View Full Version : [2/9/2012] Updated Pathing: All zones on Test are using it now
Bunji
10-19-2011, 02:27 PM
<p>The updated pathing has been turned back on for the Test servers.</p><p>These pathing updates should make ground mobs take more accurate routes to their targets.</p><p>With the old pathing, mobs would sometimes zig-zag toward their target (instead of moving in a more direct route) or sometimes run up walls (that PCs couldn't) to get to their target, but this pathing should force mobs to take more direct routes to their targets while respecting the same geometry rules PCs do. Ground mobs can still drop down from heights to get to their targets.</p><p>Also, the fix for mobs 'circling' around the PC sometimes while in combat should be fixed on the current Test server build.</p><p>Please check it out and let us know what you think.</p><p>Update 2/9/2012: All zones on the Test servers are currently using the updated pathing.</p>
Yimway
10-19-2011, 02:37 PM
<p>Awesome, look forward to checking this.</p><p>Can I assume pets will benefit from the same changes?</p>
Bunji
10-19-2011, 03:21 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>Awesome, look forward to checking this.</p><p>Can I assume pets will benefit from the same changes?</p></blockquote><p>Yes, it should make pets only go where PCs can go in houses. I'll try and get a list of houses that have the new pathing and update the list. The coder has to generate pathing for each zone separately so not all are ready at this time.</p>
Silzin
10-19-2011, 04:05 PM
<p>I look a few minutes this morning to check this out and the patting does look a lot better. the mobs do run straight to their target. they will run behind IF they are in a group and the player is trying to get them to bunch up... expected...</p> <p>Mob Warping - tried to get the mobs to warp to me and was not able to make then, but I haven't bin able to make just any mobs warp on command.</p> <p>Moving up Slope - Ran straight to me.</p> <p>Moving UP and Down stairs - Fine, <span> </span>Ran straight to me</p> <p>Moving up A small Step - Fine, <span> </span>Ran straight to me</p> <p>Moving Over a rock or book- Fine, <span> </span>Ran straight to me</p> <p>Jumping Down a cliff - mob didnt just run down after me. he moved from where i jumped down over some then came down.<span> </span></p> <p>Sometime i noticed the mob looked like it wanted to move wrong but wasn't a lowed anymore. so it stopped moving for a sec and turned back and forth.</p> <p>These tests were made in Eastern Wastes.</p>
Shotneedle
10-19-2011, 04:07 PM
<p>I believe the question was about player pets, not house pets. But if it was not:</p><p>Will player pets benefit from this change?</p>
Bunji
10-19-2011, 04:16 PM
<p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><p>I believe the question was about player pets, not house pets. But if it was not:</p><p>Will player pets benefit from this change?</p></blockquote><p>Yes, ground player pets will use this new pathing. Flying pets/NPCs can still take other routes to their targets.</p>
Bunji
10-19-2011, 04:19 PM
<p>Also, another thing you'll notice is ground mobs will now run around the egde of deep water areas to get to their targets unless the target is in the water.</p>
Lempo
10-19-2011, 04:23 PM
<p>There was no mention of the raid zones like temple and throne where this is a huge issue. I understand this is on test now but is this going to fix that issue as well?</p><p>*edit* err Sorry Bunji first line had it consolidated I didn't notice it, hopefully this has the issue fixed and will be live soon</p>
Undorett
10-19-2011, 05:41 PM
Does this also fix the monster warping feature added with gu60 or only the path in which they warp?
Yimway
10-19-2011, 06:14 PM
<p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><p>I believe the question was about player pets, not house pets. But if it was not:</p><p>Will player pets benefit from this change?</p></blockquote><p>LoL, yes!</p><p>It speaks volumes to me that devs assumed 'pets' meant house pets...</p>
Lylah
10-19-2011, 08:09 PM
<p>In Great Divide and Eastern Wastes:</p><p>Every few seconds during a fight, mobs move to where I stand then immediately turn around and move back to either where they were or to a new spot. Some just move past me and get behind me and then do the back and forth movement.</p><p>Still have the issue of being too far away for melee and when moving closer, mobs still adjust and move away the same distance. Thought this would change with bigger mobs, but tried killing wurms and even they act the same way.</p>
Mystfit
10-23-2011, 04:15 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><p>I believe the question was about player pets, not house pets. But if it was not:</p><p>Will player pets benefit from this change?</p></blockquote><p>LoL, yes!</p><p>It speaks volumes to me that devs assumed 'pets' meant house pets...</p></blockquote><p>Since recently there have been alot of complaints from people who purchased TT homes and are dealing with the amrching lemmings suicide issue, it doesn't strike me as odd, they'd think someone was asking about that.</p>
Kenazeer
10-23-2011, 09:58 PM
<p><cite>Mystfit wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><p>I believe the question was about player pets, not house pets. But if it was not:</p><p>Will player pets benefit from this change?</p></blockquote><p>LoL, yes!</p><p>It speaks volumes to me that devs assumed 'pets' meant house pets...</p></blockquote><p>Since recently there have been alot of complaints from people who <strong>purchased TT homes </strong>and are dealing with the amrching lemmings suicide issue, it doesn't strike me as odd, they'd think someone was asking about that.</p></blockquote><p>LOL. Yeah. Anything but the <strong>real </strong>game.</p><p>Pathing does look different though. Hopefully when it gets all nailed down the new pathing will have less annoyances than the old.</p>
Did anything make it to live? I've noticed a sudden and unusually high occurrence of mobs running at super speed in both raid and heroic zones.
Miapa
10-24-2011, 01:17 PM
<p><cite>Fitz wrote:</cite></p><blockquote>Did anything make it to live? I've noticed a sudden and unusually high occurrence of mobs running at super speed in both raid and heroic zones.</blockquote><p>That's always happened. I don't think this update is Live yet.</p>
Felshades
10-25-2011, 01:49 AM
<p>Is this going to fix the warping issue on that guy in throne of storms? Please?</p>
Lempo
10-25-2011, 03:14 AM
<p>That guy in Throne is killable.</p>
Dyeana
10-25-2011, 08:29 AM
<p>Tenebrous Tangle zone is unplayable. Needed mobs, and virtually every other mob that will move, disappears into the woodwork and get message of no exp before it repops to it's spawn location. Affects any mob that moves. Affects other KOS mobs too. Need to repair these zones please, or go back to old pathing so the zones can be played</p><p>Thanks</p><p>Dye</p>
Silzin
10-25-2011, 11:36 AM
<p><cite>Dyeana wrote:</cite></p><blockquote><p>Tenebrous Tangle zone is unplayable. Needed mobs, and virtually every other mob that will move, disappears into the woodwork and get message of no exp before it repops to it's spawn location. Affects any mob that moves. Affects other KOS mobs too. Need to repair these zones please, or go back to old pathing so the zones can be played</p><p>Thanks</p><p>Dye</p></blockquote><p>This behaveor is apponing on live and Tenebrous Tangle is not a zone on the list of zone effected yet.</p>
Silzin
10-25-2011, 12:06 PM
One thing i noticed when testing the Scarobs in Sinking Sands is that when just standing there and taunting them some times on a taunt there would warp to me and then readjust back to where they where. With further testing it looks like the warp happens every time i repost the mob. it is also happening with mobs in EW.
<p>On Thurg docks.. Quest: A Page From Their Book get the page from the thief. The thief spawns normally, but then runs / poofs pretty much non stop. Doesnt matter where you try and fight him, at spawn point, out on the docks, WAY out on the docks. When he does run to you, getting constant "too far away" or " not in sight" messages when trying to cast on him. Finally managed to kill him, but took about 20 min and could only use insta cast spells.</p>
Bunji
10-25-2011, 01:45 PM
<p><cite>Silzin@Crushbone wrote:</cite></p><blockquote><p><cite>Dyeana wrote:</cite></p><blockquote><p>Tenebrous Tangle zone is unplayable. Needed mobs, and virtually every other mob that will move, disappears into the woodwork and get message of no exp before it repops to it's spawn location. Affects any mob that moves. Affects other KOS mobs too. Need to repair these zones please, or go back to old pathing so the zones can be played</p><p>Thanks</p><p>Dye</p></blockquote><p>This behaveor is apponing on live and Tenebrous Tangle is not a zone on the list of zone effected yet.</p></blockquote><p>Actually, this one does have altered pathing on the Test servers. I had the wrong zone name for it listed, sorry! Fixed the list and will check out the zone.</p><p>Update: I disabled the updated pathing in those exp02 zones until we can fix the issues. They are currently using their old pathing data.</p>
NiamiDenMother
10-25-2011, 04:00 PM
<p>Kylong Plains is still having issues as of today on Test, Bunji, at least with hillside mobs and melee attacks.</p><p>I took my warden (with Nature Blade and Thunderspike AA melee abilities) to abuse some drachnids, and found the same issues with a hillside and drachnid bloodknights as I did last week.</p><p>Plop on hill - I was at roughly 617, 29, 98 with an aggro drachnid bloodkinight who immediately danced from on top of me, to about 2 steps away, which is WELL within the range of those two attacks (and the abilities were not greyed out, like they do when out of range), and ended up with the out of range message for them. The drachnid just sat there "in combat", but not able to hit me, while I had autoattack on and also couldn't hit him. I moved a step. He warped to on top of me, then moved 2 steps away. The only moment I was able to hit him, or him me, was the moment he bopped onto me before he stepped away.</p><p>Rinse and repeat dancing up the hill until roughly 617, 30, 104, where I gave up and just blasted the bug to bits out of frustration.</p><p>That whole hill is ugly for melee, even on mobs that, like the bloodknight, should be meleeing. You can see them, you can reach out and touch them, but you can't hit them. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>~Mum</p>
Felshades
10-25-2011, 09:20 PM
<p>Guildie put in a petition last night about Mikill and got a reply that made sense.</p><p>Any of you guys with the warping issue... do you have a bard in your group or anyone else at that, that has in combat run speed buffs? That can cause the boss to warp to catch up to the tank.</p>
Dyeana
10-26-2011, 08:48 AM
<p>Bunji, I figured the KoS zones were on the list when I saw the descriptors vice the actual zone names so no problem there. </p><p>Checked last night and completed the first quest gathering frogs for the froglok. Figured out something was changed since she could collect frogs for the quest. Also pulled a sentry and pathing seems to work as usual. </p><p>Will hold my "Baby" assassin there at the beginning of TT waiting for the new pathing to be turned back on to check the new pathing before I run through all the KoS quests on her. </p><p>A note on the new pathing when it was on .... Bixbie island, the worker bees seemed ok, but some of the bixbie's path was running them under the world a bit. Was a surprise to pull a mob that wasn't there from under the world as I harvested. I did find one other named mob while harvesting that pulled OK but can't remember which one now. it might have been missed in your pathing run. Oh well, guess she will get more thurgadin tradeskill faction while waiting to check the zones again. </p><p>Let me know when ready to test these again,</p><p>Thanks</p><p>Dye</p>
Tyrus Dracofire
10-26-2011, 01:22 PM
<p>suggestion to the devs.</p><p>most mobs' walkmesh were hurt by local environments, uneven fields or landscape, even inside of dungeon/building structures just made them warping, specaility those stairs and elevated platforms.</p><p>most older raid land pattern are flat or easy access or more visible line of targets.</p><p>since DoV, epics or other mobs on varied stages of elevations cause so many warping or poor pathing.</p><p>just take a look what you created very rough surfaces and lot of "out of vision" get in the way of our casting spells.</p><p>now i know there is major flaws in DoV that keep breaking over and over when they "FIX", but not really looking at surroundings and how they effected and break the pathing, maybe that why they were "chain-cast", maybe it cause reset on spell cast timer or cooldowns if they bump on elevated objects.</p><p>maybe it need to flat down some ground?</p>
feldon30
10-31-2011, 07:19 AM
<p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>suggestion to the devs.</p><p>most mobs' walkmesh were hurt by local environments, uneven fields or landscape, even inside of dungeon/building structures just made them warping, specaility those stairs and elevated platforms.</p><p>most older raid land pattern are flat or easy access or more visible line of targets.</p><p>since DoV, epics or other mobs on varied stages of elevations cause so many warping or poor pathing.</p><p>just take a look what you created very rough surfaces and lot of "out of vision" get in the way of our casting spells.</p><p>now i know there is major flaws in DoV that keep breaking over and over when they "FIX", but not really looking at surroundings and how they effected and break the pathing, maybe that why they were "chain-cast", maybe it cause reset on spell cast timer or cooldowns if they bump on elevated objects.</p><p>maybe it need to flat down some ground?</p></blockquote><p>Or instead or wrecking the geometry and going back to flat boxy zones, how about reduce the melee agro range to 2m.</p>
SisterTheresa
11-01-2011, 01:40 PM
<p>When you're talking about DoV zones and instances, I'm hoping ToFS is in there.</p><p>Was taking the named cook and for the life of me I could not get the stupid thing to move even with 100 aggro on me. That and the named armor did it as well.</p>
Miapa
11-14-2011, 08:35 PM
<p>Have these changes gone Live yet? I haven't noticed them in the patch notes. It's been nearly 2 weeks since there was an update.</p>
feldon30
11-15-2011, 05:24 AM
<p><cite>Xivian@Permafrost wrote:</cite></p><blockquote><p>Have these changes gone Live yet? I haven't noticed them in the patch notes. It's been nearly 2 weeks since there was an update.</p></blockquote><p>You'll know when the changes go Live. There will be a 100+ page thread about how a variety of group and raid zones are now unkillable.</p>
Isendo
11-19-2011, 12:44 AM
<p>1. I am having a problem with mobs running out of melee range and just standing there unable to melee themselves. This is happenning in Sinking Sands, Everfrost and Butcherblock. These are the zones I have been questing in.</p><p>2. Also I just noticed that I can stand right on top of a mob and get the message "To Far Away" before I even attack the mob.</p><p>3. I can stand on top of a mob that is Aggro to me (Scowling I suppose) and the mob will not attack me.</p><p>4. Drukin Telfizz in the Bonemire is bugged, spend a few minuets watching him and its easy to see. I spent a long time just waiting for him to come to the ledge so I could turn in the dragon bones. When he did come to the ledge he was floating in mid air when I fiannly turned in his quest.</p><p>All of this seems to connected to Elevation, I can run a mob around and find a higher or lower spot in the zone and am able to find a spot where I everything works fine.</p><p>Zheth</p>
SapphireLily
02-24-2012, 08:57 AM
<p><cite>feldon30 wrote:</cite></p><blockquote><p><cite>Xivian@Permafrost wrote:</cite></p><blockquote><p>Have these changes gone Live yet? I haven't noticed them in the patch notes. It's been nearly 2 weeks since there was an update.</p></blockquote><p>You'll know when the changes go Live. There will be a 100+ page thread about how a variety of group and raid zones are now unkillable.</p></blockquote><p>Unintentional BL nerf!Now let's get some intentional ones</p>
Yimway
02-24-2012, 03:48 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p><cite>Xivian@Permafrost wrote:</cite></p><blockquote><p>Have these changes gone Live yet? I haven't noticed them in the patch notes. It's been nearly 2 weeks since there was an update.</p></blockquote><p>You'll know when the changes go Live. There will be a 100+ page thread about how a variety of group and raid zones are now unkillable.</p></blockquote><p>I dunno about unkillable, but there hasn't been a pathing fix that went live that didn't break things.</p>
Pengefinchess
02-24-2012, 03:55 PM
<p>Problem with pathing is ppl are now going in the general direction of "away". <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
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