Add Pathfinding

Forum for suggesting changes to Salem.

Re: Add Pathfinding

Postby DarkNacht » Wed Oct 01, 2014 12:24 am

Orcling wrote:A dunce hat as a club/sword, but instead of doing damage, it heals your targets.

A healing weapon, I want one.
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Re: Add Pathfinding

Postby troubleis » Wed Oct 01, 2014 12:26 am

JohnCarver wrote:I think the thing that makes me most sad, is how do I respond to his latest post, when he already has the dunce cap.

Instead of Pathfinding Trenix, I will now be investing resources into finding another item slot and item to go along with your new hat.

How about giving him the special surprise that was originally intended for Frakked, but we never got to see it? Would it be an appropriate item for this guy? ¦]
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as captain of this ship, I plan on riding it to our destination as a submarine if I have to.
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Re: Add Pathfinding

Postby Orcling » Wed Oct 01, 2014 1:51 am

troubleis wrote:
JohnCarver wrote:I think the thing that makes me most sad, is how do I respond to his latest post, when he already has the dunce cap.

Instead of Pathfinding Trenix, I will now be investing resources into finding another item slot and item to go along with your new hat.

How about giving him the special surprise that was originally intended for Frakked, but we never got to see it? Would it be an appropriate item for this guy? ¦]



I don't think he reached the level of frakked frakked has achieved, yet.
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Re: Add Pathfinding

Postby RonPaulFTW » Wed Oct 01, 2014 3:58 am

JohnCarver wrote:I think the thing that makes me most sad, is how do I respond to his latest post, when he already has the dunce cap.

Instead of Pathfinding Trenix, I will now be investing resources into finding another item slot and item to go along with your new hat.


Or time to implement town stocks in providence?
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Re: Add Pathfinding

Postby trungdle » Fri Oct 03, 2014 2:15 pm

Trenix presented his idea in a very bad way by accusing the devs to be incompetent, acting like a demanding customer while this is a free game. I do not agree with him, but I have to say, being stopped in the mess of my base's boxes is annoying. maybe a very, very basic pathfinding that only let you go around small objects that is 2-3 tiles large will help reduce the clicking. If the game can't find a solution that is smaller than 1-2 steps, then it stops. something like that...
now, I don't like path finding altogether, but a "pathing aid" will help reducing the "stumble" feeling i usually find myself in.
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Re: Add Pathfinding

Postby Icon » Fri Oct 03, 2014 2:48 pm

Organize your boxes better?
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Re: Add Pathfinding

Postby trungdle » Fri Oct 03, 2014 2:59 pm

Icon wrote:Organize your boxes better?

I tried :( but my base will look ugly if I do so... I want it to look like a home to my avatar, not a factory. Anyway, the point is, we should have a way for our toons to navigate in narrow passages so he won't stop after 1 step,so he can at least pass the tiny objects in front of him. Maybe even adding a skill as "park our" or something... AND this is just my opinion, nothing more than my own selfish desire (I don't want a cap :( )
edit:let me rephrase this, actually i lined up my base already and that solve my problem, but still navigating in narrow places other than my base hurts me. If you can find a way to smooth it up without making it "easier" or us lazier or less competent, then... yeah, you've got the idea.
Last edited by trungdle on Fri Oct 03, 2014 4:18 pm, edited 1 time in total.
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Re: Add Pathfinding

Postby Rifmaster » Fri Oct 03, 2014 3:23 pm

trungdle wrote:
Icon wrote:Organize your boxes better?

I tried :( but my base will look ugly if I do so... I want it to look like a home to my avatar, not a factory. Anyway, the point is, we should have a way for our toons to navigate in narrow passages so he won't stop after 1 step,so he can at least pass the tiny objects in front of him. Maybe even adding a skill as "park our" or something... AND this is just my opinion, nothing more than my own selfish desire (I don't want a cap :( )
edit: actually i lined up my base already but still navigating in narrow places hurts me. If you can find a way to smooth it up without making it "easier" or us lazier or less competent, then... yeah, you've got the idea.


If you are having trouble navigating through your base you didnt actually line it up.
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Re: Add Pathfinding

Postby saffgee » Sat Oct 04, 2014 1:07 am

The problem is more with the footprint of certain buildings/items that makes base manouvering a chore sometimes. Even (or especially) with superior organisation there can also be the "not quite getting to the box to open it even though you are right there" type problems - so maybe longer reach for pilgrims is the answer. If you're close enough the item should open, without having to run and actually bump into the equipment/box.
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Re: Add Pathfinding

Postby trungdle » Sat Oct 04, 2014 3:33 am

ehhh... that will be a bit too much unrealistic. yes I know people will favor fun over realism, but...
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