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  • General Discussion

Pathing worse than before?

  • Thread starter UnknownDkastro
  • Start date May 7, 2022
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UnknownDkastro

Well-Known Member
Nov 2, 2012
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  • May 7, 2022
  • #1
Is anyone having the same feeling?
 
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dogao

Brazildogao

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May 28, 2008
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  • May 7, 2022
  • #2
Yes
 
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IndiaLord Bolton

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Apr 2, 2019
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  • May 7, 2022
  • #3
devs have been "fixing" pathing since DE clearly.
 
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F

United StatesFireBall37

Member
Sep 22, 2021
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  • May 7, 2022
  • #4
why is pathing so hard to fix?
 
S

GermanySnizl

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  • May 7, 2022
  • #5
FireBall37 said:
why is pathing so hard to fix?
Click to expand...
Because its actually a quite difficult process to calculate the sortest distance for a unit to take, while taking into account where both, allied, as well as opponent units will be throughout this journey.
 
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Paint

SwitzerlandPaint

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  • #6
pathfinding has been messed up in every RTS I have ever played so yes it's hard to fix.
 
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SwedenSuperskinnyBLS

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  • May 7, 2022
  • #7
Cavalry chasing archers is very bad at the moment I noticed in the recent tournaments.
 
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Spring_

United StatesSpring_

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  • May 7, 2022
  • #8
they refuse to make user input the priority so any time you click in a line it calculates objects in the way, units that are blocking your path ect. Basically they are calculating the fastest square to walk to your input and not a direct line ignoring obstacles. So, users cannot fix the pathing by forcing the unit to walk the direction they want, The calculation has full control which is soooo wrong.
 
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IYIyTh

United StatesIYIyTh

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  • May 8, 2022
  • #9
This continues to be a trend. Even when improvements are made to the poor pathing (even worse than user patch,) to make it tolerable -- something seems to happen with large patches that breaks prior "fixes."

The end result is we get reversions back to the original state of DE pathing which is yeesh.

Paint said:
pathfinding has been messed up in every RTS I have ever played so yes it's hard to fix.
Click to expand...

A game I once played called Age of Empires II AOC, and even HD was pretty alright. Maybe we should look into what they did back then.
 
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Paint

SwitzerlandPaint

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  • May 8, 2022
  • #10
IYIyTh said:
This continues to be a trend. Even when improvements are made to the poor pathing (even worse than user patch,) to make it tolerable -- something seems to happen with large patches that breaks prior "fixes."

The end result is we get reversions back to the original state of DE pathing which is yeesh.



A game I once played called Age of Empires II AOC, and even HD was pretty alright. Maybe we should look into what they did back then.
Click to expand...
HD pathing was way worse, did not play a lot of voobly so don't know about that.
 
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IYIyTh

United StatesIYIyTh

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  • #11
Paint said:
HD pathing was way worse, did not play a lot of voobly so don't know about that.
Click to expand...
Define way worse?
Units went where you asked them...
 
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Paint

SwitzerlandPaint

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  • May 8, 2022
  • #12
IYIyTh said:
Define way worse?
Units went where you asked them...
Click to expand...
3 seconds after you clicked yes.
 
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IYIyTh

United StatesIYIyTh

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  • #13
Paint said:
3 seconds after you clicked yes.
Click to expand...
You're referring to latency and a multiplayer/network issue, not a game mechanic issue.

There is zero reason why the same game mechanics should not exist sans the latency issue being resolved.

Thus, the pathing is actually worse -- the network is better -- make no mistake -- but the pathing is worse.
 
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Paint

SwitzerlandPaint

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  • May 8, 2022
  • #14
IYIyTh said:
You're referring to latency and a multiplayer/network issue, not a game mechanic issue.

There is zero reason why the same game mechanics should not exist sans the latency issue being resolved.

Thus, the pathing is actually worse -- the network is better -- make no mistake -- but the pathing is worse.
Click to expand...
HD had more time to calculate the pathfinding so comparing them is not really fair imo (more lag and the game runs at the correct speed in HD) HD also runs so badly that it's hard to actually test in multiplayer.
 
IYIyTh

United StatesIYIyTh

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  • #15
Paint said:
HD had more time to calculate the pathfinding so comparing them is not really fair imo (more lag and the game runs at the correct speed in HD) HD also runs so badly that it's hard to actually test in multiplayer.
Click to expand...

Your argument isn't adding up. Equating latency/input lag with pathing is an inaccuracy. Units did just fine in single player. If you asked unit to go to point x, it went there -- it didn't mosey around the point where you wanted. Your only repudiation of that point is that there was a delay -- this only occurred in multiplayer due to latency/network issues that have been resolved in DE. The game speed being modified has little to do with units actually doing what they're told, as they also did what they were told vice what they do now on voobly userpatch.
 
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AlgeriaMouttie

Halberdier
Dec 19, 2016
316
667
98
  • May 8, 2022
  • #16
FireBall37 said:
why is pathing so hard to fix?
Click to expand...
Because path finding is a very hot topic in computer scientist and is still unsolved.
 
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Paint

SwitzerlandPaint

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  • #17
I think they changed it in a way that forces units into there formation even on a very short distance click.
 
S

MalawiSalawen

Active Member
Apr 9, 2019
66
189
38
  • May 8, 2022
  • #18
i notis it when i try to lour a boar. i swear every time the villager gos a round the tc if a tree is blocking the path. so annoying man.
 
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LithuaniaLokalo

Well-Known Member
Nov 4, 2021
283
466
68
  • May 8, 2022
  • #19
Salawen said:
i notis it when i try to lour a boar. i swear every time the villager gos a round the tc if a tree is blocking the path. so annoying man.
Click to expand...
I feel like boars way more often stops following villager. Was doing campaign, even in campaign had plenty times when boar stops following villager
 
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GermanySnizl

Halberdier
Nov 8, 2020
264
628
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  • May 8, 2022
  • #20
Paint said:
I think they changed it in a way that forces units into there formation even on a very short distance click.
Click to expand...
Yeah, I believe formations are one of the core issues that cause bad pathing in AoE2. It is a very difficult issue to make a "swarm" of units behave like an individual entity on open field, but "flow" around objects, instead of pathing around them as a whole.
 
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United StatesxThomas

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  • May 9, 2022
  • #21
I liked how AOE1 ship pathing worked. If formations were a one click thing to form it, but then they'd move as a horde afterward (horde formation being almost aoe1 style pathing, or how villagers and fishing ships currently path), I'd like that best.

On a side note, did fishing ships always slow down when colliding with each other? Is that the same as AOK?
 
L

UnknownLeoMontero

Halberdier
Aug 24, 2012
397
543
93
  • May 9, 2022
  • #22
in voobly the path is really good.
i play LAN with some friends, with cables, not wi-fi, the forgotten, with 0-1 lag, and pathing is perfect. the thing in voobly is lag, not pathing. and with lag and everything, the pathing is better. dont know HD because i never played there.
 
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Spring_

United StatesSpring_

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Nov 28, 2010
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  • May 10, 2022
  • #23
Snizl said:
Yeah, I believe formations are one of the core issues that cause bad pathing in AoE2. It is a very difficult issue to make a "swarm" of units behave like an individual entity on open field, but "flow" around objects, instead of pathing around them as a whole.
Click to expand...
formation pathing mistakes make sense though and are avoidable for the most part. The problem with the game now calculating objects in the way though means when you click a bunch of units through a path they are all calculating eachother as an object in the way so any time you get into small gaps its a nightmare and unfixable by user input. The game didnt path this way in AOC. A user would path through a line and a unit would get stuck in the path once they met the object and before. Its a much better system.
 
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IYIyTh

United StatesIYIyTh

Champion
Jul 4, 2019
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  • May 10, 2022
  • #24
Also, units/vills seem to have reverted to the derping out under gates thing. Probably related.
 
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MexicoSiesta_

Known Member
Nov 24, 2010
399
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48
Mexico
  • May 11, 2022
  • #25
kts cant ****in kill **** 11
 
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