Zombie pathing still needs a bit of tweaking, but i wouldn't call it subpar. Take into consideration the following:1. Compare zombies walking/running straight at you, destroying most of things in their path (unless they can spare a second to walk around it) to the current version where they tend to find the best route towards you.
2. Standing on an overhang and looking down at a horde that focuses in one spot, compared to a horde seeking a route through the building the overhang is built upon (if no direct route present, then they mash supports).
3. Enemies running in circles, trying to decide the direction they should be going, compared to mobs picking up specific behaviours and if focused on going after you, they do that.
Sure, you may not like the current system (for any number of reasons), but IMHO it is far more complicated and will lead to a far better resolution when tweaked to perfection than the A15 or A16 ones.
BTW, great videos. One such tweak i have in mind is some additional verification to pathing vertically above ground - just like in your example, when you sidestep to a close by platform, where they should know closest would be to jump to you after climbing the first section.
Again in case my point(s) get misinterpreted, I don't hate *everything* about the AI.
The main things they changed are
1.) Zombies can find shortest path to you
2.) Zombies can and does avoid traps, oftentimes to the extent they would rather bust through solid steel, than walk through a clear open path (with traps) to get to you
3.) Zombies will gang up on ONE block instead of spread out damage
#1 is unrealistic, but I can get on board with it, because you need some level of unrealism to increase fun.
#2 is unrealistic, and should be removed as feature entirely.
#3 is what I hate a lot also from the new system.
So I like #1, but hate #2 and #3.
I'm guessing #3 happened because of #1.
There are multiple ways to fix it. One way would be to make taking "open paths" a bigger priority for zombies than it is now, and to not avoid traps. Now you can have a clear open path (even without traps) and still zombies will often times ignore this opening, to bust through the wall behind you instead, even if said wall is a solid layer of steel. How is this the "easiest" path to get to you?
I have found you can work around this system if you build a wall thick enough, but if your base is very large, this solution is quite impractical as it can require up to 10+ layers of walls.
So again, I have already found solutions to this problem, and can work with it, but I still think it's not an ideal system.
They often pick the "shortest" instead of the "easiest" path, there's a distinct difference. IMO, the "easiest" path should be used - which is the path of least resistance - or least amount of blocks between you and the zombie... (not counting trap blocks like spikes), with "air" blocks not counting towards this calculation (Like it is currently).
Currently they take the shortest block distance, which includes air blocks, trap blocks, and wall blocks, but I argue that neither trap blocks nor air blocks should count in this calculation.
Through experimentation, I DO think air blocks are weighted slightly less than wall blocks, but not as logical as I would think. A small building, you can get by just double walling, and they'll ignore them if you have an opening.
But I have tried triple, quadruple walling a large structure, and they still bust through all 4 layers of wall rather than take an opening in a game with a friend of mine. I keep adding more layers and they still won't take my opening.
after more reflection, I dunno how you can have #1 without #3. Even picking "easiest" path in some cases may result in them targeting only one block...
At the very least, as long as they can make it so they pick "path of least player built blocks" to you, I'd be happy enough. (As long as "trap" and "air" blocks don't count in the calculation)
edit - one more thought I had
I am pretty sure that the Quality of material is NOT used in the calculation of "path of least resistance". I double walled a simply wood-structure and it didn't seem to matter if it was wood or steel, just that it was double walled.