Not so much a suggestion as pointing out such a hideous oversight that it may as well be called a glitch: the AI-assigned stats of minions you obtain late in the game are often so stupid that it's impossible to use the character. I would really like to be able to have Zevran not pigeon-holed into dual-wielding by the time I advance the main plot far enough to obtain him, for example.
Same goes for NWN 1 expansions that include partners whose stats you have control over, NWN2 in general, etc etc. It's annoying; I really would like to hear a character name and not think "Oh yeah, that was that broken one".
Has probably been pointed out before. The more it's repeated, the better, though.
Suggestion for future games
Débuté par
Murushirago
, mars 22 2010 12:25
#1
Posté 22 mars 2010 - 12:25
#2
Posté 22 mars 2010 - 12:26
Pathfinding has almost always been a problem. With Everything
#3
Posté 22 mars 2010 - 12:29
This issue has been around as long as I can remember. The Baldur's Gate series was this way too. Sometimes I'd rush to pick up an NPC on subsequent playthroughs. If I waited their proficiencies were distributed in ways I disliked.
I feel your pain with Zevran. It's a pain to make him a competent lock picker. It can be done, but it takes forever and forces lots of backtracking to open chests I missed before. I'm afraid this may be something we'll have to live though.
I feel your pain with Zevran. It's a pain to make him a competent lock picker. It can be done, but it takes forever and forces lots of backtracking to open chests I missed before. I'm afraid this may be something we'll have to live though.
Modifié par Seagloom, 22 mars 2010 - 12:30 .
#4
Posté 22 mars 2010 - 12:31
That also happened to me with Sigrun in DA:A, I expected her to be a rogue, not a rogue with fighter stats. Was strange. Couldn't open chests in Kal'Hirol because I thought it would be best to replace Nathaniel since they were both rogue class. WRONG
#5
Posté 22 mars 2010 - 12:45
I forgot to make clear I wasn't suggesting the AI decision-making be improved; rather that the player should be allowed to assign stats as though the character had been present from the start - possibly INCLUDING potential bonuses from quest rewards it was impossible to have that character present for.
Of course, considering the multiple possible pigeon-holes for each class (usually enough points in Dragon Age before the cap to max out one area of expertise, a prestige class and the class skills), it wouldn't be possible for the AI to assign properly anyway - for example, I might want Loghain to be a double-handed weapon wielding juggernaught with 60 strength, relying on health potions (yes, potions, you don't drink a poultice...) so I can ignore Constitution... or at the very least, I might not want half his total possible points in Willpower...
Of course, considering the multiple possible pigeon-holes for each class (usually enough points in Dragon Age before the cap to max out one area of expertise, a prestige class and the class skills), it wouldn't be possible for the AI to assign properly anyway - for example, I might want Loghain to be a double-handed weapon wielding juggernaught with 60 strength, relying on health potions (yes, potions, you don't drink a poultice...) so I can ignore Constitution... or at the very least, I might not want half his total possible points in Willpower...




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