Roads/Paths & Pathfinding

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Roads/Paths & Pathfinding

Postby Lupich » Tue Sep 08, 2015 6:48 pm

Mr Jorb Sir,

I have a critique and and idea regarding roads/sign posts/whatever they are called.
My biggest issue currently is when there is a curve on the road, or a toad, or whatever, your character will get stuck (even on the road sign!) - Would it be feasible to implement some basic pathfinding when it comes to roads specifically?

For example, when a fox is chasing a rabbit they seem to have no issue quickly circling around a bush, tree, stump, whatever. However players need to manually click-fuck their way out of it.

I don't know if this is just the way you want pathfinding to work, but at the very least, have player pathfinding work when using roads.

Pls?

I'll even change my avatar!
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Re: Roads/Paths & Pathfinding

Postby jorb » Tue Sep 08, 2015 7:36 pm

Maybe. We'll keep an eye on them and kind of watch the reactions for a while. We have some plans of our own as well.
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Re: Roads/Paths & Pathfinding

Postby Lupich » Tue Sep 08, 2015 10:25 pm

jorb wrote:Maybe. We'll keep an eye on them and kind of watch the reactions for a while. We have some plans of our own as well.


Cool, thanks for the reply!

How about pathfinding in general? Is the current way as intended? I can't see it being technically unfeasible, since as I mentioned plenty of AI already does it on its own in Haven. It's a little frustrating getting stuck on a bush you didn't see and having to rotate the camera 3 ways to fumble your way out.
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Re: Roads/Paths & Pathfinding

Postby jorb » Wed Sep 09, 2015 9:33 am

It's a long story. There are good reasons why you do not currently have it.
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Re: Roads/Paths & Pathfinding

Postby Ukhata » Wed Sep 09, 2015 10:30 am

Lupich wrote:
jorb wrote:Maybe. We'll keep an eye on them and kind of watch the reactions for a while. We have some plans of our own as well.


Cool, thanks for the reply!

How about pathfinding in general? Is the current way as intended? I can't see it being technically unfeasible, since as I mentioned plenty of AI already does it on its own in Haven. It's a little frustrating getting stuck on a bush you didn't see and having to rotate the camera 3 ways to fumble your way out.


we dont need to make botting easier.
also be honest, having to actualy pay attention to what you do in a game is sorta what makes it a game instead of a screen saver :P
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Re: Roads/Paths & Pathfinding

Postby TreeBoa » Wed Sep 09, 2015 11:05 am

Yes it's stress
I want to improve it so frustrating
DONT STOP
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Re: Roads/Paths & Pathfinding

Postby Lupich » Wed Sep 09, 2015 8:43 pm

Ukhata wrote:we dont need to make botting easier.


I didn't even consider that, it's a good reason but I drafted up the psuedo code in my head to work around pathfinding for bots in less than a minute.
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Re: Roads/Paths & Pathfinding

Postby Sevenless » Wed Sep 09, 2015 9:04 pm

Lupich wrote:
Ukhata wrote:we dont need to make botting easier.


I didn't even consider that, it's a good reason but I drafted up the psuedo code in my head to work around pathfinding for bots in less than a minute.


It's not a good reason. If botting is harder, only the best factions will have useful bots. These will be private and cause even worse disparities than usual.

The aim should be, and is I believe, to make the game more playable for players while reducing the benefit bots give by including a degree of those benefits in the UI. Whether or not it impacts botters shouldn't matter compared to that goal.
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Re: Roads/Paths & Pathfinding

Postby Lupich » Wed Sep 09, 2015 10:53 pm

True.

No matter what is done the base issue with botters is that there isn't much you can do as you can reverse compile the client code so easily. Obfuscating it would only delay the inevitable. Any anti-bot measures would need to be server-side.
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