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I've played the game a whole bunch recently and enjoyed it, but if you have to travel farther it really gets on my nerves. The pathfinding gets you maybe 20 meters. I'm even switching to controller to make it more bearable but it still sucks. Is there same workaround? I'd love to click on the map and have the character just walk there. Hell anywhere on the screen would be a good start.
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hollunder: I've played the game a whole bunch recently and enjoyed it, but if you have to travel farther it really gets on my nerves. The pathfinding gets you maybe 20 meters. I'm even switching to controller to make it more bearable but it still sucks. Is there same workaround? I'd love to click on the map and have the character just walk there. Hell anywhere on the screen would be a good start.
Hi hollunder.

There are two (2) ways that you can move your character on the terrain.
You can either give a "click and forget" move command, by pressing the right mouse button once, on the point of the terrain you want them to move to, or a "lock on" move command, by keeping pressed down your right mouse button, making your character move continuously towards the point/direction your mouse cursor is located at.
Path-finding is another matter, related to what is displayed on your screen at any moment. A path from point A to point B is drawn out according to what is visible on the screen, the moment you issue a move command. If there is a clear path from point A to point B, in your displayed area, then the character will follow the shortest path. If not, then the character will follow the shortest path and most often will collide with the nearest object/barrier preventing them to follow it.
At any case, there is no way around how movement and path-finding is designed (at the moment, or any that I am aware).
Post edited April 16, 2019 by Fate-is-one-edge
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hollunder: I've played the game a whole bunch recently and enjoyed it, but if you have to travel farther it really gets on my nerves. The pathfinding gets you maybe 20 meters. I'm even switching to controller to make it more bearable but it still sucks. Is there same workaround? I'd love to click on the map and have the character just walk there. Hell anywhere on the screen would be a good start.
avatar
Fate-is-one-edge: Hi hollunder.

There are two (2) ways that you can move your character on the terrain.
You can either give a "click and forget" move command, by pressing the right mouse button once, on the point of the terrain you want them to move to, or a "lock on" move command, by keeping pressed down your right mouse button, making your character move continuously towards the point/direction your mouse cursor is located at.
Path-finding is another matter, related to what is displayed on your screen at any moment. A path from point A to point B is drawn out according to what is visible on the screen, the moment you issue a move command. If there is a clear path from point A to point B, in your displayed area, then the character will follow the shortest path. If not, then the character will follow the shortest path and most often will collide with the nearest object/barrier preventing them to follow it.
At any case, there is no way around how movement and path-finding is designed (at the moment, or any that I am aware).
Thanks, I'm aware of that. My issue is that the range at which the pathfinding works is terribly short, so if I have to move through a larger map, which can take minutes, I either have to hold the mouse button for that time or click a hundred times. There is no sensible way to travel, even though you often have to.

Also the map is rather bad as it often doesn't show points of interest you have already discovered until you are close. I think it only updates properly when you are in the region, as you can see when looking at the indicator for untouched meals. It can show meals that have been eaten if you are far enough away.
Some points of interest never show, like Chthonic rifts, even though I think the should.
Post edited April 16, 2019 by hollunder
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Fate-is-one-edge: Hi hollunder.

There are two (2) ways that you can move your character on the terrain.
You can either give a "click and forget" move command, by pressing the right mouse button once, on the point of the terrain you want them to move to, or a "lock on" move command, by keeping pressed down your right mouse button, making your character move continuously towards the point/direction your mouse cursor is located at.
Path-finding is another matter, related to what is displayed on your screen at any moment. A path from point A to point B is drawn out according to what is visible on the screen, the moment you issue a move command. If there is a clear path from point A to point B, in your displayed area, then the character will follow the shortest path. If not, then the character will follow the shortest path and most often will collide with the nearest object/barrier preventing them to follow it.
At any case, there is no way around how movement and path-finding is designed (at the moment, or any that I am aware).
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hollunder: Thanks, I'm aware of that. My issue is that the range at which the pathfinding works is terribly short, so if I have to move through a larger map, which can take minutes, I either have to hold the mouse button for that time or click a hundred times. There is no sensible way to travel, even though you often have to.

Also the map is rather bad as it often doesn't show points of interest you have already discovered until you are close. I think it only updates properly when you are in the region, as you can see when looking at the indicator for untouched meals. It can show meals that have been eaten if you are far enough away.
Some points of interest never show, like Chthonic rifts, even though I think the should.
Hi again hollunder.

Yes, path-finding and movement is what it is. Personally I don't mind and find it is spot on, for invested players, although I understand it can be boring and time consuming.
The POI are marked on the map as soon as you come across them. Using a rift-gate to travel around makes previously POI disappear. Meals re-spawn on certain locations every time you begin a new session, but not after being consumed in the same session. Hence, after their consumption, traversing an area where you have already consumed a meal, will make the marker re-appear, indicating a meal re-spawn point, but without a new meal actually spawning.
It's the same for caves and/or cellars already visited by the player. Entering them and existing them does not permanently remove the marker, indicating their location for future visits.
I agree that it can be misleading and is certainly overlooked, considering meals.

Cheers.
Post edited April 16, 2019 by Fate-is-one-edge
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hollunder: Thanks, I'm aware of that. My issue is that the range at which the pathfinding works is terribly short, so if I have to move through a larger map, which can take minutes, I either have to hold the mouse button for that time or click a hundred times. There is no sensible way to travel, even though you often have to.

Also the map is rather bad as it often doesn't show points of interest you have already discovered until you are close. I think it only updates properly when you are in the region, as you can see when looking at the indicator for untouched meals. It can show meals that have been eaten if you are far enough away.
Some points of interest never show, like Chthonic rifts, even though I think the should.
avatar
Fate-is-one-edge: Hi again hollunder.

Yes, path-finding and movement is what it is. Personally I don't mind and find it is spot on, for invested players.
The POI are marked on the map as soon as you come across them. Using a rift-gate to travel around makes previously POI disappear. Meals re-spawn on certain locations every time you begin a new session, but not after being consumed in the same session. Hence, after their consumption, traversing an area where you have already consumed a meal, will make the marker re-appear, indicating a meal re-spawn point, but without a new meal actually spawning.
It's the same for caves and/or cellars already visited by the player. Entering them and existing them does not permanently remove the marker, indicating their location for future visits.

Cheers.
I was talking about Cht'onian rifts specifically, they are not marked, which is bothersome.
You misunderstood my issue with meals, it's almost certainly a bug or just how the map works (in short, badly).
seems to me you are just lazy... you can better play a mmo on the internet where you have to do nothing then just log in and let the game do everything for you...
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Fate-is-one-edge: Hi again hollunder.

Yes, path-finding and movement is what it is. Personally I don't mind and find it is spot on, for invested players.
The POI are marked on the map as soon as you come across them. Using a rift-gate to travel around makes previously POI disappear. Meals re-spawn on certain locations every time you begin a new session, but not after being consumed in the same session. Hence, after their consumption, traversing an area where you have already consumed a meal, will make the marker re-appear, indicating a meal re-spawn point, but without a new meal actually spawning.
It's the same for caves and/or cellars already visited by the player. Entering them and existing them does not permanently remove the marker, indicating their location for future visits.

Cheers.
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hollunder: I was talking about Cht'onian rifts specifically, they are not marked, which is bothersome.
You misunderstood my issue with meals, it's almost certainly a bug or just how the map works (in short, badly).
They are not marked because, like some caves/ruins, they have several spawn points in the game, i.e. do not always appear at the same spot every time you play. So not a bug, but as Zantai would say "working as intended".
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hollunder: I was talking about Cht'onian rifts specifically, they are not marked, which is bothersome.
You misunderstood my issue with meals, it's almost certainly a bug or just how the map works (in short, badly).
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MedeaFleecestealer: They are not marked because, like some caves/ruins, they have several spawn points in the game, i.e. do not always appear at the same spot every time you play. So not a bug, but as Zantai would say "working as intended".
That's not a reason at all, nothing stopping them from marking the current spawn point on the map, provided you have removed the fog of war there.
I love this game--it's huge--just the way I like 'em...;) But I have to agree on the maps--although I am ambivalent about the maps, actually. It's uncanny how much territory I have to cover to find locations that I have not yet discovered permanent rifts for--the reason--at least for me--is that the approximate position on the rift map is often nowhere near the actual location...;) I'm ambivalent because the game makes me cover so much territory fruitlessly--yet I love the fact that it isn't easy to find these locations at times--because I discover game locations I might otherwise miss if the maps were more accurate. But like I say, it's terrifically time consuming, which I don't much care for. For instance, if a location of a town on the rift map is NW of the rift location I begin with--unfortunately, heading NW from that rift isn't always possible--indeed, no matter how hard I try to continue in a NW direction, often the locale is found in a southerly direction from the rift--or even in a Westerly direction, etc! I think the rift map would greatly benefit from scaling--zooming in and out to gain or lose geographical details--you know, like a Mapquest, for instance. I'd love to be able to zoom in on the rift map to a much finer detail, and so on. That's probably not going to happen--but as I say I am ambivalent about the rift map as it is....;)
Post edited May 17, 2019 by waltc