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pathing is not a solved problem under the premis that good performance on consumer hardware for 1000+ units is needed in a hard blocking way with deterministic and correct collision. (though i agree with the assumption that there should be better options than the current implementation out there)Genuine question, I understand that pathing is a solved problem. Why don't they use an existing algorithm instead of trying to fix their broken one? Is there something unique about Aoe2 unit movements that make this not feasible?
I think it is fixed in StarCraft 2. I never had or saw any pathing problem there. But collisions are more of a thing in aoe2 which is maybe why pathing is so hard to fix in aoe2? My guess. Luckily I virtually never had an incident like Kellar shows though, for me aoe2 pathing is okish.pathing is not a fixed problem. It has been a problem in every RTS I have ever played. (and I played a lot of RTS)
Amen.Repeat after me:
"I should not expect much with 20 year old code and the second re-make of an old game. The developers are doing the best they can. They are critically understaffed and/or pushed by an evil man in a suit and it's not their fault. I am grateful for what we have at all -- when I buy fruit at the market I am grateful it exists, even if coming home I find out it's rotten. When I buy tires and they go flat immediately I do not blame the tire-maker, I blame my expectations for the tire and am just happy that I was given the opportunity to buy tires.
I am grateful Microsoft even bothers with this game a year and five months after release, there's no money in it for them to make a workable product since they already have my money. I should buy DLC to show there's money in providing a working game, and suggesting that project management is non-existent on the release team is just mean. Also, this happened all of the time in AOC/user patch. I am happy with a flawed product, I will not suggest Q/A is non-existent when each patch seemingly obviously breaks unrelated yet major parts of the game. When people suggest the code is the problem, I will not fault Microsoft for rather than investing in building new code, re-re-using it, I will be satisfied."
Shoot if a different person had made the topic asking if the clip was acceptable pathing and stuttering team game play was normal/offering any sort of critique I'm sure they'd be flamed out of the topic by now to vociferous applause.
Maybe next anniversary patch we can get all of this fixed!
So it's a complex answer, first it's important to note that AoE2 is a 2d game, built on a grid platform with prerendered sprites, while Starcraft 2 is a true 3d game. 2D rts games like Broodwar and AOE2 are always going to be limited by the grid based pathfinding system, as there is no in game 3d object to render. Note: these aren't the ones you see in game likely they are something akin to 4x4 grids you see in the what I have linked below (striketactics). This grid structure constrains units to only being able to effectively move in 90 or 45 degree angles. They likely use an algorithm known as A* with some adjustments for obstructions placed after the move command as well as adjustments for other units. These adjustments combined with the lack of granularity in the movement system likely contribute to perception of poor pathfinding. SC2 can avoid alot of this because it is capable of utilizing something called a NavMesh instead of a grid.I think it is fixed in StarCraft 2. I never had or saw any pathing problem there. But collisions are more of a thing in aoe2 which is maybe why pathing is so hard to fix in aoe2? My guess. Luckily I virtually never had an incident like Kellar shows though, for me aoe2 pathing is okish.
You clearly underestimate the power of the mighty rxndys microThis is just the game telling you to take the fight. If you look closer you were clearly winning that if you engaged, but you wanted to go back.
The units simply refused your commands and outsmarted you, great game design!
Microsoft tried to buy (into) Voobly before, but when it got obvious that they just want to buy it to close it down to collect everyone on their platform the Voobly team didn't sell it.I just miss the Voobly's pathing. Bring the Voobly guys in the DE dev team pls.
This seems especially bad when using rams (castle age battering rams are the worst), which makes me think it has something to do with the unit's movement speed.And on top of that the old issue of units specifically refusing your order to attack one unit, and attacking the closest unit to them is still there ._.
yeah, still a long way ahead of us
Microsoft tried to buy (into) Voobly before, but when it got obvious that they just want to buy it to close it down to collect everyone on their platform the Voobly team didn't sell it.