Infinity engine games STILL need...
Ichthyic
Member Posts: 89
Every single infinity engine game ever made... ALL of them, and I have indeed played every one at least once, needs two things desperately:
-MUCH better pathfinding algorithms
-Better AI for enemies
many small improvements have been made over the years, but these two things STILL dog these games, even after all the various versions and patches, including this "enhanced" version.
How bloody hard is it to tell the ai pathfinding NOT to seek an alternative path every bloody time you are blocked for half a second moving forward? Maybe make it pause for a second to see if the way forward is clear again before doing a 180 and running off in some weird not-intended-at-all direction.
or hell, do like a lot of other modern games do and make it so your own party does not block each other from moving forward, they just can't stand in the same spot.
not. hard.
-MUCH better pathfinding algorithms
-Better AI for enemies
many small improvements have been made over the years, but these two things STILL dog these games, even after all the various versions and patches, including this "enhanced" version.
How bloody hard is it to tell the ai pathfinding NOT to seek an alternative path every bloody time you are blocked for half a second moving forward? Maybe make it pause for a second to see if the way forward is clear again before doing a 180 and running off in some weird not-intended-at-all direction.
or hell, do like a lot of other modern games do and make it so your own party does not block each other from moving forward, they just can't stand in the same spot.
not. hard.
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On the other hand, one thing that was always amiss within all of the Infinity Engine games was the possibility to cross small bodies of water through swimming. Indeed, I'd love to take a nice dip once in a while! Hopefully this will be made possible in BG3 or IWD3.
I disagree. the only patch to any infinity engine that ever improved the pathfinding at all, was the very first patch to the very first Baldur's gate game, where they fixed the "scatter like scared monkeys" every time combat wasn't in a huge open area.
past that... nope. pathfinding looks the same to me now as it did the very first time I played IWD, years and years ago.
even in Kuldahar, you can't bloody walk from the blacksmith to the mage tower without half your group deciding to take detours that send them halfway across the map.
you have to micromanage movements longer than a few yards. it's the single biggest detractor this engine still has IMO. everything else can be modded easily by gamers themselves.
but not that.
seriously, the problems could be sloppily fixed simply by removing in party characters as obstacles.
make it so that when moving, characters can clip past each other without interference, and when they stop, then clipping starts again just so you don't end up with characters standing on top of each other.
OR
Enjoy the scenery and use waypoints.
OR
Ctrl J
What do the IE games still need? Scroll bars on the kit selection window. ToBex did it, I'm sure Beamdog could too.
why?
boots of speed.
so, scripts are written to account for your crew getting somewhere 1.4 times as fast, or twice as fast?
yeah, I don't buy that argument. It's an excuse, not a legit argument. Like I said, you can play with character clipping to fix this, and that wouldn't change the character speeds at all.
http://venturebeat.com/2014/12/09/how-a-tiny-studio-enhanced-icewind-dale-and-other-classic-dd-games-interview-part-1/
I used to work for a game dev, and that was a dodge, not an answer.
I'm guessing they really don't have full knowledge of the game engine code, or else the engine itself simply won't allow for really changing how pathfinding works. just minor tweaks to timing.
no, really, these game still have the worst pathfinding I have ever seen in any fantasy adventure games.
just now, after talking to seth in dorn's deep, i selected my group and told them to move east, back down the ramp.
2 seconds later, my mage decides he's going to head west, down the stairs instead. gets ganked by thief ambush.
BAD PATHFINDING. BAD.
especially the part about people who mod this game, LIKE ME, not having access to that level of the engine code, or believe me, I WOULD have modded it years ago.
also, waypoints do not stop party members from choosing different routes to get to the waypoints.
same exact issues apply.
so, thanks but, you don't know what you're talking about, obviously.
And you do know how to use way points right? From your example, to go from the blacksmith to the mage tower, you click right on top of the root cellar, right before your party reaches that area, you then click close to the fountain, then on the other side of the bridge then the start of the next bridge then the base of the tree then the tower.
That is why I said, enjoy the scenic route instead of watching 6 circles flash on the screen while arrows run around the side of your monitor. It is how the game was developed, taking small steps, seeing what and who you can interact with, choose to or not, take another small step.
Doing it this way, all party members will walk to the tower with no issues. Too much work for you to enjoy the walking speed of the game? Turn on cheats and CTRL + J to just jump your party to a location. Path finding solved in a blink of an eye.
So there you go, I took my three statements and explained them further in detail, to show you, that yes, I do know what I am talking about.
But does the pathfinding suck? Yep.
Is it because Beamdog doesn't full knowledge of the game engine code that they spent rewriting entirely? Nope.
Can it be fixed in such an easy way some random person on the internet can just say "fix it" not. hard.: Nope.
Can just turning PC clipping on and off while they move work?
Nope. Since party movement is essential to the combat of this game. If I am being attacked in the rear of a small corridor, I don't want an easy way out of having my mage just walk through a fighter to get him out of harms way. I also don't want my party walking through each other to get to different targets I selected them to fight.
Or did you want to add another variable to the mix and say only when there are no enemies around? What would then happen if enemies come into sight and the clipping is turned off, does it automatically get turned back on? That can get messy.
Too many variables and other issues to make this a workable solution.
from the person who previously said:
"Great. Start scripting. Looking forward to your Pathfinding mod."
I find this new statement of yours quite laughable.
"And you do know how to use way points right?"
you do know that waypoints do nothing when characters bump into each other and decide to go off on a different route anyway, right? evidently you either are being deliberately obtuse, or just trolling.
"Is it because Beamdog doesn't full knowledge of the game engine code that they spent rewriting entirely? Nope."
so, you know this... how? you don't.
again, you really don't have the slightest clue what you're talking about. look, you can stop contributing... because you're not. really. I plan to ignore any further "contributions" from you in this thread.