Because its actually a quite difficult process to calculate the sortest distance for a unit to take, while taking into account where both, allied, as well as opponent units will be throughout this journey.why is pathing so hard to fix?
pathfinding has been messed up in every RTS I have ever played so yes it's hard to fix.
HD pathing was way worse, did not play a lot of voobly so don't know about that.This continues to be a trend. Even when improvements are made to the poor pathing (even worse than user patch,) to make it tolerable -- something seems to happen with large patches that breaks prior "fixes."
The end result is we get reversions back to the original state of DE pathing which is yeesh.
A game I once played called Age of Empires II AOC, and even HD was pretty alright. Maybe we should look into what they did back then.
Define way worse?HD pathing was way worse, did not play a lot of voobly so don't know about that.
3 seconds after you clicked yes.Define way worse?
Units went where you asked them...
You're referring to latency and a multiplayer/network issue, not a game mechanic issue.3 seconds after you clicked yes.
HD had more time to calculate the pathfinding so comparing them is not really fair imo (more lag and the game runs at the correct speed in HD) HD also runs so badly that it's hard to actually test in multiplayer.You're referring to latency and a multiplayer/network issue, not a game mechanic issue.
There is zero reason why the same game mechanics should not exist sans the latency issue being resolved.
Thus, the pathing is actually worse -- the network is better -- make no mistake -- but the pathing is worse.
HD had more time to calculate the pathfinding so comparing them is not really fair imo (more lag and the game runs at the correct speed in HD) HD also runs so badly that it's hard to actually test in multiplayer.
Because path finding is a very hot topic in computer scientist and is still unsolved.why is pathing so hard to fix?
I feel like boars way more often stops following villager. Was doing campaign, even in campaign had plenty times when boar stops following villageri notis it when i try to lour a boar. i swear every time the villager gos a round the tc if a tree is blocking the path. so annoying man.
Yeah, I believe formations are one of the core issues that cause bad pathing in AoE2. It is a very difficult issue to make a "swarm" of units behave like an individual entity on open field, but "flow" around objects, instead of pathing around them as a whole.I think they changed it in a way that forces units into there formation even on a very short distance click.
formation pathing mistakes make sense though and are avoidable for the most part. The problem with the game now calculating objects in the way though means when you click a bunch of units through a path they are all calculating eachother as an object in the way so any time you get into small gaps its a nightmare and unfixable by user input. The game didnt path this way in AOC. A user would path through a line and a unit would get stuck in the path once they met the object and before. Its a much better system.Yeah, I believe formations are one of the core issues that cause bad pathing in AoE2. It is a very difficult issue to make a "swarm" of units behave like an individual entity on open field, but "flow" around objects, instead of pathing around them as a whole.