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Advice for DA 4: Making a good RPG


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#26
PapaCharlie9

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I hope they bring back deeper tactics, it doesn't even have to be like DA:O or 2, just something more than defend/follow.


I've been thinking about that. I know a lot of people liked the "coding" of DA:O, but I found it to be too limited. If you are going to let me code the AI, give me a full Lua scripting interface, none of these half measures. But that wouldn't be of much use to the vast majority of players. Besides, I spent altogether too much time geeking out over the DAO scripting stuff.

I'd guess Bioware came to the same conclusion for DAI, but solved the problem in the wrong way.

Instead, let us record AI macros. I should be able to hit a Record button and control, say, Dorian for a few fights. Then when the AI controls Dorian, it follows one of my recorded attack patterns. The game code should be smart enough to figure out context, like target type and traits, and extrapolate. If I record one attack pattern for a mob of mooks, another for a promoted demi-boss, and a third for a high dragon, that ought to be enough for the AI to extrapolate for just about every common situation.

Sync the attack patterns with the Golden Nug and you never have to do them again.

#27
kann.nix9mm

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Are you sure about that? I hate playing games where my AI controlled companions steal my kills and play better than me.

If you mean better at target selection, setting up combos and using support abilities correctly, I'm all for that.

 

I mean an AI better in that and many more. I don't want to have to babysit my companions all the time in battle because the AI has no clue how to properly use certain skills, sorry, the majority of the skills. I don't want to fight boss monsters which have only 4 or 5 attack patterns, which without fail come one after another than rinse and repeat, and aside from that are freaking huge blocks of HP, i.e. dragons.

Trials went in a good direction with giving the enemy more 'abilities' but it didn't make the AI acting smarter ,,, 



#28
Ruegar14

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I'd like to have a nightmare where mobs cannot be solo'd . U could try but only get a quarter of the way before dying for every class. But 4 companions as a whole can do it.even the mooks should be like that so crowd control and slow mean something. Umm and if basing off dai idc if it's more linear but with deeper story, just no more meaningless fetch filler.

#29
SkinVision

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After the ME3 debacle? Wasn't going to happen.

 

 

Would you mind explaining what the ME3 debacle is? I don't play a lot of games and googling Mass Effect 3 debacle doesn't give me any insights :D Your post made me wonder what went wrong with ME3 game choices.
 



#30
Stahl33

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ME3 debacle?... I assume they mean that whatever choices you made were made moot when pretty much everything that you did was destroyed at the end no matter what your choice was.

 

Of course not doing something because it was done poorly is like throwing the baby out with the bath water.


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#31
PapaCharlie9

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ME3 debacle?... I assume they mean that whatever choices you made were made moot when pretty much everything that you did was destroyed at the end no matter what your choice was.
 
Of course not doing something because it was done poorly is like throwing the baby out with the bath water.

^This.

ME3 was hyped and built up as the ultimate climax to all of the moral decisions you had made for the entire series. Expectations were raised that Bioware was going to pull off some kind of miracle and have drastically different endings for every combination of decision.

Instead, what we are got were the Red/Green/Blue color endings that hardly differed at all, and where they were different, they were vague or, in the Red case, completely unacceptable to the fandom.

This video illustrates how all choices were rendered down to the same content with slightly different colors.

SPOILERS FOR ME3, OBVIOUSLY


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#32
AlanC9

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Of course not doing something because it was done poorly is like throwing the baby out with the bath water.


However, it's quite rational to decide that doing something right is too expensive, and doing it cheap is worse than not doing it at all. I've always figured that this is what happened to planetary exploration between ME1 and ME2.

One of the funny things about the really cheap ME3 ending approach is that it ended up having more variation than Bio wanted; most of what the EC did was killing off bad -- or anyway, non-intended -- fan interpretations.