Worker pathing causing performance issues
Hello! Did a search but didn't find anything related to it so thought I'd post this just in case.
For instance if you have a locked door with vision on a downed minion(friend, or foe if you have a prison), body(if you have a graveyard), artifact(if you have a library) or similar, it seems the game will cycle through all available workers every 5-10 seconds trying to find a valid path to the object in question. Unless you unlock the door to allow a worker to clear it, this will continue happening until the body decays completely. Can this timer be increased, or set to fail after X-worker-attempts(So it doesn't cycle through all of them)? Since if you have a large amount of workers and lets say 4-5 downed enemies, it becomes unplayable. Not because FPS in itself tanks, but an extreme amount of micro-lag.
Hi Rudolph,
As part of the triage pass we brought this up with the programmers. The behaviour you're seeing is sadly a trade-off of the approach taken with pathfinding. Under certain conditions, it can run very slow but in the vast majority, it runs very fast as needed to keep up with the sheer number of units and unique pathing requirements of WFTO.
Thanks for your report and sorry that we won't be addressing this further.
Cheers,
Lee