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Hulgore

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  1. Thanks for the answers. I thought about the 'passive' setting, the problem is the amount of micro-management that is then required ; it would be fine with a party of three, but six people feels overwhelming. I guess I could try to set only my frontliners to passive, and keep the range characters to the 'defensive' setting, that could balance things out
  2. You think it's because I had my party members set to 'Defensive' behavior that I had this happening ? If I put them to 'Defend Self', it may prevent this from happening ?
  3. When a party member is hitting in melee an enemy, and this enemy decides to disengage, then party member starts chasing his target. This can be a real problem when party member was being engaged by multiple enemies, as he is going to take a disengage hit for each of them, sometimes killing himself by doing so. This can happen very suddenly and can ruin a fight in an instant I think there should be a check implemented to AI so that a character does not chase an enemy that disengaged from him if he is still engaged with someone else. Instead, the character would automatically change its target and start attacking the remaining enemy or enemies he is still engaged with.
  4. If I ask a party member to attack a distant enemy while this party member is equipped with a melee weapon, he/she starts to run towards the enemy to try to reach it in melee ; however, if at that moment I swap the weapon of that party member to a bow, what happens is that instead of simply attacking the enemy from range with the bow, the party member keeps running towards the enemy, as if he needed to be in melee to attack with his bow. This may be less of a bug than a "quality of life" element that feels like a bug, as I have to pause the game and cancel the action of party member, and repeat the attack command to prevent the character from running in melee with his bow.
  5. Hello, I saw in multiple fights enemies standing still and not doing anything. I "reported" this on the ProjectEternity subreddit with a short clip : Link People in the comments were suggesting a pacing issue, which seems plausible to me, as I've noticed on many occasions how both enemies and groupmates can make very strange pacing decisions : sometimes enemies run in circles around my group, apparently unable to find a way to their target ; groupmates can start doing big circles around other groupmates to reach the location I selected, instead of taking the shortest way there - and I end up having to micro-manage their movement by selecting very small distances and pausing regularly to prevent them from running in rather random directions
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