Green_Gloom Wrote:Abusability. If the melee AI always stops outside a trap then players will just use a single trapper to wall them in safely and kill the AIs with ranged attacks from 3-7 other players (depending on max players). And be a lot safer than if they had 3 monks taking care of them, vs melee only of course.
Bad answer. There's no sense in make a sitting duck situation as part of a fix and historically these developers look to be fairly effective at avoiding problems and quick to fix new bugs.
Quote:Also, writing CPU efficient pathfinding for a static world (ie. the current terrain) is a lot easier than writing it for a dynamic world, since you can place path nodes that will help the AI navigate the world. If enough traps expire to enable a shorter route while the AI is taking a long route to the target, should the AI change to the newer short route or not?
Every monster in the game presents an obstacle. They move around a lot and when encountered they make you stop. I've considered the idea of a trap exclusion zone as a temporary 'monster' moreso than something akin to a cliff wall.
There are some problems with creatures getting stuck
Quote:If you want to dynamically change the selected path then you add a lot of extra AI-pathing calculations. You have to check all traps for all AIs present every time a trap is placed or expires.
No you don't. New traps can override old traps, so the expiry of old traps is not useful information for calculating exclusion zones. If 8 rangers trap like crazy without moving position you have 8 markers to check at any given time. Define a radius for override distance and you can knock that back to as little as 1 exclusion zone to keep track of.
The game already has something similar happening with spirits overriding spirits.
Quote: Then you have to find the "best" route to the target from the current position for every AI. And that path may become blocked a second later by a new trap, which means all the AIs have to recalculate their path.
That's a point that could still use work in this game IMO. More with respect to actor collisions, but once properly solved you'll be left with the solution for henchmen colliding with an invisible barrier caused by a trap recognition function.
If Stefan follows Somewhat Zen directly North and bangs into a Tengu, he stops. But what if the game marked the off-set angle of that Tengu at 345° and offer up a 90° direction change bypass option taking the closest angle (to the target Somewhat Zen) of the two possible resulting directions? Maintain the new heading for 1 second before returning to the original target point and I see the skeleton of a fix beginning to emerge.
Quote:Giving them a formation to use until they engage the selected target would be a more usable solution.
Err . . . I'm not so sure about that. Certainly maintaining a set distance between units in a line astern formation would be easier, but anything else would be about the same complexity IMO.
The formations currently used in the game are further evidence that trap exclusion zones are quite achievable. Run around with the Henchmen for a bit and watch where they stand in relation to your character. Hit "X" and watch the formation collapse and reform as your character spins to face the opposite direction. Each unit maintains a set distance and position around a mobile point...
Just as they can be set to maintain a specified distance from a hot zone of traps.