sephiroth.4217 Posted January 5, 2018 Share Posted January 5, 2018 @Lithril Ashwalker.6230 said:@"Ben Phongluangtham.1065" said:Hey folks!Finding every spot in a map where nav mesh is broken and preventing teleportation is near impossible for a handful of people. As such, please post in this thread if you find such places in PvP maps. When you receive "No valid path to target."We'll be monitoring this post regularly and investigating those locations.Thanks!does this mean we can get shadow trap looked into?+1 please look into shadow trap.... I try to use it but any walls will stop the teleportation. Link to comment Share on other sites More sharing options...
Lithril Ashwalker.6230 Posted January 5, 2018 Share Posted January 5, 2018 @sephiroth.4217 said:@Lithril Ashwalker.6230 said:@"Ben Phongluangtham.1065" said:Hey folks!Finding every spot in a map where nav mesh is broken and preventing teleportation is near impossible for a handful of people. As such, please post in this thread if you find such places in PvP maps. When you receive "No valid path to target."We'll be monitoring this post regularly and investigating those locations.Thanks!does this mean we can get shadow trap looked into?+1 please look into shadow trap.... I try to use it but any walls will stop the teleportation.its because its LoS when it shouldnt be ... 10k range and you expect to have full LoS?!? lol.also nav mesh interferes with it too at times. Link to comment Share on other sites More sharing options...
Razor.6392 Posted January 5, 2018 Share Posted January 5, 2018 Just equip Shadow Flare (deadeye utility) and test it around, guarantee it will fail and go on cd after a 'no valid path' message. Link to comment Share on other sites More sharing options...
Swagg.9236 Posted January 8, 2018 Share Posted January 8, 2018 @"Urejt.5648" said:can u not run bot or ai to detecit it? such an easy programmable job...I wonder. Since the GW2 in-house program that designers used to create terrain is effectively the Wildstar player housing system, a lot of assets are clipped into each other or spaced at various, arbitrary intervals for solely decorative purposes. Due to this, A LOT, and I mean SO MUCH of GW2's "map nav mesh" problems are basically due to certain terrain assets just not aligning in a logical manner with other assets (due to the arbitrary and aesthetically-driven clipping). Every time somebody finds a "no valid path to target" it means that someone has to go into that map, find that area and jiggle little pieces of the map around bit by bit until the game eventually decides that the two target areas in question are now connected. It's an utter mess, and it's really just due to how the engine handles player navigation across terrain (since teleportation isn't really "instantaneously relocate from 'Position A' to 'Position B'" but rather "walk very, very quickly from 'Position A' to "Position B'" (which is why teleporting through ward walls will still trigger the effects of ward walls on the teleporting player).If GW2's engine was just more physics based rather than relying entirely on spaghetti scripts to carry all the effects across clipping terrain, then this wouldn't be such an issue. However, this is such a mess than an AI might not even necessarily know what to look for when any given map is just a huge, jerry-rigged mass of clipping assets. Link to comment Share on other sites More sharing options...
Deus Fatorum.2473 Posted January 9, 2018 Share Posted January 9, 2018 I would like to add that strafing, jumping, and dodging can and will obstruct/no valid path/ out of range 90% of slow moving projectiles. made this video a while back on reapers touch, it affects way more than that though. will be making another video demonstrating more of the slow projectile pathing bugs. Link to comment Share on other sites More sharing options...
Miles Smiles.8951 Posted January 9, 2018 Share Posted January 9, 2018 I guess this is how anet deals with "no valid path" issues, just adding bridges on Kyhlo so everyone can cross =) Link to comment Share on other sites More sharing options...
Drensky.9567 Posted January 11, 2018 Share Posted January 11, 2018 Temple of the silent storm https://imgur.com/a/j4NTY Link to comment Share on other sites More sharing options...
Ithilwen.1529 Posted January 14, 2018 Share Posted January 14, 2018 There are continuing issues with any downward slope that is "stepped." One example is running away from lord in Foefire. Also the tent ropes near the side nodes block blink on Foefire.More serious, you cannot teleport "through" your targeted enemy display to the top edge of the screen . This blocks many escapes. Link to comment Share on other sites More sharing options...
Abelisk.4527 Posted January 14, 2018 Share Posted January 14, 2018 Updated my list with one I found that's annoying.• Legacy of Foefire. Rock next to Quarry can't be teleported to/from. Link to comment Share on other sites More sharing options...
Daishi.6027 Posted January 14, 2018 Share Posted January 14, 2018 Find the ledge above "Archway" on Revenge of the Capricorn to be fickle in many locations, even from the cap point itself.IIRCC many spots between "Graveyard" and "Quarry", and places around "Quarry" on Foe Fire are sometimes unresponsive. The wooden stairs/ledge leading up to "Mine" on Forest of Niflhel are inconstant especially the path leading out towards SvanirOn Temple of the silent storm, the snowy part leading to middle from stillness (on Alter's side) will not allow for ports.Glad to see this finally being looked at. Link to comment Share on other sites More sharing options...
shippage.1983 Posted January 15, 2018 Share Posted January 15, 2018 Ben is now my favorite dev for finally bringing this issue to light for all these years. It's my #1 issue with the game.The glaring obvious one that needs fixing: on Capricorn when you face mid point directly. The entire right side (when looking at minimap) of the walkway above mid is not teleportable. The other side is. Link to comment Share on other sites More sharing options...
Rodzynald.5897 Posted January 16, 2018 Share Posted January 16, 2018 I don't know if this is intended but I don't think it should be that way. It works with every elevation on every platform and pillar you can jump on. However, I can teleport from near the skyhammer portal up to mid point even though it is also a huge difference in height, same with Kylo mid point.Because of that it is hard to take down those squishy eles or deadeyes who stay close to those platforms. Well, they can be taken down by ranged shots but many people do not listen to those tips and just melt down in teamfights. If we could teleport to those elevations with target teleports, we could at least have a fair chance to fight back. Link to comment Share on other sites More sharing options...
Forsty.7968 Posted January 17, 2018 Share Posted January 17, 2018 https://clips.twitch.tv/LongEncouragingLorisDuDudu Pretty clear issue i suppose, not much to say Link to comment Share on other sites More sharing options...
Scary.8034 Posted January 30, 2018 Share Posted January 30, 2018 not really a valid path problem, but still needs to be looked at:https://clips.twitch.tv/BenevolentFairSproutPastaThat Link to comment Share on other sites More sharing options...
dDuff.3860 Posted February 6, 2018 Share Posted February 6, 2018 Kyhlo side top ramp is no valid path now. Link to comment Share on other sites More sharing options...
Kicast.1459 Posted February 21, 2018 Share Posted February 21, 2018 @"Ben Phongluangtham.1065" said:Hey folks!Finding every spot in a map where nav mesh is broken and preventing teleportation is near impossible for a handful of people. As such, please post in this thread if you find such places in PvP maps. When you receive "No valid path to target."We'll be monitoring this post regularly and investigating those locations.Thanks!Is there first a clear rule on tp ?When in theory are we supposed to be able to tp and when not ?Then we will be able to say when there is bug.I think (read fear)the rule is kind of "when there is a valid path you can use to reach the point without jumping" and "the point is in range by flight"An alternative could be... same but the valid path without jumping should be in range as well(hope this is not the case)My preferred one which is not the current one for sure:Just make sure the point is in range by flight.prevent tp in jumping puzzles and that's all. Link to comment Share on other sites More sharing options...
shippage.1983 Posted April 17, 2018 Share Posted April 17, 2018 Have any of these actually been fixed? The painfully obvious one right in the middle of Capricorn has been bugged since the map has come out. When looking at the middle point, the entire left side of the upper platform has a broken nav mesh.It's not like there are a lot of PvP maps either, this is just blatant neglect. It takes a map designer literally 5 minutes to fix this... Link to comment Share on other sites More sharing options...
Chilli.2976 Posted May 10, 2018 Share Posted May 10, 2018 On the Forest map, blues home node you can't port on the ledge that is near the back of the wall. I'll take a picture and will upload soon. Link to comment Share on other sites More sharing options...
Cougre.6543 Posted June 23, 2018 Share Posted June 23, 2018 https://i.imgur.com/flhfkZT.jpgAfter multiple reports this still hasn't been fixed. Blue side of the Capricorn ledge is still no port, while the red side isn't. Link to comment Share on other sites More sharing options...
bennypig.6428 Posted July 8, 2018 Share Posted July 8, 2018 Eternal coliseum - there are some steps surrounding a fountain at home node. When you step on the edge of one of the steps, you get no valid path sometimes. Link to comment Share on other sites More sharing options...
Chris.2183 Posted July 22, 2018 Share Posted July 22, 2018 Well, as far as im concerned,i dont believe that you will be able to get it to work proper until the game-servers get shot down and if the rest of you is honest you know it too.So, simple solution: if your skill fails for "no valid path" at least reset the skill or in case of a thief, you will get your initiativ costs back.And if anyone tells me now "we are constantly working on the issue" (i call ->#!Ö?#?!Ä"!c) just use it as a "temporary" solutuion and everyone can go on without losing face.delete the post and sell it as your idea, i dont mind... just let me use my thief as it is intended Link to comment Share on other sites More sharing options...
Lithril Ashwalker.6230 Posted August 28, 2018 Share Posted August 28, 2018 Can someone do testing on the pros and cons and circumstances for Shadow Trap not working? i wish the eraly deactivation acted like a point A to B phase traversal that ignored line of sight. Link to comment Share on other sites More sharing options...
yann.1946 Posted September 15, 2018 Share Posted September 15, 2018 @Urejt.5648 said:can u not run bot or ai to detecit it? such an easy programmable job...But how would this bot know when the grid is broken. The not you would want to program has been proven to not be programmable. :) Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted September 22, 2018 Share Posted September 22, 2018 got a no valid line of sight for some reason. pretty sure it was on this side, might have been on other.also on eternal coliseum had trouble porting up to artifact from beneath. Link to comment Share on other sites More sharing options...
avey.4201 Posted January 9, 2019 Share Posted January 9, 2019 It would be nice on ports, if they were line of sight, but at the same time, that would break WvW, It looks if most people have covered the general bridges, and stairs "grr those stairs".Maybe it would be easier if a 40 second cooldown didn't poof at my guardians feet when no path found, I'm fine with a few random mishaps a week, as I do encounter them every few days roaming WvW maps and a couple places in SPvP.My only issue instead of a no valid path message, I get full cooldown, not even a 3 second cancel cast/interrupt. Link to comment Share on other sites More sharing options...
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