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[364]Pathfinding Remains Horrible


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Posted

I doubt this has gone unnoticed for the developers, but I just want to mention that the pathfinding doesn't seem to have seen any improvement. It's a problem for a character to get around another character and this happens so often that it can affect combat.

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Posted

One big problem I see at the moment is that units face their target when moving, so it looks like they are sidestepping when moving around other creatures, which looks silly.

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Posted

Pathfinding down under the ruins, at least in narrow indoor areas, is pretty bad, still. It can mess up combat and just plain old trap searching or walking in and out of an alcove in 364.

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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Posted

I couldn't deadlock them like before, it seems ok now. Record examples maybe?

Any instance when the party is spread out and you order it to a formation with a click somewhere leads to bumping and illogical (from our point of view) circumventing of characters.

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Posted

It would be nice to have feedback from Obsidian about this specific issue. 

 

I get the feeling that some problems are voluntarily kept silent despite being brought up times and again in many posts on these forums. 

 

Pathfinding is definitely one of them.

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Posted

A newbie to IE game recently told me pathfinding is worst thing about the game.

It's not, if you change the path search nodes to 40,000

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Posted

 

A newbie to IE game recently told me pathfinding is worst thing about the game.

It's not, if you change the path search nodes to 40,000

 

He played BG1EE which already has it set at that.

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Posted

There's only one problem with the pathfinding in that code and it's the fact that characters sometimes get logjammed in tight spaces and start going the opposite way, it's very easy to circumvent most of the time as well.

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