Hazard wrote:We have spent a LOT of time working on path planning (many many months of dedicated effort). Path planning with multiagent systems (any RTS) is a hard problem to begin with. However, we have about 1/20th of the CPU, and about 1 millionth (no joke) of the memory available in Achron for path planning when compared to other RTS games due to time travel.
We know it's an issue, and we continually revisit it. However, all of the easy solutions we can think of have been exhausted and all that remain are ideas that are either risky (a lot of effort and don't know how much it will actually improve things) or would very negatively impact gameplay.
It's very important so we will be making at least one more push on this front before final release, but we can't guarantee anything.
I appreciate the response and your honesty on the situation. I know it is a massive task but I fear if it is not solved to some extent it could do serious damage to the games reputation and continued population. From your statements at this point nothing is going to be easy to get it corrected, but is it more of an impossibility problem or not wanting to raise the minimum specs up to high?
I'm going to great great effort to get pathing to acceptable levels in the multi player maps I create but I have the luxury of the map not having to make sense in the same way a single player one needs to. My biggest problem at this point is map design with close by air far by ground is impossible to make. I also have many more ramps and pathing opportunities I don't really want to include but the end result is it needs to work,
I really want to digest the new content you have released more before I comment to much but I am on mission 7 I think and the pathing has frustrated me to no end. I am not sure if I was not so heavily intrigued by the time mechanics if I would stick with the game from these issues. Luckily I started long ago with it and have learned to accept things and fell in love with the multi player. I fear new users might not and the game will get over looked and rated down to the point possible customers will not even attempt it.
One last comment on the new content; I think your story is incredible and I have not seen the entire thing so I can not comment to much on pacing, but from what I have read on the wiki and web site you are cutting out a lot of background story that was some incredible writing and needs to be conveyed more to the end user. I would like to have herd your side story as an audio log or something that is simple and cost effective somehow woven in very early in the campaign (on that note, I know it cost more and is a little harder to pull off but all the side info between missions as audio logs can really convey the emotion and draw people in deeper). I think you might need to hit harder with the great story form the opening scene since there is so much us beta people know already. It almost feels like watching a great book as a movie and all the greatness got watered down.
Sorry to get off on a tangent, I know you are all working your best to solve the issue and I know it eats you up as much as it does us.