Jump to content

Search the Community

Showing results for tags 'pathfinding'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements and News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements and News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements and News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements and News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements and News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements and News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Website URL


Yahoo


Jabber


Skype


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 7 results

  1. Having just built a castle on the porch ledge by the hedge, I decided to build a farm next. on that farm I wanted an aphid field. unfortunately aphids are very difficult to transport long range I would love to be able to carry your aphid pet on your shoulder as if he were grass planks so bringing your pet to hard to reach places is easier. even then I ended up getting an aphid up a ramp to my farm and then thought "all I have to do to get him in his field is deposit him in his pet house," so I did. Upon doing so his pathfinding took him back down the ramp, away from the pet house in which he tried to find another way up by where the bombardier beetles near the hedge hang out and the other areas around, where he would often run along the edges of the porch I assume trying to find a way to the pet house. to me there could be 3 different possible problems that cause this, either aphids have a hard time pathing to pet houses above ground level, the aphids are having trouble pathing past construction tape areas, or the aphids are having trouble pathing on clay foundations. If I had to guess all three may have some part as he only went down the ramp once told to go in his house, plus he was just fine pathing on pebblet foundations which I used to build the ramp to get him up but had trouble getting anywhere on the clay foundations I built the farm field out of, and finally he had trouble following me upon reaching the construction tape in which I had to keep him at max interaction distance and lure him past the tape by petting him at max distance having him inch past. once he got past he followed me in to the pen easily. this time I walled him in before putting him in his house and I can confirm he is still staring at the wall between him and the ramp down that he walked down the last time I did this. I can't tell if this is the same for weevils as I haven't tried to bring any up yet but I would imagine so. Please fix the pathing so it is a bit more reliable. I really want to fill may field with aphids and I am afraid to bring anymore up and open up the pen as I fear the others, being the one, will run back down. and as for the troubling task of getting pets to hard to reach places where a lot of people built, it would be nice to just be able to carry you pets for some distance like you do leaf planks only one at a time, maybe it cost stamina to have him on you shoulder although not to much stamina. this would be a convenience thing I would love to have in the future but understand if it doesn't get implemented for update 0.10. other than that I have been having the most fun I've had in grounded since launch, even without the full update yet, and I look forward to all the future updates as I did for all the previous ones we have had this past year.
  2. Right in the first fight I noticed that when multiple characters stand together and you give a movement order your path gets blocked off easily and your character 'tries' getting around by wobbling left and right which eats up all your movement points and you don't end up on the spot where you wanted to be when you gave the movement order.
  3. There is a minor problem with characters sometimes being stuck while running in narrow passages. Here's a video: link.
  4. So at various points on maps I've had issues with getting my party to actually move to the location I've clicked and other times they move to a location but no longer can move out of it. I've encountered in a variety of areas in the limited time I've actually played including: The Dark cupboard, Kahanga Palace, and almost all locations in Port Maje (Especially the flooded streets). I was able to reproduce it when ever I entered an effected location. However after restarting the game from a save within 'The Dark cupboard' the collision/pathfinding seemed to be working again... -Operating System is Windows 10 -Here's some screenshots of when I encountered it in the Dark cupboard
  5. Hey guys, Would anyone else like the ability to make discovered traps incorporate into the path finding, so that your characters can't accidentally set off traps they've already been discovered? (Or make this a setting we could turn on at least?) This seems like it shouldn't be too hard to implement, and it would be quite helpful imo.
  6. Hey, everyone. I just wanted to let you know that your Pillars of Eternity team is hard at work fixing up the game based on the bugs you have been reporting. I can't give you an exact date, but we would really like to release the patch next week, if possible. We have been focusing on save/load, pathfinding, AI, and class fixes. When we get the exacts nailed down we will let you guys know. Thanks for all of the hard work you guys have put into helping us with the beta. The extra eyes are invaluable!
  7. Just a thought on a more organic method of marking out quests, giving directions and adding to the atmosphere and depth of the gameworld. Between cities we have milestones, giving distances to local points of interest, cities, shrines, battlefields of yore etcetera. So that we know we are on the correct path and do not need quest markers or glowing exclamation marks, we can just follow the simple directions we have been given. And if a path or trail is not marked, is that not intriguing in and of itself. Signposts could also mark the way at crossroads, perhaps with shrines for the prayers of passing pilgrims, the grisly gibbet of condemned criminals, or a toll house for the upkeep of the highway. All serving to give directions, while enriching the world, rather than a glowing mark in some far off spot. Street names so that instead of going to the marked house, we look for a hovel clinging to the side of Woedica's temple on Aedyr avenue. Venturing forth to beard the bandits in their lair we are advised to take Goodroad Gate, and the well maintained and travelled highway stretching beyond it. Famous events, heroes and peculiarities could be reflected in the streets names, so that in travelling them we learn more of the local culture, history and peoples. In time hopefully we come to know these locales as well as we do the Strip, Sigil, Mulsantir or Athkatla, and can quickly follow directions without the need to ask or be directed. That being said, random encounters that are not with monsters or peddlers, but simply a farmer leaning on his gate or a goodwife putting out her washing, might be perfect opportunities to gain directions. Local points of interest, warnings, rumours and such might also be passed on, all while serving to reinforce the atmosphere of the locale. Thoughts?
×
×
  • Create New...