SC:R - list of features to be added/fixed - Page 17
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HaN-
France1916 Posts
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fazek42
Hungary438 Posts
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EndingLife
United States1558 Posts
I was playing last night with nothing else loaded on my PC and heard a weird alert sound. It was about twice as loud as my game sounds and only happened once. | ||
Dazed.
Canada3301 Posts
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YouControlBad
Poland46 Posts
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Navane
Netherlands2690 Posts
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Ake_Vader
Sweden58 Posts
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quirinus
Croatia2489 Posts
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HaN-
France1916 Posts
Check this cast from Vincent4TV of BWCL - https://www.twitch.tv/videos/293857921 happened around 2h15 and 2h40 | ||
sM.Zik
Canada2541 Posts
On August 02 2018 19:00 quirinus wrote: - Minimap of non-square maps is missing the gray separator at the bottom, so the black from the map blends in with the black from the non-map part of the UI, making it hard to see where the edge is. This makes it hard/annoying to quickly and accurately move the minimap to where you need it to be. https://i.imgur.com/U1MGRoV.jpg YES THIS! Lost a game on Heartbreak Ridge cause it took me forever to realize my drone never went to the bottom expo to take my 3rd. I was so confused lol. | ||
Alpha-NP-
United States1242 Posts
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BigFan
TLADT24917 Posts
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding? I hope this is meant as a joke... | ||
JungleTerrain
Chile799 Posts
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding? This would drastically change the game, so much so that it wouldn’t be BW anymore. | ||
Highgamer
1340 Posts
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Alpha-NP-
United States1242 Posts
On August 08 2018 06:27 JungleTerrain wrote: This would drastically change the game, so much so that it wouldn’t be BW anymore. Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable. | ||
Highgamer
1340 Posts
My guess would be that it would slithly alter innumerable little situations that all together shape the current balance of the game. It might not break the game completely in every matchup, but bend the game in favor of certain races in different matchups. If for example this change cuts on certain travel-distances for scouting, rushes, pushes etc., it would make certain threats, around which balance circles in certain phases of a matchup, be more/less of a threat. An easy example would be early pool builds. Of course, a good Zerg will already do anything to make the lings move as efficiently as possible, but if he/she (or any player of any caliber...) could just reliably squeeze out 3-4 more seconds with better pathing it would mean that the lings arrive before the rush can be scouted, the SCVs can be pulled, the bunker can be build, the maraine be brought into safety. Now this might be overcome by map-design (but that'd be a lot of work and cause a lot of uncertainty for a while... in a game that currently, luckily, is being played professionally for money), and you could also think of other stuff like big lategame engagements in TvP. My guess would be that either Terran suffers immensely from this because Protoss can create possible flanks much faster because the units move in much orderly fashion, or it would make certain Terran timings much stronger because the whole tank-vulture-stuff can move through chokes or across the map quicker, or tanks/mines would be much stronger alltogether because Protoss' army will clump up due to "better pathing" (greetings to SC2. Tanks suck there though, but for other reasons). edit: Thinking again about the last point, I think i read a thread somewhere + Show Spoiler + guess i found something, not sure if it's the one: www.teamliquid.net edit2: maybe I got a little off the rails there as you mentioned specific things like stuck on ramp-bug (that happens like, every 10.000th game?) or "weird pathes", but I assumed the latter are linked to the way units move as a whole... | ||
Highgamer
1340 Posts
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Alpha-NP-
United States1242 Posts
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Freakling
Germany1525 Posts
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding? What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathing (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mechanic)? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many things that link together here. Some of it is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here? | ||
quirinus
Croatia2489 Posts
On August 09 2018 17:28 Freakling wrote: What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathfinding (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mecanic? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many thinks that link together here. Some of is is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here? Quality post. People don't realize there are many pieces that make pathfinding what it is. But I guess this is not the thread to discuss such things. | ||
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