A personal quirk of mine that's bothered me for ages. I've made a thread for that, but no acknowledgement so far.
Also mentioned it before, it's completely stupid. I'm guessing they wanted the icon to appear in the trade slot, which is unnecessary, because you see the money traded in the number box anyway. And even if, they should check for the number of items that are being traded, not for the fields in the trade menu.
Actually, "movement" itself isn't transmitted at all, only the position is updated. The problem is, that only happens in certain intervals, not after certain events (such as movement stopping). That is the reason why people get stuck on objects and terrain when they're on /follow, while the target they're following seems to go up cliffs. It's also the reason why casting isn't interrupted by moving, only if at the end of the cast you're in a different position than when you started, which means you can run around all you want, as long as at the end of the cast you stand in approximately the spot where you started.
So if you stop and cast immediately, chances are the new position hasn't been transmitted yet. In which case, the solution would be even simpler; just force send an update as soon as movement stops client-side.
Very nicely put, shows just how stupid the system is. Unfortunately, this lag is an inherent problem to online games. Many games rely on heuristics to predict short-term movements, others perform a back-check to see if an action would have had an effect. The latter would be a decent solution for our problem. It would take an extra second to hit a mob when running behind it, but not 30 seconds of following it around, pointlessly. However, it would be quite some work to implement this, and given how lazy the dev team is, I doubt it would happen.
I don't know how I feel about removing object collision detection altogether, it would feel a bit ghosty I guess. However, something I could live with would be reducing the bounding radius around an object by half, or more. So there's still a collision detected when running straight into an object, but it wouldn't happen when just running close by it, or close into it. Also, it would allow us to get a bit closer to the mob when chasing it, which is all it would take to be able to hit it


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