#5106 closed defect (fixed)
A single unit "dancing" to dodge arrows of dozens of attackers
Reported by: | elexis | Owned by: | |
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Priority: | Release Blocker | Milestone: | Alpha 24 |
Component: | Simulation | Keywords: | |
Cc: | Dunedan | Patch: | Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021, Phab:D3200, Phab:D3225, Phab:D3182, Phab:D3179, Phab:D3225 |
Description
As well demonstrated by Hannibal Barca on the Jebel Barkal mountain, one can set a unit to patrol between two very close points to dodge 100% of dozens of attackers arrows.
The attackers shoot at the point where the enemy will be expected to be. But the enemy unit does a turnaround before he reaches that point, so none of the arrows hit it.
With patroling it is very easy, one has only to do about three clicks. So we might add a minimum distance to avoid the problem.
But the issue also exists without patroling, by manual dancing (originally done by wesono). (I'm not sure how this can be addressed, since one should be able to move units by a short distance.)
It can be a very gamebreaking problem if there is a fight of 30 to 100 ranged units where one party misses all arrows and the other party strikes every time.
At least the patroling should be disabled for this release if possible.
Attachments (4)
Change History (24)
by , 6 years ago
Attachment: | screenshot2153.jpg added |
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comment:1 by , 6 years ago
comment:2 by , 6 years ago
Cc: | added |
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comment:4 by , 5 years ago
Das noted somewhere in the forums, one solution would be implementing a concept of acceleration, so that it units won't be able to reach their final speed instantly.
comment:5 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
comment:6 by , 5 years ago
Milestone: | Backlog → Alpha 24 |
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Priority: | Should Have → Must Have |
Something has to be done about this, since this one of the most common issues degenerating gameplay.
https://wildfiregames.com/forum/index.php?/topic/25484-dancing/
by , 4 years ago
Attachment: | patch.patch added |
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test setup using a demo map and trigger & a little modding
follow-up: 9 comment:7 by , 4 years ago
Priority: | Must Have → Release Blocker |
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See the patch above for an experimental setup. I basically tested 8 versions of the same scenario: 5 Athen Marine Archers firing on 1 Cavalry auto-patrolling. Archers were 40 meters away. Times reported are "time to kill":
Experiment 1 - regular
- svn: forever
- svn with no spread: forever
- svn with 2x arrow speed: 40s
- svn with 4x arrow speed: 15s (very few misses)
Experiment #2 - In these I don't predict the target position 40% of the time and fire straight at it.
- svn: about 1m20-30s
- svn with no spread: 45s
- svn with 2x arrow speed: 30s
- svn with 4x arrow speed: 15s (unchanged)
So it seems to me we simply need to make arrows at least 3 times as fast, and it could be useful to introduce a small random component to prediction (possibly predicting between "stop", "reverse", "regular") to avoid falling into bad patterns.
This seems easy to fix and it's a bad issue, so I'm bumping to Release Blocker.
comment:8 by , 4 years ago
Patch: | → Phab:D2767 |
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comment:9 by , 4 years ago
Replying to wraitii:
See the patch above for an experimental setup. I basically tested 8 versions of the same scenario: 5 Athen Marine Archers firing on 1 Cavalry auto-patrolling. Archers were 40 meters away. Times reported are "time to kill":
Experiment 1 - regular
- svn: forever
- svn with no spread: forever
- svn with 2x arrow speed: 40s
- svn with 4x arrow speed: 15s (very few misses)
Experiment #2 - In these I don't predict the target position 40% of the time and fire straight at it.
- svn: about 1m20-30s
- svn with no spread: 45s
- svn with 2x arrow speed: 30s
- svn with 4x arrow speed: 15s (unchanged)
So it seems to me we simply need to make arrows at least 3 times as fast, and it could be useful to introduce a small random component to prediction (possibly predicting between "stop", "reverse", "regular") to avoid falling into bad patterns.
This seems easy to fix and it's a bad issue, so I'm bumping to Release Blocker.
Did you change the amount of damage dealt proportionately? (eg. 2x arrows but each arrow does 0.5x damage)
comment:10 by , 3 years ago
Patch: | Phab:D2767 → Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021 |
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comment:13 by , 3 years ago
Patch: | Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021 → Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021,Phab:D3200, Phab:D3225,Phab:D3182,Phab:D3179 |
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comment:14 by , 3 years ago
Patch: | Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021,Phab:D3200, Phab:D3225,Phab:D3182,Phab:D3179 → Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021, Phab:D3200, Phab:D3225, Phab:D3182, Phab:D3179 |
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comment:17 by , 3 years ago
Patch: | Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021, Phab:D3200, Phab:D3225, Phab:D3182, Phab:D3179 → Phab:D2767, Phab:D2837, Phab:D2913, Phab:D3021, Phab:D3200, Phab:D3225, Phab:D3182, Phab:D3179, Phab:D3225 |
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by , 3 years ago
Attachment: | commands.txt added |
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by , 3 years ago
Attachment: | commands.2.txt added |
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comment:18 by , 3 years ago
Resolution: | → fixed |
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Status: | new → closed |
Thanks FeldFeld for those replays, I think if anything they demonstrate that the problem is largely corrected. Your cav still takes a fair amount of damage, and any slip-up will lead to a lot of damage. And yeah since heroes can't really be used so easily as tanks because of permadeath, it's probably a further nerf to dancing.
Therefore, closing this - I believe the combination of r24360 / r24415 / r24701 makes dancing difficult enough, and less rewarding, that we should not see so much of it for A24. The ticket may be reopened if this assessment proves wrong.
This seems easy to fix
Man sometimes I'm just so wrong :P
Hannibal was standing / dancing there the entire game. Notice the two distinct heaps of arrows: