JavaScript is required to use Bungie.net

Fóruns

publicado originalmente em: Fallen SABER Strike is buggy
7/22/2024 8:10:48 PM
4
I think AI pathing has just been getting worse and worse as the game gets older and this is a symptom of it. There's a moment in one of the Battleground Strikes where you have to guard Ghost from the Cabal while he scans a pillar in the center of the room and "disruptors" will spawn. Every time they spawn they stay in one spot until they suddenly teleport on top of Ghost and stop the scan progress. I'm pretty sure there's a triumph for doing that encounter without Ghost ever being interrupted which is now basically impossible due to bugged out pathing. The AI just thinks it can go through walls or that it can't path through open space anymore and it's beyond frustrating.
English

Postando no idioma:

 

Comporte-se. Revise o nosso código de conduta antes de enviar a sua postagem. Cancelar Editar Criar esquadrão Publicar

  • It was a massive problem (and still is) with Onslaught as enemies would teleport directly to the A.D.U. instead of pathing normally, even on the most open map "Mothyards" which was especially bad. The heavy shanks were the worst for this to be honest. Bungie's reasoning for giving them teleportation was to prevent them from spawning outside the walls which did happen from time to time and prevent the encounter from completing. So technically its better than the alternative but still annoying. Minotaurs and Captains normally have teleportation like a blink ability as part of their basic function, which just gets dialed up when given their Overload Champion modifier.

    Postando no idioma:

     

    Comporte-se. Revise o nosso código de conduta antes de enviar a sua postagem. Cancelar Editar Criar esquadrão Publicar

  • Wouldn’t the walls and stuff have collision hitboxes to stop the ai from going though ? Not sure since my game dev exp is very limited

    Postando no idioma:

     

    Comporte-se. Revise o nosso código de conduta antes de enviar a sua postagem. Cancelar Editar Criar esquadrão Publicar

  • Editado por ForeverLaxx: 7/22/2024 8:17:40 PM
    Explain that to the Fallen SABER shank just sinking through the floor at the beginning of its fight. I'm sure it has something to do with there being an actual pit there that's temporarily closed during parts of the fight so it's "technically pathable" to fall inside that's tripping it up. You can see this with other doors that can be opened/closed depending on the encounter mechanics where enemies will just phase through. The one that gets me though are the teleporting enemies despite there being obvious, clear, and open paths towards their target location. They added this "feature" years ago to help with large enemies that spawned in areas designed for small enemies, like the giant Ogre out in the Mothyards when you trigger the Heroic version of the fallen Warsat public event. It would get stuck on geometry constantly and had to have this code implemented so it could teleport to a "valid space" and not get stuck on everything (ignore how often it just keeps teleporting into stuck locations).

    Postando no idioma:

     

    Comporte-se. Revise o nosso código de conduta antes de enviar a sua postagem. Cancelar Editar Criar esquadrão Publicar

  • Yeah that massive shank is so janky

    Postando no idioma:

     

    Comporte-se. Revise o nosso código de conduta antes de enviar a sua postagem. Cancelar Editar Criar esquadrão Publicar

Você não tem autorização para ver esse conteúdo.
;
preload icon
preload icon
preload icon