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Regarding the fact that you can be hit in the back against for instance assassin, would be nice (if there is I am unaware) to be able to without moving, turn your character....using 1 AP as movement .... but not being slain at for moving in and out of enemy's range...basically: I want to face this direction with my character no moving out of place....

Last edited by AngeliusMefyrx; 03/05/17 11:53 PM.
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Depending on how far you move, sometimes you can adjust your position slightly without spending a full AP. I'm also not quite sure how often a situation would come into play where an enemy Rogue goes for backstabs, but has only enough AP to reach one side of you.

It's not a bad suggestion, but I'm not sure it would be more useful for the player than saving the AP.

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It would be nice to choose direction after final movement, I think final fantasy tactics did this.

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This reminds me of something I realized I could do with Teleport and Sneak. If I teleport an enemy facing me diametrically opposite to his location, it will be facing away from me. If there are no other enemies in vision range, this is effectively a way to get into sneak with 2AP, or if you are crippled.

If Larian were to improve their AI against sneak by making them try to look for you, having this turning mechanic would make sense. The AI would have to weigh the risk of looking for you vs. fighting your allies (if they exist), with the turning mechanic, maybe at 1AP cost, the AI will try to break your sneak by turning rather than by moving. If this fails, then it would have wasted 1AP, so there is some balance to it.

Last edited by vivalafai; 04/05/17 04:25 PM.
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Stabbey, you could intentionally position yourself to have an object or a wall behind you...

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Most of the time the AI doesn't even use backstab mechanics so its a minor thing at best.


Rogues are the best
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Originally Posted by Bullethose
Most of the time the AI doesn't even use backstab mechanics so its a minor thing at best.


Tell that to Kniles! He's ruthless! xD

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I like how you can press C to sneak and if it doesn't work it doesn't cost anything, but if it does work it costs 1 AP. Larian could probably do the same thing with a 'search' button, where if you search and find someone sneaking it costs 1AP but if your wits or whatever isn't high enough that you couldn't find anyone, it costs nothing.

Although it is a balancing act to give a 'search for sneaking' function, without making sneaking worthless. This could also have your player turn to face them. Or if you get backstabbed you should automatically turn to face them, unless you are surrounded.

BTW @Bullethose what do you mean the AI doesn't backstab. Kniles backstabs the hell out of you and the assassin next to Lucian shrine will screw you up.

One time I killed both the archer and warrior and didn't know where the assassin was so I had my wizard and ranger jump down to the platform, threw a fireball at bottom of ladder, but the assassin snuck up and backstabbed BOTH of them. Brought both to about 10 health.

If he focused on only one she would be dead. Or if I didn't already kill the other 2 baddies, a simple AOE would have killed both. BTW AI cheats sometimes because to get to my gals, assassin had to walk thru fire and didn't become visible, also climb up ladder, get behind them, backstab both, how many AP did he have???

Last edited by sam381; 04/05/17 05:55 PM.
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Originally Posted by sam381

If he focused on only one she would be dead. Or if I didn't already kill the other 2 baddies, a simple AOE would have killed both. BTW AI cheats sometimes because to get to my gals, assassin had to walk thru fire and didn't become visible, also climb up ladder, get behind them, backstab both, how many AP did he have???


Maybe he had cloak and dagger. It doesn't break invis.

Originally Posted by sam381
Although it is a balancing act to give a 'search for sneaking' function, without making sneaking worthless.


I agree but I think it's something definitely worth testing. Rogues would just have to play a little smarter, and I love playing as a Rogue so I would welcome the challenge.

Suppose you have 3AP and are not flanked. Without the use of skills, best case scenario you can step out of vision with 1AP, move around for up to 1AP, then enter sneak. A good AI will remember the coordinate where you were "last seen", and then psedo-randomly select a new coordinate inside a circle of radius equal to the distance your char can move with 2AP (minus areas permeated by vision). The AI, on its turn, will move in the direction of that pseudo-random coordinate. In a party of 4 situation, the AI would have to weigh the AP expense of looking for you vs hitting the visible opponents. In a solo situation, each successive enemy will calculate a different coordinate based on the previous calculation to "span" the area. If you are fighting 4 enemies, chances are that in this scenario you will be found by the third one if not the second. That's how playing solo should feel.

In a more favorable situation, still solo but being able to use a skill like Cloak and Dagger or Tactical Retreat (let's ignore the invis skills), with 3AP and actually flanked this time, it costs 1AP to tele out of vision cones, 1AP of movement and 1AP to enter sneak. Your "last seen" coordinate by definition must be inside a vision cone, so if for example after you use tele you are still inside vision, your last seen coordinate will be the point where you left the vision during your 1AP of movement.

Of course, sometimes you will be able to tele OUTSIDE of vision, in which case by the above definition the last seen coordinate is the location you tele'd from. This means your char will actually be outside the circle the AI will search in. A good AI will still "know" that you MUST have used a tele skill into an area outside of their vision, so they will search not around the "last seen" coordinate as defined above, but each AI will pseudo-randomly select a point along the edge of their vision as their "improved last seen guess". In this scenario, it is far less likely that you will be found in the first round of waiting, but in the second round, you will have to be mindful of the new locations the AI took and adjust accordingly.

I hope what I wrote is clear, please feel free to ask me questions if something doesn't make sense. It's probably easier to draw what i'm taking about.

Last edited by vivalafai; 04/05/17 09:10 PM.
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Maybe he had cloak and dagger. It doesn't break invis.

T4R No it wasn't C&D because I saw the outline of him walking through the fire and glowing still half way up the ladder so he was definitely walking at least 2 AP worth. Should fire make him visible. But still 2 backstabs is 4AP so maybe the AI uses 'adrenaline'.

Unless can you backstab with 'cripple' or is there an AOE rogue skill, cause both got hit for like 150 damage each (removing all phys armor and most health).

BTW I thought you were saying initially that the changes you want were to make soloing easier but glad you are saying soloing shouldn't be easy or I would say it should not be possible.

You are right it would not be possible if the sneak cheese was not effective. One change that should be easy that would help is anyone who gets backstabbed should instantly turn around. Meaning no one should get backstabbed 2 times in one turn.

Also the effect of this would make it impossible for rouge to just go into sneak while standing right behind a guy he just stabbed. But the rogue could reposition and sneak.

For the solo ranger who stays far away and sneaks, I guess you are right, some type of search function should be implemented.

At least not allow you to sneak for multiple turns, for instance, if the AI skips 1 whole turn because it can't see you, maybe you become visible and sneak is disabled for 1 turn. You could still use invis stuff but at least that costs something. And all this could be based on sneak skill.

Or maybe a good fix would be instead of all enemies just skipping their turn any fighter types should walk towards last know location and when they get close enough I think the AI can already detect you. Based on sneak skill vs wits or something. Real invis should still be better than sneak level 5 though.

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Sorry I missed the point where you said the enemy moves toward last known location.

I just thought of something, why not just give sneak a 1 turn duration followed by 1 turn cooldown (while in combat), so you literally can't do it 2 turns in a row.

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Originally Posted by sam381
Sorry I missed the point where you said the enemy moves toward last known location.

I just thought of something, why not just give sneak a 1 turn duration followed by 1 turn cooldown (while in combat), so you literally can't do it 2 turns in a row.


In the idea I was suggesting, the enemy moves towards last known location only if the last known location is along the border of their vision.

If you were flanked in the middle of 3 enemies with 2 other enemies in high ground around you, you're pretty much in the middle of their vision. If you can Cloak and Dagger outside of their vision, then the last known location is in the middle, and it wouldn't make sense for them to look for you there, because they saw you use Cloak and Dagger. One by one, each AI on their turn will select two points, one on the border of their vision, and one in a semicircle of a certain radius around the other one. The AI will then move int he direction of that 2nd point.


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