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Pathfinding -- What went wrong?

Forum Index > SC2 General
Post a Reply
1 2 3 4 Next All
jeremycafe
Profile Joined March 2009
United States354 Posts
April 18 2010 21:46 GMT
#1
Not sure how much this has been discussed, but I cant help but notice how bad the pathfinding is in this game.

Example 1: 1 immortal with a group of stalkers move up to attack. I use the immortal to target a ranged unit near dead, but it doesnt have a direct path. In order to reach the ranged unit, it needs to move around my stalkers. However, instead of moving around, it twitches back and forth trying to squeeze its way through.

Example 2: When units try to move around blockades or force fields. They will simply twitch around the nearest place that would normally allow passage instead of going around.

Case one could be blamed on the unit collision where usually a unit will push friendly units out of the way. However, it should know when a unit isnt going to move.

Case 2 has nothing to do with unit collision. In the example of force fields, I have watch a unit just try to force its way through a force field until it goes away. The pathfinding system is simply failing to take in account that the way is blocked.

Agree?
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 18 2010 21:48 GMT
#2
On April 19 2010 06:46 jeremycafe wrote:
Not sure how much this has been discussed, but I cant help but notice how bad the pathfinding is in this game.

Example 1: 1 immortal with a group of stalkers move up to attack. I use the immortal to target a ranged unit near dead, but it doesnt have a direct path. In order to reach the ranged unit, it needs to move around my stalkers. However, instead of moving around, it twitches back and forth trying to squeeze its way through.

Example 2: When units try to move around blockades or force fields. They will simply twitch around the nearest place that would normally allow passage instead of going around.

Case one could be blamed on the unit collision where usually a unit will push friendly units out of the way. However, it should know when a unit isnt going to move.

Case 2 has nothing to do with unit collision. In the example of force fields, I have watch a unit just try to force its way through a force field until it goes away. The pathfinding system is simply failing to take in account that the way is blocked.

Agree?

No.

Micro.

Need I bring up BW?
NonY
Profile Blog Joined June 2007
8751 Posts
April 18 2010 21:48 GMT
#3
Yeah, that's how the AI currently works. Makes for some great micro opportunities!
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Assault_1
Profile Joined April 2009
Canada1950 Posts
April 18 2010 21:50 GMT
#4
bad pathfinding and glitches helped make bw great, so maybe this is good?
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
April 18 2010 21:50 GMT
#5
pathfinding in sc2 is so much better than in bw, you can't expect the game to do EVERYTHING for you
"So I turned the lights off at night and practiced by myself"
prosky
Profile Joined January 2007
Poland83 Posts
April 18 2010 21:50 GMT
#6
Erm, i am having dejavu, or i have just posted like 4 posts in similar topic 20 seconds before?
w00t th3 f00ck ?
NonY
Profile Blog Joined June 2007
8751 Posts
April 18 2010 21:50 GMT
#7
Most of the AI complaints I have seen from people are always in the context of interacting with their opponent. As far as I can tell, the AI is pretty damn slick when I'm doing things by myself. But yeah, when I interact with my opponent, shit can get pretty damn inefficient unless I micro. Sounds perfect to me.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
DrGabriel
Profile Joined January 2010
United States80 Posts
April 18 2010 21:51 GMT
#8
For reals, did you play BW at all? Or did i just get trolled?
You cannot just 1a2a3a your way into the vajayjay.
jeremycafe
Profile Joined March 2009
United States354 Posts
April 18 2010 21:52 GMT
#9
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.

IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
April 18 2010 21:53 GMT
#10
I don't think anyone should be complaining about micro opportunities after everyone was worried there wouldn't be enough in this game haha. I'm actually pretty happy to hear about this.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
April 18 2010 21:54 GMT
#11
On April 19 2010 06:52 jeremycafe wrote:
Show nested quote +
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.


even units in BW would twitch ~here's an example, if you didn't micro your melee units like zerglings, the ones in the back would just twitch back and forth trying to find a path to get to it's target. this isn't the case anymore in SC2 there's a lot less micro needed for zerglings
"So I turned the lights off at night and practiced by myself"
Navi
Profile Joined November 2009
5286 Posts
April 18 2010 21:56 GMT
#12
On April 19 2010 06:52 jeremycafe wrote:
Show nested quote +
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.



lol.

the infamous dragoon dance?

as every other poster has said, these small inefficiencies are what allow for good players to stand out from the rest. If the AI microed our armies for flanks / maximum efficiency attacking, then it would really be, to use the phrase, a "1a2a3a" game.
Hey! Listen!
Terrakin
Profile Blog Joined December 2009
United States1440 Posts
Last Edited: 2010-04-18 21:59:23
April 18 2010 21:56 GMT
#13
On April 19 2010 06:48 jeremycafe wrote:
Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.


what are you talking about, what about the Dragoon and Reaver, they're fucking retards if you don't micro them.
Fame was like a drug. But what was even more like a drug were the drugs.
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2010-04-18 21:58:32
April 18 2010 21:57 GMT
#14
On April 19 2010 06:52 jeremycafe wrote:
Show nested quote +
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.


Actually in BW, units that are not in range and are stuck behind units that are attacking will often move backwards. In SC2, they'll stay directly behind the units in front of them and move along the line looking for an opening.

On April 19 2010 06:46 jeremycafe wrote:
However, it should know when a unit isnt going to move.

You seem to know when a unit isn't going to move. Why don't you make the adjustments?
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 18 2010 21:58 GMT
#15
On April 19 2010 06:56 Terrakin wrote:
Show nested quote +
On April 19 2010 06:48 Ryuu314 wrote:
Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.


what are you talking about, what about the Dragoon and Reaver, they're fucking retards if you don't micro them.

You misquoted. It was OP who said that quote not me x]. Just wanted to clear that up.
jeremycafe
Profile Joined March 2009
United States354 Posts
April 18 2010 21:59 GMT
#16
So this isnt a debate about whether or not its working as intended. Glad to see people can drop their egos

Unit movement is a game mechanic. It shouldnt be something you cant predict. Micro should come into play by moving units out of the way and then giving that one unit a direct path. Not having to click grid by grid around the units.
jeremycafe
Profile Joined March 2009
United States354 Posts
April 18 2010 22:02 GMT
#17
On April 19 2010 06:57 Liquid`NonY wrote:
You seem to know when a unit isn't going to move. Why don't you make the adjustments?


This isnt about me. It's about the game. The two example I posted were not even of my play.

Twitching units should be a thing of the past, especially for a triple a title.
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
April 18 2010 22:03 GMT
#18
I've had the same issue with forcefield quite often. Or sometimes units simple chose to try squeezing to a tight passage forever instead of taking another longer way around the obstacle and attack the unit from behind. I've seriously had 20 Zerglings and more in a group and only 2-3 were attacking while the other didn't have a clue >-<

Overall I love the pathing though. Just needs a tweak here and there.
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 18 2010 22:05 GMT
#19
On April 19 2010 06:56 Navi wrote:
Show nested quote +
On April 19 2010 06:52 jeremycafe wrote:
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.



lol.

the infamous dragoon dance?

as every other poster has said, these small inefficiencies are what allow for good players to stand out from the rest. If the AI microed our armies for flanks / maximum efficiency attacking, then it would really be, to use the phrase, a "1a2a3a" game.



Soon the phrase will become just 1a :p
Terrakin
Profile Blog Joined December 2009
United States1440 Posts
Last Edited: 2010-04-18 22:08:38
April 18 2010 22:05 GMT
#20
On April 19 2010 06:59 jeremycafe wrote:
So this isnt a debate about whether or not its working as intended. Glad to see people can drop their egos

Unit movement is a game mechanic. It shouldnt be something you cant predict. Micro should come into play by moving units out of the way and then giving that one unit a direct path. Not having to click grid by grid around the units.


I don't understand what your trying to say, the AI works fine for me. You can predict the movement, you just have to issue the right command.



also sorry Ryu, I just edited it.

On April 19 2010 07:02 jeremycafe wrote:
Show nested quote +
On April 19 2010 06:57 Liquid`NonY wrote:
You seem to know when a unit isn't going to move. Why don't you make the adjustments?


This isnt about me. It's about the game. The two example I posted were not even of my play.

Twitching units should be a thing of the past, especially for a triple a title.


The twitching units will only happen if you don't micro, the two examples you saw were probably just newer players.
Fame was like a drug. But what was even more like a drug were the drugs.
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