DrakenKin Posted September 29, 2015 Author Posted September 29, 2015 Let characters in party walk through each other... People like you make me mad to no end. I hope developers ignore you and don't turn the game into incoherent arcadey gibberish. Don't make this personal, stay civilized and argue the point instead. Why I said let them go through? Not as a final solution but as a temporary fix until the next game. The truth is pathing is kind of horrible : 1) If you are in a corridor, your tank will keep bumping into your front instead of being able to go to the front. Why is he in the back? when exploring it is better to put your guy with a lot of mechanic in front so he can detect traps before tank walks into them. You don't typically explore in fighting formation. The more difficult a trap is, the closer you need to be to see it, in od nua often your tank will walk on a trap before you spot it if you do your battle formation to explore. 2) Often VISUALLY there will be enough room for your characters to go around, but they will still be stuck for no reason 3) Sometimes you need to reposition in combat, even if your tank is in front you need your wizard on the side to cast cone spells... when pathing doens't work as it should, this becomes impossible and frustrating, your wizard will keep running back and forth for no reason I said let the character walk through each other as a quick fix to this problem. Of course we can all agree that having a decent pathing AI would be best, but as you might know, pathing problems and AI are some of the more difficult problems to tackle for small studios and it is unlikely you will get perfect pathing overnight.
Sannom Posted September 29, 2015 Posted September 29, 2015 1) If you are in a corridor, your tank will keep bumping into your front instead of being able to go to the front. Why is he in the back? when exploring it is better to put your guy with a lot of mechanic in front so he can detect traps before tank walks into them. You don't typically explore in fighting formation. The more difficult a trap is, the closer you need to be to see it, in od nua often your tank will walk on a trap before you spot it if you do your battle formation to explore.I have Aloth in first position to spot traps, and I never had a problem. The game pauses as soon as a trap or enemies are spotted, which enables to reorganiza my party before they can spot me. 2) Often VISUALLY there will be enough room for your characters to go around, but they will still be stuck for no reasonThey're stuck because there is no room. 3) Sometimes you need to reposition in combat, even if your tank is in front you need your wizard on the side to cast cone spells... when pathing doens't work as it should, this becomes impossible and frustrating, your wizard will keep running back and forth for no reasonSame as above, you're trying to move the caster somewhere there is no room. I said let the character walk through each other as a quick fix to this problem. Of course we can all agree that having a decent pathing AI would be best, but as you might know, pathing problems and AI are some of the more difficult problems to tackle for small studios and it is unlikely you will get perfect pathing overnight.Characters already walk through each other outside of combat. Granted, it takes a little while to get used to the difference once combat starts, but it's really not insurmontable. 2
DrakenKin Posted September 29, 2015 Author Posted September 29, 2015 It is kinda stupid honestly, just now i was in the OPEN, plenty of space for rogue to go around caster group to enemy, instead he kept running back and forth behind caster group and i had to manually queu a path around.
Sannom Posted September 29, 2015 Posted September 29, 2015 I prefer it that way, honestly. Complex pathfinding during combat makes predicting movement harder, so I prefer the characters always going in a straight line, even if it forces me to give them a path to follow.
DrakenKin Posted September 29, 2015 Author Posted September 29, 2015 This time the enemy had the problem... again open space, with a tree on the right side of my tank, spider keeps running back and forth then stops and does nothing... it doesn't seem to understand how to go around the tree to flank my tank. In other words, pathing is not only stopping players, but also preventing enemies from fighting efficiently. This could easily be taken advantage of by shielding (level 1 cleric spell making someone invulnerable) party members to pose pathing problems for enemies. You could even turn large doorways into small doorways (impossible to get past tank) and so on. Besides, realistically, if you are in a corridor, and have a friend in front of you... won't he just step aside to let you pass? In other words no clipping doesnt have to mean people are ghosts, it just means they are realistically gonna step aside to let the guy in the back through when needed. It just makes more sens than people being immovable stone golems, equivalent to unsurmountable walls you have to go around.
KDubya Posted September 30, 2015 Posted September 30, 2015 For the trap finding problem I just have the tank be the trap finder, usually my main character at that. That way my exploring formation is my combat formation and my team is always in position. You can pass through when out of combat to minimize any pathing issues. In combat positioning has consequences. You can have the guy in the wrong position pull out eat a disengagement attack and then go to where you wanted him to be. Or you can just put him in the right position to start with. Without combat positions having 'mass' to stop pass through the enemy would just mob the front guys stacking themselves five tall instead of flowing around and flanking you.
DrakenKin Posted September 30, 2015 Author Posted September 30, 2015 Volume, not mass But I get what you mean. Since I play PoTD I build my tank with survival to maximize potions. Potions are not always needed, but i am glad i have survival when i do need it. Second thing, best to use mechanics on a class with mechanics bonus, or generally built with options (origin factors etc) for mechanics, meaning not the tank. Third, to handle some of the text adventures that require high survival, you need someone to have it high, might as well be the tank... else team roles get screwy and i don't just mean in role play. But I get your point, there is more than one way to skin a cat.
Pendali Posted November 11, 2015 Posted November 11, 2015 (edited) I totally agree that queued spells need to be visible somehow. There need to be icons for this. Edited November 11, 2015 by Pendali
Kilburn Posted November 12, 2015 Posted November 12, 2015 I don't particularly like crafting in this game either. It is a bit too shallow. The ability to add enchantments to cool weapons like azure wrath for example is nice. So I guess I would still rather have it as is than not have it at all.
bronzepoem Posted November 12, 2015 Posted November 12, 2015 I think they can do these at DLC3 Her mind is Tiffany-twisted, She got the Mercedes Benz She's got a lot of pretty, pretty boys, that she calls friends How they dance in the courtyard, sweet summer sweat. Some dance to remember, some dance to forget
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