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Nimbus III Party AI Pathing

pulserazorpulserazor Member Posts: 590 Arc User
I have never seen a game with such terrible ai pathing as STO during Nimbus III missions. I cant turn a single corner without my team getting stuck on something, and sometimes they just stop in the middle of a path with no obsticals to get stuck on.

looks like no one put in a single moment of effort in this game in some places.
Post edited by pulserazor on

Comments

  • erei1erei1 Member Posts: 4,081 Arc User
    edited October 2013
    pulserazor wrote: »
    I have never seen a game with such terrible ai pathing as STO during Nimbus III missions.
    Cage of fire, about 1 year ago.

    Anyway, STO had a lot of trouble with pathfinding when the game was released. Cage of fire was just the biggest one.
    [SIGPIC][/SIGPIC]
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited October 2013
    I know exactly what you're talking about, but I don't think it's an AI pathing issue. It seems to me that it's somekind of a bug/glitch showing it's ugly face out of nowhere.

    I say this because when I first did the Nimbus III arc on my chars the Boffs behaved ok, sure they would shuffle in eachother's faces from time to time, but generally they knew what they're doing and got the job done.
    I recently played the Nibus III arc again with a newer char. and it was a royal pain. I've spent like 60% of the time on Nimbus babysitting my Boffs, who seemed to dissapear or stop to enjoy the scenery whenever I looked away. It's frustrating I have to admit, but it wasn't like this before. Hope it gets fixed soon, it really is troublesome to do the missions with this happening.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited October 2013
    Its not just nimbus, its just the most noticeable there because its all ground. I think the missions where you board a Cardassian ship are actually worse in terms of hangups per minute.
    shpoks wrote: »
    I know exactly what you're talking about, but I don't think it's an AI pathing issue. It seems to me that it's somekind of a bug/glitch showing it's ugly face out of nowhere.

    I think they have extended the range at which the BOFFs will target a hostile, or have made it so that they will target through walls and the BOFF will run straight up to the wall instead of pathfinding the door.
  • lan451lan451 Member Posts: 3,386 Arc User
    edited October 2013
    Ugh, yeah. I just ran Nimbus again yesterday and it was really bad. Seemed like everyone in zone chat had bad problems too. Eventually I teamed up with another person to get it done since neither of us could get our BOffs to cooperate.

    It was weird though. They got stuck on almost everything, but sometimes it almost seemed as if the AI just turned off. Like they wouldn't be stuck on anything at all, they would just stand there doing nothing in the middle of an area. It was kind of creepy actually.
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    Mine Trap Supporter
  • lordvalecortezlordvalecortez Member Posts: 479 Arc User
    edited October 2013
    erei1 wrote: »
    Cage of fire, about 1 year ago.

    Anyway, STO had a lot of trouble with pathfinding when the game was released. Cage of fire was just the biggest one.

    So many Boffs just leaping into the flames...
    Cheers from Antonio Valerio Cortez III, Half-Celestial Archduke of the Free Marches Confederacy.
  • blackwing78blackwing78 Member Posts: 1 Arc User
    edited October 2013
    Working as intended...because they will just claim it to be a Halloween Joke anyway.;)
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,590 Community Moderator
    edited October 2013
    erei1 wrote: »
    Cage of fire, about 1 year ago.

    Did they finally fix Cage of Fire? :confused:
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • sentinel64sentinel64 Member Posts: 901 Arc User
    edited October 2013
    I have never had a problem with pathing on Nimbus... until now; it is like walking a baby with boffs. I could not even get them to go through a doorway without most of them walking right into the wall. STO/Cryptic, how about going back to basics and getting the npc navigation fixed. The terrain on Nimbus should be the easiest for npc navigation, but I am just frustrated with how it is going right now (don't even want to see the problem with navigating inside the hideout. :eek:

    Make a better game, not a rip-off game. :mad:
  • nyxadrillnyxadrill Member Posts: 1,242 Arc User
    edited October 2013
    Yep this has been raised in other threads. Something after a patch blew the AI pathing of boffs.

    I'm thinking they have put a patch in to stop boffs bunching up like they do occasionally, its rather cosy and sweet to see them have a love in but theres a time and a place for it! :P

    It IS all ground missions as well, as someone has already pointed out, Nimbus is just the most obvious because of the amount and variety of ground content. In the Hirogen mission where you rescue the USS Griffin (I think?) my boffs were falling through "holes" in the floor. Last night in "War Games" my boffs seemed to be able to see AND target through walls!

    There is a SERIOUS glitch in pathing and its worse than before.

    QA testing... (in this case Quite Atrocious)
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