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View Full Version : Some pathing changes on Test


Domino
09-14-2011, 07:38 PM
<p>Good afternoon!</p><p>We have made a change to the way pathing works in a few zones on Test server, and would like your feedback.</p><p>Have you noticed anything different?  Better or worse?</p><p>The following zones are affected:</p><ul><li>all Velious zones (both overland and dungeons/raids)</li><li>Antonica</li><li>Commonlands</li><li>Everfrost</li><li>Feerrott</li><li>Nektulos forest</li><li>Shard of love</li><li>Shard of hate</li><li>Moors of Ykesha</li><li>all prestige homes (including the Skyblade and veteran home)</li><li>Qeynos houses except the 5-rooms</li><li>All Maj'dul, Gorowyn, Halas, and Kelethin houses</li><li>Neriak 1-room homes</li><li>Freeport 2-room homes</li><li>All guildhalls</li><li>Haven</li></ul><p>Any feedback is welcome <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" />  Please include which zone you are in specifically, and details of what you noticed.</p>

Buzzing
09-14-2011, 07:40 PM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Good afternoon!</p><p>We have made a change to the way pathing works in a few zones on Test server, and would like your feedback.</p><p>Have you noticed anything different?  Better or worse?</p><p>The following zones are affected:</p><ul><li>all Velious zones (both overland and dungeons/raids)</li><li>Antonica</li><li>Commonlands</li><li>Everfrost</li><li>Feerrott</li><li>Nektulos forest</li><li>Shard of love</li><li>Shard of hate</li><li>Moors of Ykesha</li><li>all prestige homes (including the Skyblade and veteran home)</li><li>Qeynos houses except the 5-rooms</li><li>All Maj'dul, Gorowyn, Halas, and Kelethin houses</li><li>Neriak 1-room homes</li><li>Freeport 2-room homes</li><li>All guildhalls</li><li>Haven</li></ul><p>Any feedback is welcome <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" />  Please include which zone you are in specifically, and details of what you noticed.</p></blockquote><p>Any chances of gathering some troops to test the raid zones?</p>

Lylah
09-14-2011, 08:18 PM
<p>In Great Divide, still the same: mobs circling around you during the whole fight. Not really sure how this was changed/different from the fix that went in last test update.</p>

Cloudrat
09-14-2011, 08:51 PM
<p>How do I test pathing in my house?</p>

Eveningsong
09-14-2011, 09:18 PM
<p><cite>Cloudrat wrote:</cite></p><blockquote><p>How do I test pathing in my house?</p></blockquote><p>I guess if you're a pet class, cast your pet and watch how it follows you <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Domino
09-14-2011, 09:49 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Cloudrat wrote:</cite></p><blockquote><p>How do I test pathing in my house?</p></blockquote><p>I guess if you're a pet class, cast your pet and watch how it follows you <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yep, or observe wandering house pets.</p>

Faildozer
09-15-2011, 12:22 AM
<p>is this pathing change to npcs in combat or just how they path around when not fighting?</p>

RedIris
09-15-2011, 01:00 AM
<p>Will this be fixing house pets wandering off the edge in TT prestige house?  Cause I might buy it if that was fixed.</p>

Talathion
09-15-2011, 01:26 AM
<p>Will this fix the mobs teleporting to you?</p>

feldon30
09-15-2011, 04:15 AM
<p>Are these changes intended to address the <a href="list.m?topic_id=503526" target="_blank">Issues With Mob Warping</a> or just overall cleanup of odd pathing issues?</p><p>My understanding of the mob warping issue is that it has been less about pathing and more about DoV's increase in melee combat distance from 2 meters to 5 meters. Also, some of the warping is due to the behavior of epic mobs interacting with speed buffs.</p><p>My test of this will be the solo version of Iceshard Keep. If you take 2 steps in one direction, you can get the Barkeep to run the length of the room past the weapon rack and then run back towards you. You can just step back and forth and keep him pathing back and forth so he can never hit you.</p>

denmom
09-15-2011, 07:53 AM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>Will this fix the mobs teleporting to you?</p></blockquote><p>There's a mob attack that allows them to port to you, much like the Crusader AA ability and the Bruiser ability.  So that's not really a bad pathing, just the mob being able to get to you the way those two fighters can get to them.</p>

Detor
09-15-2011, 11:27 AM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>Will this fix the mobs teleporting to you?</p></blockquote><p>There's a mob attack that allows them to port to you, much like the Crusader AA ability and the Bruiser ability.  So that's not really a bad pathing, just the mob being able to get to you the way those two fighters can get to them.</p></blockquote><p>No, there's some areas where NPCs will just continually teleport to you over and over every couple of seconds, it isn't an ability.  </p>

feldon30
09-15-2011, 11:32 AM
I should post a video of tanking PR. The warchief skeletons blink around the room so fast it's crazy.

Silzin
09-15-2011, 11:47 AM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>Will this fix the mobs teleporting to you?</p></blockquote><p>There's a mob attack that allows them to port to you, much like the Crusader AA ability and the Bruiser ability.  So that's not really a bad pathing, just the mob being able to get to you the way those two fighters can get to them.</p></blockquote><p></p><p>The teleporting I think he is referring to is the warping that takes place of all mobs that is best seen of the raid mob Mikill.<span>  </span>Is the tank changes steep at all for any reason during the fight the mob will warp to the tank and I am VERY sure that is not intended.<span>  </span></p> <p > </p>

denmom
09-15-2011, 12:00 PM
<p><cite>Silzin@Crushbone wrote:</cite></p><blockquote><p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>Will this fix the mobs teleporting to you?</p></blockquote><p>There's a mob attack that allows them to port to you, much like the Crusader AA ability and the Bruiser ability.  So that's not really a bad pathing, just the mob being able to get to you the way those two fighters can get to them.</p></blockquote><p>The teleporting I think he is referring to is the warping that takes place of all mobs that is best seen of the raid mob Mikill.<span>  </span>Is the tank changes steep at all for any reason during the fight the mob will warp to the tank and I am VERY sure that is not intended.<span>  </span></p> </blockquote><p>Ahah, okay, I agree, that there are warping mobs like Mikill.  I've seen that happen myself.  There's a thread about warping mobs and the Mikill fight is the one talked about the most.</p><p>I misunderstood.  Sorry about that.</p>

Bremer
09-15-2011, 12:27 PM
Usually on any inclined plane/stairs the pet runs zig zag. Of course you never find these places, when you want to test it (except Nexona in VP, but solo testing there is hard.) But it seems like at least at one stairs in the Mistmoore Crag Estate the pet runs zig zag on Live servers, on Test server it runs almost a straight line up or down. Mob pathing has been horrible in EQ2 since 2004, especially with raid mobs, inclined planes and tiny hight differences (sills, etc). Hopefully this change will improve it.

Talathion
09-15-2011, 12:59 PM
<p>Eh? So will mobs still have super speed mode and just teleport to me?</p>

LygerT
09-15-2011, 01:37 PM
<p>i'm sure we've all also seen mobs path under your feet and you cannot attack them but they can sure attack you.</p>

RedIris
09-15-2011, 06:56 PM
<p>How about in modfrosts room when you pull the trash by the cages, instead of taking 1 step down off the 3 inch raised platform,  the 20 foot giant jogs around all 4 corners of the cage and then steps off the 3 inch raised platform.</p>

LygerT
09-15-2011, 08:06 PM
<p><cite>Aireax@Butcherblock wrote:</cite></p><blockquote><p>How about in modfrosts room when you pull the trash by the cages, instead of taking 1 step down off the 3 inch raised platform,  the 20 foot giant jogs around all 4 corners of the cage and then steps off the 3 inch raised platform.</p></blockquote><p>cramping blows, gotta do a warmup before doing combat.</p>

taybrienyoyo
09-16-2011, 10:34 AM
<p>Working great!...If your plan is too sell maracas and grass skirts on marketplace next week.  </p><p>Even my deity pet got in on the action!</p><p>EVERYONE JOIN THE CONGA!</p><p><strong><span style="text-decoration: underline;"><em><span style="font-size: medium;"><a href="http://youtu.be/KG4NLsoOpik" target="_blank" rel="nofollow">http://youtu.be/KG4NLsoOpik</a></span></em></span></strong></p>

Aneova
09-16-2011, 11:12 AM
<p><cite>taybrienyoyo wrote:</cite></p><blockquote><p>Working great!...If your plan is too sell maracas and grass skirts on marketplace next week.  </p><p>Even my deity pet got in on the action!</p><p>EVERYONE JOIN THE CONGA!</p><p><strong><span style="text-decoration: underline;"><em><span style="font-size: medium;"><a rel="nofollow" href="http://youtu.be/KG4NLsoOpik" target="_blank">http://youtu.be/KG4NLsoOpik</a></span></em></span></strong></p></blockquote><p>.... LULZ!!!</p>

adolf102
09-17-2011, 10:45 AM
<p>Many mobs are wrapping around in Sinking Sands.</p><p>Could you have a look at it as well?</p>

Glenolas
09-20-2011, 08:46 PM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Good afternoon!</p><p>We have made a change to the way pathing works in a few zones on Test server, and would like your feedback.</p><p>Have you noticed anything different?  Better or worse?</p></blockquote><p>In reading the responses here, I am reminded of the poem of the blind men and the elephant.   There are a multitude of things that could be called "pathing problems" and each person will have a different view of the problem, hence a different view on whether you did or did not fix it. </p><p>It would be a lot easier to help you if you mentioned specifically what we should be looking for. </p><p>For instance:   Mobs in situation A used to path like this.   We've changed it so that in that situation they will now path like this.  Does that work better now? </p><p>Rinse and repeat for how many unique path problems you believe you adjusted for.</p>

Felshades
09-21-2011, 12:14 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Good afternoon!</p><p>We have made a change to the way pathing works in a few zones on Test server, and would like your feedback.</p><p>Have you noticed anything different?  Better or worse?</p><p>The following zones are affected:</p><ul><li>all Velious zones (both overland and dungeons/raids)</li><li>Antonica</li><li>Commonlands</li><li>Everfrost</li><li>Feerrott</li><li>Nektulos forest</li><li>Shard of love</li><li>Shard of hate</li><li>Moors of Ykesha</li><li>all prestige homes (including the Skyblade and veteran home)</li><li>Qeynos houses except the 5-rooms</li><li>All Maj'dul, Gorowyn, Halas, and Kelethin houses</li><li>Neriak 1-room homes</li><li>Freeport 2-room homes</li><li>All guildhalls</li><li>Haven</li></ul><p>Any feedback is welcome <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" />  Please include which zone you are in specifically, and details of what you noticed.</p></blockquote><p>Can you fix pillars of flame? The harpies like to path into the ground on a regular basis and I get to sit around with my thumbs up my backside while waiting for them to come to me while moving around trying to drag them out.</p><p>Edit: Its been like this for years. I'd REALLY like a fix.</p>

Cyliena
09-21-2011, 12:28 AM
<p><cite>Nadirah@Crushbone wrote:</cite></p><blockquote><p>Can you fix pillars of flame? The harpies like to path into the ground on a regular basis and I get to sit around with my thumbs up my backside while waiting for them to come to me while moving around trying to drag them out.</p><p>Edit: Its been like this for years. I'd REALLY like a fix.</p></blockquote><p>I was fighting there a few weeks ago and it was terrible. I'd usually have to wait for the ones that flew into the ground to unaggro and go back before I could even hope to quickly finish them off before they could path into the ground again. It seems much worse then when I original fought here a couple of years ago. A fix for this zone would be nice.</p>

Talathion
09-21-2011, 11:54 AM
<p>Um... This kind of Pathing will completely ruin AOE Autoattack.</p><p>Please don't change.</p>

SmokeJumper
09-21-2011, 01:24 PM
<p>Water and Air pathing were unaffected by this change, btw. Only ground movement is changed.</p><p>So, for example, the harpies won't have changed.</p>

Talathion
09-21-2011, 01:58 PM
<p><cite>SmokeJumper wrote:</cite></p><blockquote><p>Water and Air pathing were unaffected by this change, btw. Only ground movement is changed.</p><p>So, for example, the harpies won't have changed.</p></blockquote><p>And how are you going to deal with multiple mobs going around you when AOE autoattack only hits targets infront of you?</p><p>Are you going to change AOE autoattack to 360 Degrees?</p>

feldon30
09-21-2011, 03:04 PM
<p><cite>SmokeJumper wrote:</cite></p><blockquote><p>Water and Air pathing were unaffected by this change, btw. Only ground movement is changed.</p><p>So, for example, the harpies won't have changed.</p></blockquote><p>The problem we're having, and the problem you're fixing, aren't the same.</p>

Lempo
09-21-2011, 03:30 PM
<p>The harpies in PoF are really terrible everywhere you go, I try to work on my destroyer title for them but honestly it just gets too frustrating after a bit. Forget about chain pulling you can't pull 2 groups in most places without an entire group sinking into the ground.</p><p>SJ I understand what you are saying that those were not affected and it is great that you communicated that. The harpies really need to be looked at too it is a pathing issue of some sort. Just go to PoF and try to kill 250 harpiesit is honestly easier to do them one at a time than to try and pull a few groups, heck even pulling one group is a challenge in the majority of the places out there.</p>

Silzin
09-21-2011, 03:48 PM
<p>It would probably be good if you can make a list of spesifics this fix is supposed to effect so we can test those.<span>  </span>Like:</p> <ol type="1"><li>Was this change intended to fix the warping that so many people have seen for all of DoV?<span>  </span></li><li>Mobs within Melee range running/dancing around the tank trying to get within range? </li><li>Mobs running around very small obstacles or steps? </li><li>Flying mob pathing problems? (Stated No)</li><li>Mobs Running at “Warp Speed”, literally running at 200-500+ movement speed? </li><li>I am sure I am missing some?</li></ol>

Felshades
09-21-2011, 11:53 PM
<p>I have more issues with those harpies, flanking AI, and what appears to be similar to another game's "anti exploit" teleporting than what people are claiming they see.</p><p>As for the "anti exploit" one, that's the one where if the mob can't get to you, it teleports in your face to keep you from sitting up where it can't get you and kill it.</p>

SmokeJumper
09-22-2011, 07:07 PM
<p>We've disabled the pathing changes on the Test server for now. We'll do some modifications and then bring it back. FYI that it's not active right now (as of about 3pm Pacific on Thurssday, 9/22).</p>

Geothe
09-22-2011, 07:26 PM
<p><cite>SmokeJumper wrote:</cite></p><blockquote><p>We've disabled the pathing changes on the Test server for now. We'll do some modifications and then bring it back. FYI that it's not active right now (as of about 3pm Pacific on Thurssday, 9/22).</p></blockquote><p>So... you break pathing with the release of DoV...Try and fix it, what 7 months later, and give up on trying, again?</p><p>Quality.</p>

Valentina
09-22-2011, 08:20 PM
<p><cite>Geothe wrote:</cite></p><blockquote><p><cite>SmokeJumper wrote:</cite></p><blockquote><p>We've disabled the pathing changes on the Test server for now. We'll do some modifications and then bring it back. FYI that it's not active right now (as of about 3pm Pacific on Thurssday, 9/22).</p></blockquote><p>So... you break pathing with the release of DoV...Try and fix it, what 7 months later, and give up on trying, again?</p><p>Quality.</p></blockquote><p>I read it more as they broke pathing with DoV, tried a fix for it that didn't work and may have made things worse, and have rolled back that fix while figuring out a new approach.  The 7 months since DoV is largely indefensible, but rolling back a fix from the test server that did not work is pretty standard stuff.</p>

Silzin
09-22-2011, 10:29 PM
Is SJ's defense, i think this would be fix # 3 or 4 ??? since DoV launch? The first 'Fix' didnt go throw this testing proses and it may have made things worse. So i am glad they are going thru more testing and reevaluate this.

Drumstix
09-23-2011, 02:01 AM
<p>Pathing currently makes me wanna take everything I love about this game and throw it out  the window <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>

Eveningsong
09-23-2011, 02:17 PM
<p>Could someone please update the motd on Test/Test Copy?  It still asks players to test the pathing changes, which have been removed.  No need to have testers who missed the thread saying its been removed waste their time.  Thanks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Glenolas
09-24-2011, 08:58 PM
<p><cite>SmokeJumper wrote:</cite></p><blockquote><p>We've disabled the pathing changes on the Test server for now. We'll do some modifications and then bring it back. FYI that it's not active right now (as of about 3pm Pacific on Thurssday, 9/22).</p></blockquote><p>So far, in the week that this thread has been running, I can find no one who actually discovered what the changes were supposed to be doing.    I suppose it's a good thing they are gone,  but had they gone live, it doesn't seem anyone would have noticed.  </p><p>For the posters who were thankful they were removed for not working, can you tell me what they did?</p>