Another moderate gripe about the AI in Dragon Age: Origins. In the encounters I have had so far, I’ve noticed a peculiar behavior with aggro and targeting.
|…the enemy would rush right past my guys and straight toward me.|
When I would approach to within aggro range of a target, I was generally in the front of my party (since everyone follows the player). The enemy would aggro, target me, and then rush forward toward us. The problem was, as I stood stillâ€”say with a bow, a spell, or because I’m lazyâ€”the initial enemy would continue to rush right at me… in the process running right past my party-members who had moved forward to engage them. That is, the enemy would rush right past my guys and straight toward me. Often this was furthered by the fact that my guys may have selected other targets in the group… meaning that my party-members and the enemy were running right past each other as if they weren’t there. Put another way, it looked like a joust. It even put my pals in the odd-looking situation of having to back-track to get to the fight.
While this wasn’t horribly tragic, it did look silly. It would have been worse had I been a “squishy” like a spell-caster. The expectation that my brutes would rush forward to protect me would have clashed with the idea that they weren’t doing any such thingâ€”really, because they weren’t allowed to do so in time.
While I haven’t played too much with the customizable party AI settings, it really makes me wary of the “charge into battle” selection in that the battle might run right past them.
|…the idea should be “I’m attacking those guys over there.”|
To me, it would seem that an extra calculation is in order after the initial positioning of the participants. For example, after my guys start to move forward (and likewise for the enemy), re-process who each person is targeting. After all, it is unreasonable for them to initially say “I’m attacking enemy XYZ” when the idea should be more along the lines of “I’m attacking those guys over there.”
This calculation can be repeated at intervals so that targets of opportunity are selected. Instead, it seems that a target is selected and fought “to the death” regardless of whatever else is happening nearby. This doesn’t need to be run terribly often. Perhaps every second or two and then event-based as well (e.g. “my opponent is dead“).
Again, this is a minor issue, but it does break that suspension of disbelief because it just looks wrong. As I mentioned, given the expectations of behavior, in some circumstances it can be frustrating as well. Thankfully, this is something that is fairly easy to fix.