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HUGE potential pathfinding issues - Page 2

Forum Index > SC2 General
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Prev 1 2 3 Next All
aW]Nevermind
Profile Joined June 2007
Venezuela73 Posts
August 15 2007 13:53 GMT
#21
wc3 patthing is not like that. You have an option to turn off formation so any unit moves at their speed, that's what pros use and it feels much nice than 2d sc, actually is one of the reasons i stopped playing brood war the pathing is so outdated, in w3 is much smootly.

But yea i dont' want my marines to walk in a formation, i want them to move like I WANT.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
August 15 2007 14:01 GMT
#22
I guess it would be useful to have a few toggles:

auto-formation
auto-walk speed
none
Blacklizard
Profile Joined May 2007
United States1194 Posts
August 15 2007 14:14 GMT
#23
They definitely should use magic boxes and related pathing as close to SC1 as possible. It just feels more natural, is easier to control, and allows for small adjustments, etc.
flabortaster
Profile Joined June 2007
Philippines99 Posts
August 15 2007 14:18 GMT
#24
Maybe custom formations? You create an formation and you press a button to "lock" the units in that position?
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
August 15 2007 14:45 GMT
#25
On August 15 2007 15:41 LosingID8 wrote:
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.

funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes?
Do you really want chat rooms?
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 15 2007 14:47 GMT
#26
On August 15 2007 23:18 flabortaster wrote:
Maybe custom formations? You create an formation and you press a button to "lock" the units in that position?


what happens then if you have a vertical line of marines and then they come to a horizontal swarm of lings? would you prefer they stood locked in a stright line where maybe the top few are out of reach to fire and stand there idle or move foward to arch so that all of them could open fire ? There is a fine line between wanting a unit to do what you want exactly and wanting a unit to be sensible in a given situation.
FlashDave.999 aka Star
HaXxorIzed
Profile Blog Joined June 2007
Australia8434 Posts
August 15 2007 14:47 GMT
#27
Hm, this thread makes an excellent point that we'll have to wait and see about. I sure hope Blizzard tries to remain faithful to SC's original pathfinding in this respect, if at all possible.
http://steamcommunity.com/id/HaXxorIzed
omgbnetsux
Profile Blog Joined April 2004
United States3749 Posts
August 15 2007 14:57 GMT
#28
There were some definite pathing issues at Blizzcon (maynard workers going retarded for example), but I'm sure balancing/testing will fix most of these.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
August 15 2007 15:27 GMT
#29
Um, the autoformation wasnt in sc2 demo as we all saw, they clumped up no matter what trying to get as close as possible to the poiint you clicked, not going into the wc3 formation.

But anyhow, the pathfinding is much better in wc3, and in sc2 as we saw. If you ordered your units to attack something around a corner in sc they would go in a line and get obliterated since its the worst formation ever, while in wc3 you can toggle for them to wait for each other giving them a much better formation than sc, and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.

However, what you are talking about isnt pathing issues, its formation issues. In sc you had a semi formation system were the units kept their old formation unless something intervened with it, but the formation wouldnt hold for battles or for any obstacles wich meant that it was very micro dependant and less macro dependant, while the wc3 one is a good overall formation that is quite tight but not tight enough to be aoe targets and its kept throughout any obstacles and airunits followed the ground units, this is very good for macro but less for micro.

But here anything is good, as long as they have a formation movement toggle so that your units move in unison im happy, using it for a guardian/hydra combo would be neat since then the guardians wouldnt rush out were the hydras cant follow.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
August 15 2007 16:04 GMT
#30
The unit formation is a toggle option in Wc3. Most people turn it off because of what your reasons are. You just didn't turn it off.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
August 15 2007 16:11 GMT
#31
Look at his screenshots people, it's quite obvious if you look at the formation toggle it's set to OFF
rpf
Profile Blog Joined January 2007
United States2705 Posts
August 15 2007 16:32 GMT
#32
On August 15 2007 17:01 MYM.Testie wrote:
Don't get into a fit about path finding stuff you guys see so far.
Blizzard is really working on pathing issues to the best of their abilities and I have no doubts that they'll pull through.
I said that a couple years ago when I started playing about the reaver bugs.

Don't hold your breath.
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
Auspicious
Profile Joined August 2007
United States175 Posts
Last Edited: 2007-08-15 16:53:28
August 15 2007 16:52 GMT
#33
rpf is like the been there done that guy, he's always right about everything and he's already done everything/done what you're suggesting/done it better/done it more/one-upped you, and if you disagree then by God you're unAmerican and don't believe in difference of opinion. Just wait for it, he'll sarcastically apologize and then swear at me for being of inferior intellect.

As to the OP, this is a great point. It never even occurred to me, actually. I did notice that there was an incredible amount of clumping in gameplay videos though and thought it looked really ugly.
You don't fuck around with the infinite.
lololol
Profile Joined February 2006
5198 Posts
August 15 2007 18:46 GMT
#34
On August 16 2007 01:11 SoleSteeler wrote:
Look at his screenshots people, it's quite obvious if you look at the formation toggle it's set to OFF


It's also obvious if they read the OP, but I guess reading is hard, too
I'll call Nada.
Blacklizard
Profile Joined May 2007
United States1194 Posts
August 15 2007 19:02 GMT
#35
On August 16 2007 00:27 Klockan3 wrote:
snippage--

and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.


I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player.

Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing.
StripedBlueCrow
Profile Blog Joined May 2007
United States506 Posts
August 15 2007 19:03 GMT
#36
i don't see the pix
Ransom notes keep falling out your mouth.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
August 15 2007 19:09 GMT
#37
On August 16 2007 04:02 Blacklizard wrote:
Show nested quote +
On August 16 2007 00:27 Klockan3 wrote:
snippage--

and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.


I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player.

Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing.


I've played a lot of War3 and it never seemed to bother me... Very easy to get used to, I've never heard of players, noob, mediocre or pro, saying that they lost a game because of this pathing 'problem'. There were some pathing bugs throughout war3's life though (units stopping for no reason), not talking about those.



x_woof_x
Profile Blog Joined September 2004
United States659 Posts
August 15 2007 19:47 GMT
#38
On August 15 2007 17:41 LosingID8 wrote:
Show nested quote +
On August 15 2007 17:41 x_woof_x wrote:
they should keep pathfinding same as sc1 and have no "stupid" pathfinding units , for example: goliaths
we terran users have no right to complain when protoss have the dragoon


hey, i can control goons pretty well
STOP...... Manner time. 윤상현
Naib
Profile Blog Joined November 2004
Hungary4952 Posts
August 15 2007 19:53 GMT
#39
This is a very valid OP. I can't add anything, but agree with it, and I'm pretty sure Blizzard is aware, and listening.
Complete the cycle!
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 20:28 GMT
#40
On August 15 2007 23:45 fight_or_flight wrote:
Show nested quote +
On August 15 2007 15:41 LosingID8 wrote:
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.

funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes?
That's what I think happened. I strongly believe a lot of the AOE nerfing done late in war3 development (they put max damage caps on all AOE spells) could have been easily avoided if they fixed the pathfinding instead.
aaaaa
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