When someone built a rally point on a tall building and all AI stuck there, this team lost all objectives almost immediately.
i agree. idk how many times i have seen people build rally point in attic or second floor of building with AI broken pathfinding just for all bots to stay there confused.
I have a better suggestion:
Fix the goddamn bots
your suggestion is unrealistic. please adjust your expectation out of fantasy realm.
That is of course better, but it is not so easy, because these AI decision parameters are quite complicated and very easy to go too far and introduce other new problem. Previously they made an update that AI will try to go on a bridge instead of swim, and then if the player swam across a river, the AI become more likely to chose a very far and dangerous route to go across a river and die on a bridge covered by enemy fire. So, I guess if they try to let the AI jump down from windows of first floor, these AI may also jump down taller building from windows and die, even there is ladder or stairway.
There was a point when the bots refused to move at all from their spawn so should we have been disallowed from building spawn points at all
In this game, number of soldier is so important, mainly about direction and speed of capturing objectives. So if you mean AI move if they are spawned at map designed original spawn point but refuse to move if spawned at rally point, strategically it would be better not to build any rally point.
Any change in this game is so risky because the testing team is so small and developers usually release unreliable code without testing as there are lots of very obvious bugs in updates. The irresponsible culture about product quality from Gaijin could be the source, and this might continue even after official release.
While I don’t disagree with you, it should also be considered that
This was an issue due to only one or two people actually putting down rally points. THAT is a core problem.
Yeah but that could still depend on how strong the enemy is. In some very competitive matches, 30% less soldier in one minutes lead to loss of objective, as more people tend to spawn on these misplaced rally point for a shorter distance to objective, without knowing there are already teammates stuck there.
Another core issue. The game forces defenders to spawn on the objective whether they wish to or not, often leading to players not getting a chance to put up rally points to begin with. Especially when a single HE shell, grenades, or artillery strike take out massive amounts due to the lack of being able to fortify against it.
Which leads me into yet another core issue: defenders not having the knowledge of where the objectives will be in advance, so no chance to fortify ahead of time, let alone set good rally points.
For this I suggest:
- Show later objectives on map.
- Lock objective for some time after previous one captured like in confrontation mode.
Quick run of objectives is a very bad game behaviour, it usually cause players to desert.
I’ve actually had this discussion on another post a while back. The solution that most people agreed with was actually:
Make the grey zone creep forward, rather than move as a chunk. While the objective is inaccessible to attackers, they don’t lose tickets. By doing it this way, it gives defenders an opportunity to regroup and finish preparing at the next objective. Meanwhile, attackers are able to regroup and prepare a unified wave to attack with, while not losing tickets to groups of defenders hiding within the old objective space.
The fact that there were not multiple rally points has nothing to do with this issue.
Even if there were 3 rally points, if one of them is in a location where the AI cannot move, there is a 1/3 chance of a bot being out of action. This alone will result in an unjustified loss of strength, and the bots that are able to reach the front line may spawn there after being wiped, resulting in a continuous loss of strength.
This is an actual match I have experienced. In a match where we had the upper hand, after quickly capturing the first base, we approached the second base, at this time there were 3 rally points including the one I had set up, but for some reason the pace of the allied attack suddenly slowed down.
The bot was gradually trapped there because of the idiot who built a rally point in silo.
In the end, we lost the game because of one stupid camper.
Make sure that rally points cannot be erected where the BOT cannot walk - English speaking section / Suggestions - Enlisted
The example I gave was caused by a user building a rally point in a stupid location, but this problem also occurs on the second floor of a building or some other seemingly innocuous location, so it is still a glitch in the system, a glitch in the pathfinding system.
We should not replace such a problem with a problem of user’s play style. The root of the problem should be addressed.
First of all, as mergenthewise said, the bot’s pathfinding needs to be improved, but we know that DF has been unable to solve the AI problem for years, so it’s probably not going to happen anytime soon. So I support the measure GemZhou says to prevent AI from building rallies in places where it will be stuck.
P.S.
However, DF was only amused and put this issue on Twitter when I posted it on the forum.
They probably don’t want to take game bugs seriously.
EnlistedさんはTwitterを使っています: 「Building Rally Points (Gone Wrong). Sound on! Credit: u/Dysphorid https://t.co/NBUFLxy9ny」 / Twitter
well tbh bots get trapped even in default spawn locations. idk how many times i have seen bots getting stuck in some corner of house when i chose default spawn…
This happened a lot in Tunisia campaign, where default spawn point is in caves.