I have noticed that if i unequip the riding crop and use auto sprint almost every spot is able to be ran through (even orc bridge), so i would propose a change to riding crop that makes it have a turn % increase on top of the speed increase that it currently has. This would most likely fix nearly all autopathing issues that still exist
huh, ill try this out too, it won't surprise me if the item buggs auto pathing.
Crop doesn't apply if you use autosprint tho.
Dont use auto sprint on roads that have spots you hang up. The biggest one? The bridge right here!
There are more but this one I seem to pass coming from pretty much everything.
Dont use auto sprint on roads that have spots you hang up. The biggest one? The bridge right here!
There are more but this one I seem to pass coming from pretty much everything.
OP said if you unequip the riding crop, autosprint won't get stuck at that bridge for example
They started to improve autopathing in the previous patch but from my observation, it's the repositioning of the navmesh rather than the logic behind it. I believe the pathfinding system was designed with a certain max speed in mind, I think Tier 5 horses and whatever the first boats first were available? Going too fast will get you stuck anywhere, even with perfect turn/brake. People have made countless threads about this subject and only now they have been working on improving it. I don't know if they have plans on improving it further but I hope they make this as one of their priorities as autopathing is very unreliable.
The best is in Calpheon, trying to navigate to the church when you're next to it, it wants to bring you all the way around the city. LOL
Some of the threads on this subject:
lol
Dont use auto sprint on roads that have spots you hang up. The biggest one? The bridge right here!
There are more but this one I seem to pass coming from pretty much everything.
thats what i mean without a riding crop equipped you can just autopath (auto sprint) past that bridge
They started to improve autopathing in the previous patch but from my observation, it's the repositioning of the navmesh rather than the logic behind it. I believe the pathfinding system was designed with a certain max speed in mind, I think Tier 5 horses and whatever the first boats first were available? Going too fast will get you stuck anywhere, even with perfect turn/brake. People have made countless threads about this subject and only now they have been working on improving it. I don't know if they have plans on improving it further but I hope they make this as one of their priorities as autopathing is very unreliable.
The best is in Calpheon, trying to navigate to the church when you're next to it, it wants to bring you all the way around the city. LOL
Some of the threads on this subject:
lol
yea im mainly hoping the devs might see the idea and realize the issue isnt gone after after the patch for it. It just got better, still aint perfect though.
Southern Neutral Zone near Orc Camp | |
Before | After |
Balenos River at the South of Western Guard Camp | |
Before | After |
Upper Demi River at Southern Calpheon | |
Before | After |
Southern Neutral Zone still has issues, depending on the mount speed. Thing is, the fence placement allow the horses to either squeeze between it and the bridge or just guide the horse straight into the bridge head. On top of that, the bridge width is even narrower after the entry, due to the walls being on the inside of it.
So I don't know how that can be addressed other than by doing what the OP suggests: adding Turn +% to the riding crops since they, the crops, are, after all, the root cause of these issue.