• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:35
CET 17:35
KST 01:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1812Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises1Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
I would like to say something about StarCraft What monitor do you use for playing Remastered? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion (UMS) SWITCHEROO *New* /Destination Edit/
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Awesome Games Done Quick 2026! Stormgate/Frost Giant Megathread Mechabellum Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread 12 Days of Starcraft Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1061 users

Do you care about Psychic Pathing? - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Mr Winky
Profile Joined June 2010
United States39 Posts
July 08 2010 21:19 GMT
#41
On July 09 2010 02:05 Tamlin wrote:
A more common but arguably more trivial side effect of this occurs if you send a scout just as the opponent walls off his ramp. Have you ever sent a scout which refused to go up the ramp and instead just sat at the wall on the side of the ramp, often ending up promptly getting shot by a marine without giving you any scouting info whatsoever? This is because the pathing algorithm already knows that the ramp is walled off even though you haven't scouted it, so instead of trying to go up the ramp (and showing you what building are actually blocking it) it goes to the closest reachable point, which is often next to the wall at the side of the ramp. Personally I avoid this problem by giving scouts waypoints on and above the ramp before continuing into the base..


I also find this annoying. Not huge, but should be changed

P.S. I find it funny that we are complaining that the pathing is too good
The man in black fled across the desert, and the gunslinger followed.
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 21:25 GMT
#42
It's pretty annoying to send my scouting worker or zergling to the opponent's base and it just get stuck at the ramp because they walled off. I guess we just gotta be more active with checking the scout.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 21:27 GMT
#43
I have used this before.

When my scout goes to a base and ends up going the other way before it hits the ramp, i know the player is there without ever revealing my scout.

It's definitely a bug, at least IMO. Voted yes+fix.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
loadme
Profile Joined April 2010
171 Posts
July 08 2010 21:31 GMT
#44
since it COULD be abused providing an advantage - no matter how small - it should be fixed

thanks for sharing this with us
Yes.
f4hy
Profile Joined May 2010
United States7 Posts
July 08 2010 21:33 GMT
#45
Pathing is a very complex thing to compute and requires alot of processor speed. I am sure whatever they have done to make the game run smoothly with hundreds of zerglings all pathing at the same time means they have made HEAVY optimizations to their pathing code.

Trying to fix an issue like this is likely at the root of the engine itself. I may be wrong, it might be easy, but I would guess it is. Fixing this would likely take more than just designers but require skilled programmers redoing a fundamental algorithm of the game. Blizzard isn't (and in my opinion shouldn't) risk changing something like that at this stage as the number of bugs that may get introduced from changing something like this would be huge.

I don't think you want to risk the bugs that may come with making a change that only minority influence balance.
afirlortwo
Profile Joined April 2010
United States161 Posts
July 08 2010 21:44 GMT
#46
when I go back to bw from sc2 I'm always taken aback at the pathing, and when I go back to sc2 from bw I'm equally surprised by the pathing. Anyways, it's pretty unrealistic how it currently is, but changing how it works could be difficult.
Just a momentary diversion on the road to the grave
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
July 08 2010 21:45 GMT
#47
I know this issue from Wc3 as well.
(For those who actually played Wc3. On the 2vs2 Map Avalanche was a expo blocked by destructible rocks. So when you directed a scouting unit towards this expo position you could often tell pretty early whether or not the rocks have been taking down by the path your scouting unit goes.
However clever players could simply build something at the destructible rocks gab which gave some players the illusion the rocks weren't taken down.)

I'd actually like this to be fixed though it's of course no bug but rather a feature. And perhaps there would be some performance decreases and other issues when it's done the other way.

E.g. on Blistering Sands. You send a Probe scouting the terrains main base. On arrival the a blocked ramp is revealed. Now how should the Probe react? Should it get as close to the blockade as possible? Should it automatically try to enter via the backdoor (destructible rocks)?

Or imagine Reaper play. You order your Reaper to jump up the cliff at this one point where the Toss built a Gateway. However if the pathing decision required vision the Reaper must try to get up the cliff at that point even though it's impossible as there's simply no place.

Just to demonstrate that it's not as simple as it may seem.
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.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 08 2010 21:47 GMT
#48
It definitely should NOT be fixed it allos players to do thigns like hold position wall in areas to make anyone using auto-pathing go a LONG route around instead of engaging the army. And besides, it doesn't take forcefields into consideration so players still have to pay attention to avoid forcefield traps (pathing doesn't know the forcefields exist)
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
July 08 2010 21:49 GMT
#49
This actually may be harder to fix than you guys realize... Where does the the psychic pathing end... does it end in your vision? Does it end in a radius around the units affected? Does it matter if there is fog of war? etc etc...

I think trying to change this may end up screwing up more things than fixing, however, if it is possible to fix it for good, without significant performance dampening, then sure.
www.rsgaming.com
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 21:52 GMT
#50
I just played a game where I attack moved my army into my opponents base. His ramp was completely walled off and my units didn't even go up the ramp to attack the buildings, they just kept dancing right by the cliff while my opponents army was getting free shots at them. I had to deal with banshee harrassment at my main so I just ordered an attack move without checking on them.
Tamlin
Profile Joined May 2010
Sweden47 Posts
Last Edited: 2010-07-08 22:07:06
July 08 2010 21:53 GMT
#51
f4hy, I agree with everything you say, except I don't think the change would be _that_ huge. I think a lot of you guys are overthinking the complexity of this problem from a developer standpoint. And here's why:

The pathfinding itself need not change at all. The only thing that would change is the map data that the pathfinding is working from. Currently all units use one and the same set of map data for pathing. Changing this so that half of the units uses one data set and the other half another isn't programmatically huge. Especially if you consider that there already exists - guaranteed - a pair of map data sets (or more for bigger games) that keep track of what buldings and destructibles are visible to each player when rendering the screen, so pretty much exactly the map data that is needed for fixing the problem should already exist in the system. So again, not huge.

And btw, I work as a software developer.

However, in the end I defintely agree that there is absolutely risk involved in implementing a fundamental change like this so it is by no means realistic to expect any fix for this soon, definitely not before release. But maybe if enough of us say what we think and show how this can and does affect gameplay, maybe the dev team will bring it back up for discussion and fix it in a future patch or episode release.
gospelwut
Profile Joined April 2010
United States52 Posts
July 08 2010 22:00 GMT
#52
Isn't this only an issue now because people lack map control compared to BW? I might be too much of a noob to understand how this destroys the game that your scout realizes something is walled off when you would have scouted it anyways.
Tamlin
Profile Joined May 2010
Sweden47 Posts
July 08 2010 22:05 GMT
#53
On July 09 2010 06:45 Na_Dann_Ma_GoGo wrote:
E.g. on Blistering Sands. You send a Probe scouting the terrains main base. On arrival the a blocked ramp is revealed. Now how should the Probe react? Should it get as close to the blockade as possible? Should it automatically try to enter via the backdoor (destructible rocks)?


In fact, in SOME ways fog of war actually does it's job. If you try to build a nexus/cc/hatch at some middle-of-the-map expansion, and when you get there it turned out your opponent had already built there, your worked will go "building blocked" or whatever. The same thing could easily work in the situation you describe: rationally the probe should follow its path up to where the building blocks it and go "path blocked" or whatever.

On July 09 2010 06:45 Na_Dann_Ma_GoGo wrote:
Or imagine Reaper play. You order your Reaper to jump up the cliff at this one point where the Toss built a Gateway. However if the pathing decision required vision the Reaper must try to get up the cliff at that point even though it's impossible as there's simply no place.


That's actually an interesting problem, hadn't thought of that.
I guess if the reaper could reverse the first half of the jump animation mid-jump, i.e. undo the jump.. or just not jump and do a "path blocked" like above.. Or I dunno, there definitely are kinks like this to work out, but it is by no means impossible!

TLOBrian
Profile Blog Joined March 2010
United States453 Posts
July 08 2010 22:09 GMT
#54
On July 09 2010 02:40 theqat wrote:
Holy smoke, what a great first post. Thank you for having a positive/neutral attitude and not filling your post with anti-Blizzard tripe.

I do think the AI functionality should be changed specifically because it has given away that my opponent killed the rocks on Blistering Sands a few times.


Yes, this should be taken out at all costs, and could be a game breaker.

+ Show Spoiler +
I don't find anything wrong with hating on Blizzard because of all the things they have and are currently screwing up, actually 100% of people should be hating on Activision-Blizzard right now.

Explanation:

The only game I have on Xbox 360 is Modern Warfare 2.

The only PC game I have played in the past year is the Starcraft 2 Beta.

After playing Modern Warfare 2 for over 10 days total playtime, I have to say that Activision doesn't give a damn about glitches or exploits in their game, as long as people are buying their 15$ map packs so they can get their precious money.

Starcraft 2 is shaping up to be a dissapointment. No lan, no chat channels etc, I'm actually afraid to give Activision-Blizzard anymore of my money at this point.





Steven Bonnell II is the friggin man.
f4hy
Profile Joined May 2010
United States7 Posts
July 08 2010 22:14 GMT
#55
On July 09 2010 06:53 Tamlin wrote:
f4hy, I agree with everything you say, except I don't think the change would be _that_ huge. I think a lot of you guys are overthinking the complexity of this problem from a developer standpoint.


My guess though is that the part of the engine that calculates pathing does not actually know anything about the users and how much they can or can't see. The user data is certainly in a different object would have to be passed into the engine.

Granted I do not know how the engine works or how their pathing is computed, but it seems like a sane design to have the engine that computes pathing ignorant to data about what gets displayed and what the user sees.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 08 2010 22:19 GMT
#56
Personally I think that since both players will have the same pathing there's no way an unfair advantage could be created by it. However it is very annoying some of the issue that come as a result of the pathing system, but hey BW had a pathing system you had to fight through to control the command, and this one is far less cumbersome, despite its short-comings.
i-bonjwa
Amprophet
Profile Joined June 2010
93 Posts
Last Edited: 2010-07-09 20:49:56
July 09 2010 20:43 GMT
#57
In summary, 2 separate problems:
Psychic Path Finding:
- technically not that difficult of a problem. in terms of memory or computational costs it wouldn't be significantly more expensive. it all depends on whether the engine is structured to handle this
- there will be corner cases where this just doesn't make sense in the game - ex: reapers up a blocked cliff, though these corner cases can be handled individually
- personally I think it's dumb that your units are psychic

Real Time Path Finding:
- technically much more difficult if thought of naively. the best path finding algorithm is more expensive than expected.
- solution can be to simulate real time pathfinding. for example, isolate certain actions that would affect paths. for each action, taken, check the paths affected and recalculate as necessary. this solution might even be less computationally expensive than the current solution, which is to update paths every few seconds.
- potential problem with this solution is if someone spammed supply depot raise lower really quickly, might (but not necessarily) cause problems. this can probably be solved with some sort of decay variable on the previous x # of actions.
ab0x
Profile Joined July 2010
Sweden9 Posts
July 09 2010 21:03 GMT
#58
Really, all players doesn't play under the same circumstances with the psychic path finding. Terran, for example, is more prone to walling in and im sure there are more examples where this is more useful to one of the two races in various setups.

Definietly not a big problem, but should get fixed.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-10 03:28:50
July 10 2010 03:24 GMT
#59
Scrap Station - another map which has this problem very noticeably. Suppose one player kills both shortcut rocks and prepares/hides his army there. The other player scans the main, sees almost no army, and sends attack. What should happen is - the attack force should take the long way, not knowing that the rocks are missing, and then the hidden army could flank him. What actually happens is - the attack force magically goes right towards the rocks and finds the hidden army as if the AI is maphacking.
If you stand next to my head, you can hear the ocean. - Day[9]
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-07-10 03:34:22
July 10 2010 03:28 GMT
#60
The poll needs the option "This is clearly intentional and I prefer its effect on gameplay to the alternatives".

Edit: Which, with after more thought, I don't personally think.

Imagine Blistering Sands, you break down your rocks and have your army there and your enemy attacks your natural, not knowing you broke the rocks.

Amazing attack from behind incoming.

I would love to hear HD crying out "IdrA doesn't realize White-Ra destroyed his rocks, is he going to see it in time?!"
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d 20h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 363
Livibee 135
trigger 90
BRAT_OK 71
RushiSC 34
Rex 27
MindelVK 3
StarCraft: Brood War
Britney 26538
EffOrt 1449
Stork 765
ggaemo 490
firebathero 264
Barracks 254
PianO 91
Pusan 90
Hyun 73
Zeus 67
[ Show more ]
Aegong 58
Snow 44
soO 44
ToSsGirL 34
Movie 25
Sexy 22
scan(afreeca) 17
yabsab 16
SilentControl 6
Dota 2
syndereN1382
XcaliburYe1030
febbydoto55
Heroes of the Storm
Trikslyr43
Other Games
Grubby3384
Gorgc2520
B2W.Neo489
Fuzer 325
ToD215
FrodaN175
Liquid`VortiX155
IndyStarCraft 111
Mew2King103
QueenE76
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 58
• naamasc246
• iHatsuTV 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2951
• Jankos2683
Upcoming Events
OSC
1d 20h
Korean StarCraft League
2 days
OSC
2 days
IPSL
2 days
Dewalt vs Bonyth
OSC
3 days
OSC
3 days
uThermal 2v2 Circuit
3 days
Replay Cast
4 days
Patches Events
5 days
Liquipedia Results

Completed

Proleague 2025-12-29
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL 2025 WINTER (S19)
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.