Allies: aren’t getting stuck anywhere near as often at my base compared to what they were doing near launch. I haven’t noticed it recently, but they likely still get stuck depending on how complicated your base gets. Beyond that, any pathfinding is fairly basic, they’re not smart about it.
Enemies: I’ve seen them navigate through trees and up simple mountain trails when they’re running away from me. And if you attack them, and hide up on a nearby cliffside they usually just get stuck at the cliffside below you trying to walk into the wall.
Dumb/Static enemy behaviour:
Yeah this is still very basic. They usually stay in the same place unless they are running away, chasing you, switching targets, or using an ability that forces them to move. It’s trivial to just hide behind a tree or a boulder and attack them until their health is low enough to catch. They won’t actively try to adjust their angle of attack to compensate for objects between you and them.
Character clipping issues:
The only player structure I still have clipping issues with is one structure meant for increasing your storage/showing off pals at your base. Even then I only saw one player get stuck in it once recently. But he was probably jumping around on top of it for that to happen. It’s rare to see issues at the level we saw at launch.
Really weird physics issues:
The one I can remember off the top of my head was where an attack could launch a character up into the stratosphere and then they would fall and instantly die when they finally hit the ground. I haven’t seen anything like that in months.
Pathfinding still sucks and people abuse that for bosses, building walls or whatever to glitch them. The good-ish is that this has been mostly fixed for base working pals, they’ll either work in place or teleport to the thing where they’re supposed to work. Sometimes they may still drop “inside” foundations, so you gotta remove/add them again from the base bench.
Enemy AI still sucks - same applies for your combat pals’ AI. Attack, wait, maybe move a bit, repeat. They don’t dodge or attempt to move except when positioning for an attack.
Happens more often with online play. Playing offline is a lot more stable regarding clipping issues
Guess I’ll have to wait till the game is a bit more cooked. Bummer. I hope they win this stupid lawsuit from Nintendo, because Palworld does have good potential.
Thanks for the answer. How are other elements in the game?
I wanted to get Palworld until I saw a friend play it near launch. I held off of buying it for these reasons:
Bad pathfinding with enemies and allies getting stuck or easily confused by terrain objects.
“Dumb”/static enemy AI behaviour, such as just standing and doing its basic attack animation.
Character clipping issues with player structures.
Occasional really weird physics issues.
Good they fixed the map falling issue, though.
Bad Pathfinding:
Dumb/Static enemy behaviour:
Yeah this is still very basic. They usually stay in the same place unless they are running away, chasing you, switching targets, or using an ability that forces them to move. It’s trivial to just hide behind a tree or a boulder and attack them until their health is low enough to catch. They won’t actively try to adjust their angle of attack to compensate for objects between you and them.
Character clipping issues:
The only player structure I still have clipping issues with is one structure meant for increasing your storage/showing off pals at your base. Even then I only saw one player get stuck in it once recently. But he was probably jumping around on top of it for that to happen. It’s rare to see issues at the level we saw at launch.
Really weird physics issues:
The one I can remember off the top of my head was where an attack could launch a character up into the stratosphere and then they would fall and instantly die when they finally hit the ground. I haven’t seen anything like that in months.
Guess I’ll have to wait till the game is a bit more cooked. Bummer. I hope they win this stupid lawsuit from Nintendo, because Palworld does have good potential.