-cost abilities.

If they'd blanket applied it to all AoE, AoE abilities would end up strictly weaker than single-target abilities as soon as the player turned on FF. Otherwise they'd have to tune the AoE stuff way too powerful for non-FF players.

#12
PapaCharlie9

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I generally assume that if it's a popular ability for non-FF players, like Chain Lightning or Fire Mine, that it will deal FF. For DA:I, FF isn't built as much around "this is intuitive" as it is "this changes the balance of the abilities relative to each other".

I think they had to do it that way because of the toggle. Since they wanted both game modes to be roughly balanced, they couldn't necessarily apply FF thematically. They had to do it strategically, applying it only to AoE abilities that were a bit stronger than similar-cost abilities.

If they'd blanket applied it to all AoE, AoE abilities would end up strictly weaker than single-target abilities as soon as the player turned on FF. Otherwise they'd have to tune the AoE stuff way too powerful for non-FF players.


That all makes sense, of course. My only objection is that it shouldn't be called Friendly Fire. Call it the "Danger Close" mode, or the "Chain Lightning/Immolate/Winter's Grasp/etc. Pro Mode". Let's reserve FF to mean what it means in FPS shooters, not some uber-balanced-yet-needs-an-FAQ-to-explain-it strategic mode.

#13
Arvaarad

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That all makes sense, of course. My only objection is that it shouldn't be called Friendly Fire. Call it the "Danger Close" mode, or the "Chain Lightning/Immolate/Winter's Grasp/etc. Pro Mode". Let's reserve FF to mean what it means in FPS shooters, not some uber-balanced-yet-needs-an-FAQ-to-explain-it strategic mode.


Fair enough. A part of me hopes they keep FF optional because not everyone likes it... but another part of me hopes FF goes back to being mandatory (or mandatory at Normal and above), because then the abilities can be balanced around it.
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#14
RiverHillBlue1

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Fair enough. A part of me hopes they keep FF optional because not everyone likes it... but another part of me hopes FF goes back to being mandatory (or mandatory at Normal and above), because then the abilities can be balanced around it.


I wouldn't mind this actually. Of course this is under the assumption tactics return along with the Hold Party function actually working.

#15
Arvaarad

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Was AoE prioritization part of tactics proper, or was it in the Aggressive/Ranged/Cautious/etc. section? Something like "characters set to Aggressive will continue attacking even when standing in AoE".

#16
RiverHillBlue1

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It was related to behavior, such as Aggressive would throw caution to the wind and stand in a blizzard or inferno. Cautious would attempt to avoid that stuff. But tactics could be leveraged in a way, like attack nearest enemy, enemies clustered, nearest Mage, etc. I never found it to be fool proof but it was useful. Hold Party actually working was useful.

To your point though they'd have to balance the entire game around tactics.