Cut pathfinding-related perf issues by 60%?

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Axehilt
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Cut pathfinding-related perf issues by 60%?

Post by Axehilt »

If animals didn't flee, the majority of pathfinding-related perf hits simply wouldn't occur.

If animals fleeing was fun and provided some more concrete gameplay benefits perhaps I could understand the tradeoff. But it's not fun and it's not even terribly realistic (that the fox with 10 gaping axe wounds would suddenly choose to run; and if he did choose to run, that he'd be capable of 100% movement rate. :P)
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Peter
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Re: Cut pathfinding-related perf issues by 60%?

Post by Peter »

I doubt that fleeing is a serious performance issue, especially since they don't appear to even try to pathfind.

It's annoying, yes.
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sabinati
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Re: Cut pathfinding-related perf issues by 60%?

Post by sabinati »

they run straight away until they hit a large obstacle, like a river or large ledge, and then try to pathfind around it, causing lag.
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Cain
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Re: Cut pathfinding-related perf issues by 60%?

Post by Cain »

This could be the best suggestion ever.

Animals running is really really annoying. the only way to actually gain ground on them is to sprint, which you can do for about 3 seconds and drains all your stamina. Not really a good option. If removing this inherently obnoxious feature would also reduce lag? And it would probably take about 2 minutes with the delete key? Why are we still standing around talking about it? :mrgreen:
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eql
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Re: Cut pathfinding-related perf issues by 60%?

Post by eql »

Cain wrote:This could be the best suggestion ever.

If removing this inherently obnoxious feature would also reduce lag? And it would probably take about 2 minutes with the delete key? Why are we still standing around talking about it? :mrgreen:
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memestream
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Re: Cut pathfinding-related perf issues by 60%?

Post by memestream »

It'll be yet another case of 'the rich get richer' if it does get implemented. I do agree that it's annoying and doesn't add much at all to the game. But, it's going to be just that much easier for me to caper through mordor stabbing stuff to death for no real good reason now.
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warrri
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Re: Cut pathfinding-related perf issues by 60%?

Post by warrri »

Uhm guys with 50marksman sitting on a boat dont have the problem of a running bear. Neither do guys with 100 melee who build a trap for each bear.
"It'll be yet another case of 'the rich get richer' if it does get implemented" is invalid thus :p
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Peter
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Re: Cut pathfinding-related perf issues by 60%?

Post by Peter »

Well, while I don't agree with the OP, currently it's a lot easier for someone to kill an animal when they can kill it in one or two hits, because it's won't have time to run away. Someone who has to wear an animal down is pretty much doomed because it'll run away before it's HP is worn away.
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Axehilt
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Re: Cut pathfinding-related perf issues by 60%?

Post by Axehilt »

Peter wrote:Well, while I don't agree with the OP, currently it's a lot easier for someone to kill an animal when they can kill it in one or two hits, because it's won't have time to run away. Someone who has to wear an animal down is pretty much doomed because it'll run away before it's HP is worn away.
You really haven't explained why fleeing is a good thing with that post. :/ It's not like any of the things you mention make combat that interesting.

Even if we agree it makes combat a little more interesting, is that "gain" worth the "cost" of 1-3 sec performance burps every 2-40 seconds (depending on how many players are hunting)?

Let the Combat Update sort out combat's depth, fun, and challenge. In the meantime, let's sidestep a majority of the perf hits caused by pathfinding.
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Peter
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Re: Cut pathfinding-related perf issues by 60%?

Post by Peter »

Axehilt, I was speaking in general. I was saying that I just didn't agree that removing fleeing would increase the power gap, but would rather, if anything, decrease it, but most likely only slightly.
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