Better Pathfinding for Followers

Post » Thu May 24, 2012 9:30 am

I'm not sure if this has been brought up and already addressed previously; if so, my apologies.

If not can we get a fix for better pathfinding for followers? As it stands now it's just atrocious. I basically have to babysit my follower to make sure they're always with me.

For starters, it should go without saying that a follower should...follow! By that I mean they need to keep up and keep pace with me. It's simply inexcusable I have to stop and wait a minute or MORE for them to catch up.

Secondly, going almost with the above, followers should be a few feet behind the main character at all times and FOLLOW THE SAME PATH as the main character. That means if I find a shortcut to a location that isn't connected to a road, my follower should follow me exactly instead of getting "confused" and running God knows where to find a road to that same location.

I noticed this most recently after taking along a follower. Normally I go solo, but the particular character build I'm playing requires a follower to be more efficient.

I hope this can be addressed in future patches.

Thank you.
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u gone see
 
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Post » Wed May 23, 2012 10:56 pm

One feature that some games have that I would have liked to see instituted for followers is some sort of tactics system, by which you could tell your follower to use only ranged attacks, or only magic, or only restoratives.

To be fair, it would almost certainly be much too complicated to put into play at this point.
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josie treuberg
 
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Post » Thu May 24, 2012 10:37 am

Yeah, the game could definitely use that as well but I decided to keep it simple.

It's just [censored] to me that the AI for your follower is so incompetent and ends up being more of a hassle than help. If you're going to bother putting in followers then for God's sake take the time to make sure they work.
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Dewayne Quattlebaum
 
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Post » Thu May 24, 2012 6:49 am

I rarely use followers for just that reason. Of course, with several quests you don't have an option, and those are always the quests during which my associate goes roaring in, greatsword a-swinging, while I'm trying to snipe enemies from behind a pillar.
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Jeneene Hunte
 
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Post » Wed May 23, 2012 11:28 pm

I rarely use followers for just that reason. Of course, with several quests you don't have an option, and those are always the quests during which my associate goes roaring in, greatsword a-swinging, while I'm trying to snipe enemies from behind a pillar.

A lot of caves/dungeons have gates and doors that if you close them your follower gets stuck behind it. You jsut have to go back and get them before you get to parts where they tell you stuff so you can progress the quest. A tip for next playthough.

Too... if they improve follower AI it might improve beast AI and I like running around a rock to loose a pesky bear or sabercat while he trys to continually walk through the rock.
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Matthew Aaron Evans
 
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Post » Thu May 24, 2012 6:50 am

Not sure how to do spoilers, but I particularly like the quest to go get someone who is in a cell, and if you don't open the door the person just continually walks/runs against the door until you do so. Kind of non-immersive, though.
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Far'ed K.G.h.m
 
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Post » Thu May 24, 2012 4:54 am

Not sure how to do spoilers, but I particularly like the quest to go get someone who is in a cell, and if you don't open the door the person just continually walks/runs against the door until you do so. Kind of non-immersive, though.

I had a quest recently in which an imprisoned NPC actually ended up outside of his enclosure merely by standing up. It was a glitch, but I would imagine that if it were real life, he'd at least have tried to make a run for it (I would have caught and killed him, of course, but still).
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Jessica Phoenix
 
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Post » Wed May 23, 2012 10:42 pm

I ended up having to go back to the same cell to rescue the next joker who got abducted - the door was open and the prisoner was just standing in the cell, looking stupid.
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Sarah Unwin
 
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