Do you care about Psychic Pathing? - Page 4
| Forum Index > SC2 General |
|
Leeoku
1617 Posts
| ||
|
uberdeluxe
Canada306 Posts
)great first post, definitely think they should fix this. For anyone who doesn't understand, heres a rough drawing I made showing what he means! ![]() *edit* thats a drone, by the way ![]() You see, if it were BW, it would simply try to go up the ramp in both situations. P.S. Welcome to the community!! (I'm no veteran, but welcome!!) | ||
|
Sixes
Canada1123 Posts
On July 09 2010 02:10 Flameberger wrote: I think fixing it would be great. Only potential problem I can see is that they would need to change the system so that a unit's planned path is updated frequently in order to deal with previously unseen obstacles (Side effect of this: Force field would bug out unit AIs much less). It's possible that such a change would increase lag in large battles because all the units would have to constantly be re-figuring out how to move as the units around them are changing position and if things like forcefields are popping up. This, sounds a lot like collision detection in WAR ... great idea but the side effects ruin the game. | ||
|
Ryuu314
United States12679 Posts
| ||
|
DTown
United States428 Posts
| ||
|
JaspluR
Australia174 Posts
i think its fine if they dont fix it its not THAT much of a big deal, if you send a scout to their base and its walled off, it still heads in that direction of the base, but you wont know its walled off til it gets closer and veers away from the ramp and instead sticks to the side of the base wall | ||
|
Ikkath
United Kingdom54 Posts
You have a long term goal (to get to the point clicked) and then have local situational behaviours that come into play given some problem - like if something obstructs the goal in some way. Under this system the scout would not know apriori that the route is blocked until it touched nose with the blocked section of terrain. At this point there are a number of simple local behaviours that can come into play - the simplest being just sit there. If of course it gets fired upon it will automatically move away with the danger avoidance type behaviour. These behaviours are already in the game - its why attack-move will switch goals if an enemy comes in close. This would be easy to remedy - though would probably need some time to test properly in case of further unintended side effects. Not sure why they decided to compute an absolute path given the initial (at time of clicking) state of the map and stick to it without a bailout behaviour. Seems quite shortsighted of them tbh. A really old but quite comprehensive intro to the issues of pathing (with cool java demos) can be found here Edit: This post reads like garbage - but I have been up all night with the beta so meh! EU Beta! | ||
|
ed21x
United States103 Posts
On July 09 2010 02:50 Excalibur_Z wrote: This is actually pretty old information, but it's good to bring it up again. The buzzword "psychic pathing" also adds to the urgency. I think a lot of people are downplaying the potential impact that the current pathfinding system may have in some games. The way that units behave when scouting now is just not logical. You should only be able to see and act upon the information presented to you through active vision and the fog of war, and your units need to follow suit. You can unwittingly pre-empt a clever move as a result of this. exactly. it is always best for units to follow in the path most closely associated with the player's command rather extra information or AI created strategies. Ultimately this takes away too much control when the AI decides too many things on behalf of the player. | ||
|
Randomaccount#77123
United States5003 Posts
| ||
|
Ownos
United States2147 Posts
| ||
|
Tamlin
Sweden47 Posts
However that only illustrates one effect of the issue..On July 10 2010 12:48 Ryuu314 wrote: the side-effect of this psychic pathing of units automatically finding some unblocked road is extremely important. Hiding the destruction of destructible rocks can be very crucial to many strategies and many games. This is probably the most important and game-affecting part of this issue.. And as many of you are pointing out, Scrap Station is probably the best example of where this could clearly dictate the outcome of a game. A lot of you guys are arguing that since both players are equally affected by this, it is not unfair... Well, sure, but what if only one of the players even knows about this? Sure high-level players will most likely be well aware of any and all exploits and bugs, but you can't really expect that from all "normal" players. Giving a player an advantage just because he happens to be aware of an exploitable side-effect of the pathing algorithm like this is not reasonable and not fair IMO. | ||
|
D00mbuggy
United States4 Posts
| ||
| ||
)![[image loading]](http://img710.imageshack.us/img710/6308/megasoop.jpg)
