remmus said:
Scars Unseen said:
1) The "pawn" system has the best AI companions I've ever seen in a game. Your main pawn can be trained and learns combat tactics from observing your behavior as well as that of the monsters you fight. They will surprise you, and not in that "he's stuck on the chest high wall again" way. And that behavior carries over when you hire someone else's pawn.
the only flaw I found with that is in my case my main pawn is a mage and I´m a fighter (and soon warrior) and my pawn is getting to thick in the fight, would have enjoyed a more detailed command system, being able to specific tell her to stay at the edge of a fight, or say tell my strider pawn to shoot the sea bird I´m looking at, so she can help me with that quest X)
The only explanation I find to most AI criticism ( not yours specifically, but i see it pop up on reviews) is, they do not bother with checking character inclinations of behaviour. Having a mage go pioneer will make him go into the thick of it, but if you make it an utilitarian, it'll mostly stay out of harms way and buff you up, the same way a warrior built as an aquisitor might become frustrating.
Since my character's a Strider upgraded to a ranger, I made my pawn a mage. Originally I'd round it up with a sword and shield tank ( with protector as main inclination), a powerhouse two handed warrior (usually a scather) serving as the frontlines. The Strider's mobility makes it fun to hop around in and out of the thick of it. With the upgrade to assassin, I made my mage a sorcerer, gave her a lot more Oomph, and so now I ride with her just bombarding with magic (too effectively, at times, her wall of fire thingie makes me feel inadequate by comparison), a heavy duty warrior and a second mage. It's really quite a feat how flexible it all works out, even though the process of changing your character's inclination is a pain in the ass. But if you heed the correct inclinations, they work beautifully.