View Full Version : Pathing/Collision
Veseli
09-02-2009, 11:33 AM
I don't know if anyone else has been annoyed by some of the pathing and collisions in this game or not. It seems a whole lot easier to get hung up on friendly heroes/creeps than in DotA. I think it may have something to do with the model sizes and footprint sizes, as most models in this game are larger. I find myself getting enhanced marchers on nearly every hero though as getting caught up on friendly heroes and dancing around them has gotten a tad annoying.
I know some friends I play with have felt the same way (as they have been devout DotA players in the past as well).
Any thoughts?
Dagguh1
09-02-2009, 11:46 AM
Disagreed.
Pathing and collisions are million times better than in W3.
Maybe you are right-clicking allied units, which makes you stand there in hold-fire mode.
In that case, l2click.
Yes, pathing and collision needs to be smoothed out a bit, you can sit there and dance with friendly heroes
cVozBosher
09-02-2009, 03:10 PM
You can't argue that it doesn't need to be smoothed out a bit, but I've actually enjoyed the weird pathing and larger character models. It makes running away and chasing a lot easier against lazy pathers.
DaarkSTorM
09-02-2009, 07:00 PM
Yes pathing definitely need some major tweaking. Getting stuck face to face with another friendly unit is really annoying.
Q_efx
09-03-2009, 03:00 AM
The most annyoing thing i found out:
When you want to eat a tree. And your are on an edge of a wood part. Most you the time. Your hero walk into the woods. And eat the tree "behind" your old position. And this even it the the longer way, as just going straight to the tree.
Nvied
09-03-2009, 03:54 AM
Agree with most of the above comments,
Pathing needs to be reworked COMPLETELY.
Phrosen
09-03-2009, 05:00 AM
I agree.
I think it's harder to block in HoN than DotA, and easier to get blocked by other heroes.
iPodz
09-03-2009, 06:28 AM
Agreed.
Pathing and collisions are million times worse than in W3.
Fixed.
Nackskott
09-03-2009, 08:04 AM
Yes, the pathing needs to be fixed. I sometimes find my hero quit walking and go back to fight when I'm chased by enemy heroes.
BorisBadinov
09-03-2009, 08:21 AM
Guys, both are not pathing PROBLEMS as much as the way it works. In my opinion, its a problem when you click somewhere and you go somewhere else. Such as when someone metioned they click a tree and they go behind to eat. Thats a pathing problem. But I imagine that creep blocking is deliberately difficult. And maybe, just maybe, they made it that way. It adds depth. No, I am not one of those asshats who says that difficulty always adds depth but in this case, you should not run head-strong into a wall of creeps. Maybe in dota those creeps accomidated for you, but does that really make sense? The designers of this game took that into account and thought "well, if he runs head-strong into a group of dudes, his big behemoth butt is probably not going to sneak through like a ninja." Makes sense to me.. Go around?
Destrado
09-04-2009, 08:41 AM
The pathing also get screwed when the area they intended to go get changed like behmoths stun. When there looked to be a rather sizable gap on the ramp my hero went in couldnt get past circled for ages then ran the other way where as in dota the path would update instantly and ur hero would take a new direction.
Ragnokk
09-04-2009, 08:53 AM
I think the pathing is fine aside from the aforementioned 'dancing' cases which I have seen a few times.
IntErlIdEr
09-04-2009, 09:50 AM
Although it works very well in most cases, and although the larger heroes make it easier for us to work with, I'd say it still has to be "smoothered". I find myself dancing with my allies when they want to go forth and I want to back off, and I've been actually killed more than once due to this fact - and, tbh, it's frustrating when it's due to an engine limmitation rather than due to a human fault, in which case I'd be able to curse the mofo.
The Tango issue eating trees and having to go all the way around to do so is known and was also an issue in WC3... maybe a coding arch? Dunno, but if it can be fixed, then it certainly should.
~IntEr
Yoncore
09-04-2009, 10:22 AM
The designers of this game took that into account and thought "well, if he runs head-strong into a group of dudes, his big behemoth butt is probably not going to sneak through like a ninja." Makes sense to me.. Go around?
Its not about "ninjaing" through. Good pathing will make the creeps step aside for the behemoth without intense half square microing on your behalf. Dancing with creep/ally heroes - pretty annoying.
Using a tango and having my guy try walk around to the very back of the forest - frustrating beyond beleif.
Not sure if this is pathing but clicking on my fountain while running away from a chase and having my hero instantly turn around on the click and head STRAIGHT BACK TOWARDS THEM - makes me want to kill myself.
I agree. Example. Let's say you're at the bottom rune Legion side. After you get the rune, if you walk up the little hill, then click middle, your hero runs back down the hill and through the river. In dota he'd say on your side.
bootman
09-04-2009, 11:06 AM
completely agree. pathing is a joke in this game. don't get me wrong, i love this game almost as much as my newborn son, but with all the things they have improved from dota, you'd think pathing would be one of them. not only do you have to babysit your hero if you click a slightly stray point you would like him to go to (because he will take an assbackwards route if you don't), the way you get blocked in this game is insane, you can get hung up on a teammates toenail if the game wants you to.
I play with a group of about 20-30 local friends and we all have been playing dota since the starting betas and all of us agree that the pathing issues REALLY need to be addressed.
Greywisp
09-04-2009, 11:06 AM
because of this different pathing its quite funny to see how slither(venomancer) can use his wards to slowdown enemy by placeing them exactly infront of him to his path :-)
Ragnokk
09-04-2009, 11:30 AM
because of this different pathing its quite funny to see how slither(venomancer) can use his wards to slowdown enemy by placeing them exactly infront of him to his path :-)
hahaha OMG so trying that out. Pinning them against trees should be quite fun
Faedrik
09-04-2009, 11:36 AM
What the game is not doing is re-allocating new paths when new obstacles / better paths are discovered when you get closer to the destination.
When the hero is walking, they are set on one predefined path and they are stuck to it. They don't attempt to find better paths when they are en route.
That is what Warcraft III does.
If your hero in HoN is issued an order on something through fog of war and loses vision of it, it will cancel it's action because it no longer has a waypoint.
Way points should always be re-registered and redefined as if the user is spamming the move command on the desired location at all times.
Increase the radius as to which your units check for new obstacles and make them adjust for it accordingly, on both fronts, either shift out of the way, or whatever needs to happen.
It's not hard, it's a simple concept and there's many easy approaches to code this effectively.
My two cents.
Supernova3
09-09-2009, 01:34 PM
I'm bumping this because I'm getting pretty frustrated with the pathing. I hope it gets improved before release ;(