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Thread: More Pathing Feedback

  1. #41
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    gj valve, pathing became worse after fix

  2. #42
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    Oct 2014
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    I think this bug is related to path finding as well:

    https://www.youtube.com/watch?v=-jZd0Eu_GOc

    Replay here: http://dotabank.com/replays/1282639777/

    I target the fissure in front of me but ES turns 180 before putting the fissure down completely opposite to where I was facing.

  3. #43
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    1299648143

    min 17.30

    Lifestealer tries to infest LD's bear,instead of going around Axe who is in front of him,LS gets stuck trying to take a path that is blocked

  4. #44
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    Same bug I posted in critical bugs and wasn't fixed. http://dev.dota2.com/showthread.php?t=155423

  5. #45
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    Currently, if you right click to a point A (the path is blocked), and you don't have vision of the road, you will walk until you see what's blocking your way, and then you will change your path. However, if you right click the same point again, you will go back to the same blocked road again.

    IMO, it should assume that the road is still blocked and make a path based on your latest known information.

    Here's a video explaining it https://www.youtube.com/watch?v=0_6JQ49ZReQ

  6. #46
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    Quote Originally Posted by Noo View Post
    Currently, if you right click to a point A (the path is blocked), and you don't have vision of the road, you will walk until you see what's blocking your way, and then you will change your path. However, if you right click the same point again, you will go back to the same blocked road again.

    IMO, it should assume that the road is still blocked and make a path based on your latest known information.

    Here's a video explaining it https://www.youtube.com/watch?v=0_6JQ49ZReQ
    And IMO that's the correct behavior. Making a path based on your latest known information means there will be spots where you won't be able to pass through even though there are no units blocking the area. Some invisible units can block.
    Also that suggestion introduces other weird behavior. Imagine what your suggestion means when chasing a hero who is playing around with vision and tight gaps. The chaser will make huge unnecessary detours because it's assuming there is a blocking unit.
    James "2GD" Harding's career as a Dota 2 host on Valve events
    * 25.02.16 - 26.02.16
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  7. #47
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  8. #48
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    Path finding did not work when i targeted a hero on the other side of some trees

    Game ID: 1303298892
    Game time: 1:41
    I was Enigma for the Radiant.
    I was on the bottom of the trees near Dire's top tower.
    I clicked on creep (or might have been enemy hero) and Enigma just sort of twitched a few times instead of moving to attack range.
    I had to click somewhere else to get him to move to then attack.

  9. #49
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    http://dev.dota2.com/showthread.php?t=156941

    This might be related to Path Finding Bug.

  10. #50

    Yet another path finding / blink effect bug

    Found a bug, yet to discover is this related to the path finding. At 27:28 mins, Axe (me) gave a command to blink towards the enemy, between the radiant mid tier 1 and tier 2. Just after blink command was issued, Berserker's Call command was given. Blink never occurred even when i was facing the area to where i wanted to blink. If devs could kindly look into it and give me a reply, i would be happy to know what was the issue i faced.

    MatchID : 1308679389

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