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Engagement System Questions

mutonizer

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After I hit level 4 there really hasn't been that much difficulty other than adjusting to some targeting stuff - Archers in the Dyrford Ruins always targeting Sagani was annoying, so eventually I just reloaded and just sent her in after they were dead and took virtually no damage from anyone.

Part is probably because enemies just can't keep up ACC/DEF wise with character progression and might be a voluntary choice by Obsidian so that all manner of builds/party composition could get the overall same result (aka, win fights). Of course, that means that if you specialize a bit, or pay better attention in fights and whatnot, you'll very soon start to cruise through everything, even on hard. That's slightly solved with PotD, if not solved, pushed back some levels at least and I "think" (not sure yet because it's Dyrford and I know the content from beta) I'm starting to reach that at level 6-7. Still some rough fights though.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Disengagement abilities do not matter if the enemy can just teleport to you over and over again.

I think there's some bugs with some of the companions stats. I think my Eder's defenses are a bit higher than they should be.
 

tdphys

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Disengagement abilities do not matter if the enemy can just teleport to you over and over again.

I think there's some bugs with some of the companions stats. I think my Eder's defenses are a bit higher than they should be.

Yeah, Eder just seems to sit there in the middle of tons of mobs, and I usually don't have to even worry about him ( on hard ). Granted, took all the tankiness I could find.
 
Self-Ejected

Bubbles

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Eder is one of the most likely characters to be hit by the stat bug, since people tend to visit the Gilded Vale outdoor map pretty frequently. Since Eder's permanent stacking buff of choice are +def boosts, he quickly becomes a super tank with 110+ def.

edit: link in case someone wants it
 
Self-Ejected

Bubbles

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My eder has 65 def... not sure if that's bug buffed or not.

Base def is 25, + 3 for every level after the first. So if you're level 12, you would have 58 base def naked and without active modals.
 

Rostere

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Fighters are p. awesome tanks, that's a fact.

Disengagement abilities do not matter if the enemy can just teleport to you over and over again.

Obviously if the enemy can teleport anywhere pretty much instantly, and potentially an infinite amount of times, you've got a mobile as hell enemy right there. Then maybe all you can hope for is a delay in them exploiting your weak points. If you think that is too tough, maybe they should be nerfed or at least changed in some way.
 

Mangoose

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You know what? Just go back to AoOs and +advantages from flanking, 3E style. Then make better AI that actually can weigh the decision between sacrificing their character or not. Make it "simple" (emphasis on the quotation marks before someone says that kind of AI is hard, because I don't know or care atm) like doing a VERY rough risk analysis, estimating whether a Rogue can get past a Fighter "wall" and kill a Wizard. Or if he can't. Then maybe roll a die based on how intelligent/cautious you want to script said party.

Ah what the hell, forget the AI and just have their script simply notice Fighters in the front line (e.g. there is an obvious tarpit), and then roll the same die. Script the Rogue in to flank if there is an obvious gap in enemy's AoO "control areas." I'm pretty sure even shitty Blood Bowl AI can do that.

Give certain characters stronger AoO, uh, capabilities... Simple things, like giving Fighters a larger area for AoOs to minimize the need to micromanage positioning.

I'm serious on the very last six words. If you make the combat system rely less on micromanagement and more on "macro" (e.g. use "auras," larger control ranges, emphasize toggle abilities, stances, formations...) then the inevitable shitty pathfinding is less of an issue. And I would actually like to play such an RTWP game because I'd have to pause a lot fucking less.
 

Darth Roxor

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Solution - sit the wizard in the next room against shades/spectres

This is a funny thing because I tried that in the temple of Eothas. I'd park Aloth almost across the fucking map to save him from bumrush, but the shadows summoned by the shades knew where he was anyway, and they'd run past the rest of my dudes just to make a beeline marathon for Aloth :hmmm:
 

Kaldurenik

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I'm not sure what it is. But from my observation someone at Obsidian hates wizards ^^. Enemies will always target the wizard instantly killing him or charming, CCing him. If you hide him in another room they will still target him, its very strange.

Anyway while i can understand why the engagement system works the way it do. Its still annoying because you cant move without almost dying due to the massive damage.
 

Rostere

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This ain't a turn-based game, FYI. AoOs don't belong in real-time games.

You know. That's not really an argument. At least not a better argument than "MOBA fans don't belong in RPG forums".

I'm not sure what it is. But from my observation someone at Obsidian hates wizards ^^. Enemies will always target the wizard instantly killing him or charming, CCing him. If you hide him in another room they will still target him, its very strange.

Anyway while i can understand why the engagement system works the way it do. Its still annoying because you cant move without almost dying due to the massive damage.

What do you mean "strange"? Surely you should always hit the squishy guy in the pajama doing powerful magic first? I understand if you only meant the LoS AI issue, but IMO AI should always try to exploit your weak points.
 

Sensuki

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You know. That's not really an argument. At least not a better argument than "MOBA fans don't belong in RPG forums".

It is an argument, that statement on it's own is not but the reasons why AoOs don't work in real-time has been stated countless times by me and others. My very first post in the thread, for instance.
 

Kaldurenik

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Divinity: Original Sin
This ain't a turn-based game, FYI. AoOs don't belong in real-time games.

You know. That's not really an argument. At least not a better argument than "MOBA fans don't belong in RPG forums".

I'm not sure what it is. But from my observation someone at Obsidian hates wizards ^^. Enemies will always target the wizard instantly killing him or charming, CCing him. If you hide him in another room they will still target him, its very strange.

Anyway while i can understand why the engagement system works the way it do. Its still annoying because you cant move without almost dying due to the massive damage.

What do you mean "strange"? Surely you should always hit the squishy guy in the pajama doing powerful magic first? I understand if you only meant the LoS AI issue, but IMO AI should always try to exploit your weak points.
Sure, but for examples the vampires, 8 of them all casting charm on the wizard the moment he gets within range. If you stay and hide forcing them into a choke point then they spread out and target whatever is close. This don't for example happen to the Priest, The moment the Wizard walk around the corner everyone attacks him ^^
 

Mangoose

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You know. That's not really an argument. At least not a better argument than "MOBA fans don't belong in RPG forums".

It is an argument, that statement on it's own is not but the reasons why AoOs don't work in real-time has been stated countless times by me and others. My very first post in the thread, for instance.
You conflated NWN1 with NWN2. In the former, you don't provoke AoOs if you walk instead of run.
 

Sensuki

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I'd wager a person running is harder to hit than a person walking, but sure, it's probably better than the other implementations.
 

Mangoose

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Well, whichever the case, it's an implementation that's somewhere between the two extremes of PoE's engagement and IE's.. lack of engagement. And not an NWN2 clusterfuck.
 

Perkel

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Ok this is my piece. I wrote part of it somewhere in other thread but.
First of all i play my first playtrough on hard + expert mode. I have 3 fighters (me, edair and pellagine). Edar is specialized in engagement so he can take 3-4 engagement at once. My main fighter is dude who hits accurately with spears and pellagine is damage dealer with her great sword.

Currently lvl 6 heading to twin elms. So forgive me if i say something wrong (which can later be corrected by my experience). I did not took part in beta. After i will finish PoE i will do full review of problems and good things beside that piece.

These are my thoughts:

- Engagement system works when you fight small groups but it introduces problem with bigger groups.
In bigger groups where each fighter has like 2-3 or more enemies per fighter they are essentially locked down completely from movement because....
- Engagement attacks are either too strong or too easy to hit. Currently engagement attack even when you have high deflect, armor and even with some equipment hits almost 100% of times if not 100%. This means that even if you knockdown one enemy there are other 2 that will hit you like mule when you will try to move out. Which leads us to...
- No movement abilities, skills, whatever. Once fighter is lockdown there is no system that would allow him corrections or simply having lower chance to get hit by engagement attack. Yes like Anthony Davis said there are debuffs that would give you a window or interuptions but they work well only in small group fighting. When you cast something that stuns enemy and your fighter fights with 4 people then ther is little chance it will stun all 4 of them. Yes there is knockback available as character developement ability but you need to resign from something else to get it and it's main advantage is not engagement braking but disabling enemy and giving you bonus to hit and it is 2 per encounter which is low.
There is no 5 foot system that would allow you move away slowly from engagement. There are no skills like tumble that would give you huge bonus to not get hit by engagement attacks and finally there are no skills that will move away people like mentioned already bash or push.

How to fix this.
Biggest problem is that game is RTwP. Which means everything needs to work from both same time and every angle. This is something we can't naturally fix without releasing different game (tim cain game hint hint)
But you can:

Implement abilities and modals easily available for almost all classes.
Back it up with character development abilities and passives.


Defensive Movement
---modal---
This modal slows you down to 20% of your movement speed but allows you to move while engaged.
While flanked your enemies receive 150% of flanked bonus.
You attack rate is down to 50%

decription:
Why 20% ? Because if you allow 100% character would simply run away past every enemy from engagement. With 20% it works more like 5 foot system like in ToEE. Allows for adjustments and corrections to formation but disallows running past enemies
Why flanked ? This disallows moving slowly past enemy group to reach for example enemy back line. So you will need to be extra careful not to get flanked because you will be locked in place (like now). This may seem couterproductive but remember that this allows moving where in current PoE system moving means 100% hit on you. Flanked bonus means they can hit you more but it is still % chance so if you have high deflection they will rarely hit you.
This way every enemy you fight will be still fighting with you while moving and you won't be able to brake away engagement if you fight with group.
At same time it will give abilit to brake down engagement to characters that are fighting 1vs1. So for example mage fighting with somebandit will be able to get close to your fighter and from there fighter would engage enemy and you will be able to move away from engagement without engagement attack with your mage.
This is ideal skill to step away from engagement sphere while not being actively attacked by enemy.

But that is not the end. You will be able to buff that modal in various ways
upgrades:

- Movement speed drink. If you drink it you will have more than 20% movement speed. Naturally it won't be 100% but closer to 40-50% but it will double your movement rate and essentially help you position yourself faster. Naturally spells like haste and so on work the same way.
- Advanced defensive movement trait from character development. It will allow you to move at 35% rate and while flanked it will only give 120% of bonus hit for enemy. Naturally to get it you will need to lose something else.
- Defense passive while moving trait from character development. While in defensive movement charater get additional deflection.
- Counter passive from character develelopment. You have 15% chance to do a counter attack while in defensive movement. For example 15 of 100 enemy attacks will be countered with hit (not graze) of your weapon.
-etc. Many possibilities.

Tumble
---ability--- 2-3 per encounter--- instant---
This ability gives you way to move quickly short distance in straight line with only 20% chance of receiving engagement attack.
You can't tumble wearing armor above light armor OR tumble reach depends on armor you wear. best reach with no armor almost useless with heavy armor.
Tumble only works on enemies engaged with you.
Tumble gives bonus to hit for enemies and auto engagement attack if you finish tumble in enemy engagement ring. This doesn't work if enemy is flanked.

It would probably more costly to implement since it would require animation. Without it, it'll will look weird.

It gives you ability to set point and tumble away to it. Mind you this ability should have short lenght. So for example if you are engaged with 2-3 different enemies you can tumble away to point behind their backs but you won't be able to tuble away to have huge distance. So if you won't imminently move away you will be still engaged. Tumble doesn't stop other enemies from engagement attacks so while tumbling away they have 20% hit chance for their engagements attacks and if you land into engagement ring on enemy that enemy has 100% guaranted engagement hit on you.

upgrades:

- more tumbling. Gives you additional 2 tumbles per encounter. character development trait to get.
- longer reach. self explenatory also character development trait to get
- advanced tumbling. 0% chace to hit while tumbling still you get hit 100% if you finish your tumble in someone engagment ring.


Rush
--ability-- 2 per rest--not instant---

Character sets point or enemy and rushes toward him movingaway/knocking back enemies on its way.
If character might is greater than enemy might it will knock down enemy at half duration of normal knockdown. If might is lower it will move away enemy from its way.
If enemy has other enemy behind him while moving away this enemy also will be moved away corresponding to 1st enemy direction.
The lighter you are moving away enemy is shorter.
If your might is lower than half of enemy might or condition then rush stops.
Engagement attacks only from enemies not affected by this ability (for example enemies behind you or enemies with long weapons).
If target is enemy that enemy will be attacked with knockdown at better accuracy rate than normal knockdown with longer duration
Reach of that ability depends on character armor. The heavier the armor the slower and shorter your bullrush is.
Reach of that ability depends on character shield. The heavier the shield the slower and shorter your bullrush is
Effectiveness of that ability depends on armor. The heavier the armor the better bull rush is.
Knockback duration of that ability depends on shield. The larger shield is the better knockback is.
Without shield you have lower knockback chance.


Character movement speed is as fallows:

Heavy armor - 120% movement speed
Medium armor - 140% movement speed
Light armor - 180 % movement speed
No armor or clothing - 220% movement speed

Description.

The heavier you are the more Rush looks like a bull rush and it works way better in ton of enemies situations where you need to move in to someone moving away few enemies on your way possibly knocking them down.

The lighter you are this moves looks more like close in attack for rogues or swashbucklers to fast close in to your target like mage or something nimbly moving between foes. It is move better than Tumble but it's cost is per rest instead of per encounter.

This is also especially good ability for heavy fighters so 2 per rest also works here.

This move has one con. If you start it while flanked your enemies you have behind your back will get 100% hit. For heavy fighter it is not something dangerous as being flanked usually means like 1 enemy not 3. But for light fighters or rogues that hit may take 20% or more of your life so this is where you can chain Both Rush and Tumble. So tumble away from engaged position while being flanked to safe place and then use rush to quickly close in to enemy back line.

i15P02hAp6WoW.jpg



This 3 moves alone would help a lot with movement in combat. I love how things are per encounter/rest in PoE (great idea !).
I have several other different ways to fix engagement mechanic but i need more time with PoE and finish it first.
 
Last edited:

Perkel

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Disengagement abilities do not matter if the enemy can just teleport to you over and over again.

I think there's some bugs with some of the companions stats. I think my Eder's defenses are a bit higher than they should be.

heh shadows. Yeah those fuckers are annoying. Especially since that teleporting ability picks random party member not their target of attack.
Aside from shadows i saw this ability only on some rogues.

Annoying ? Yes. Problem ? Not really.
 

ArchAngel

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Mar 16, 2015
Messages
21,297
My eder has 65 def... not sure if that's bug buffed or not. 43 without his door/shield :)
Now that you mention it, I could not find a place to see what the Bash ability does given by that shield.
 

Spectacle

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My eder has 65 def... not sure if that's bug buffed or not. 43 without his door/shield :)
Now that you mention it, I could not find a place to see what the Bash ability does given by that shield.
I think it turns the shield into a weapon that does a small amount of crushing damage. You can see a character gaining a secondary attack if they equip it.
 

hiver

Guest
Really Perkel, you go into my thread and the first line is that if it takes what was it... 4A pages to describe solution the op is retarded...?
And then you post this as your solution, with pretty pictures and everything? What does that make you according to your own logic?

but, really good that you didnt post that there too.

It should be here with the ideas Sensuki has.

We didn't remove the Engagement AI, they act the same as they do now.
Yes and thats completely stupid.
 

Roguey

Codex Staff
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I'd wager a person running is harder to hit than a person walking, but sure, it's probably better than the other implementations.
For an example that supports this, NWN's handling of AoOs felt very haphazard due to when they went off and how they were executed. They were great in ToEE because they were modeling the tabletop environment very closely.

http://forums.obsidian.net/topic/33026-best-dd-game-ever/page-2#entry322880
Strangely, when I play pen and paper D&D, attacks of opportunity seemed to be handled in a much different way. A lot of things are handled differently.
...
Actually I was talking about my own experiences with pen and paper D&D, since you used the phrase "to allow you".

Can you explain to me exactly how AoOs work in NWN and how you resolve them in your pen and paper games?
...
Admitting that AoOs don't work in NWN like they do in your pen and paper games would probably be a good way to make me not look down on you. Alternately, thoroughly explaining how AoOs work in NWN and how they work identically in your pen and paper games would also make me not look down on you and would, in fact, humble me.
 

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