This is probably a HB mesh problem but the corpse run from Zhu's watch to Lion's Landing as a horde toon is absolutely RETARDED! Why does the program think that going to Valley of the Four Winds and running around the peninsula, on the water, is more efficient than running on the land from point A, Zhu's Watch to point B, Lion's Landing.
because it picks the shortest path.
But it's not the shortest path at all,
Hi,
Rayz,
Actually,
CodenameG is spot on. It
is the shortest path given the information Honorbuddy has to work with.
The traversal cost for certain terrain is a
static value built into each mesh tile. The mesh does not take into account if you've got certain 'buffs' that may lower the traversal cost.
In your particular situation...
Ghost form is actually a 'buff' when traveling over water. While dead, you travel over the water surface at normal 'on foot' rates (some classes even have an additional +MovementSpeed while dead--like Wisp form for Night Elves). Non-dead players would need to use the 'swim rate' to calculate the traversal cost for the same tile, and indeed, the 'swim rate' is the static value associated with water/lava/poison pool tiles.
Alas, Honorbuddy does not take such buffs into account, and calculates the path based on what it would cost a non-dead player to make that same journey. And the land route is actually quicker for non-dead players. Another example is a Shaman using water-walking. He would also take the longer land route, because the water walking buff is not taken into consideration.
Honorbuddy doesn't have the knowledge to understand how particular buffs will affect the traversal rates of the various terrain elements, and by how much. This is a limitation on the current Honorbuddy navigational system, and it is not a high-priority to address. The current path selection is quite functional, even if it is sub-optimal.
You can read more about how Honorbuddy's navigational system works here:
cheers & hope the explanation helps,
chinajade