Quote:
Originally Posted by Vedder
I think it's a server/client synchronization bug, like you also seem to have noticed.
There are many types of lag ofc, and I agree with you that it's not the usual client lag.
But yes, I'm pretty sure it's triggered by server and/or network lag.
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I'm pretty sure it's triggered by
MA testing their software under ideal network conditions and making no effort to code in simple preventative measures. (if action.type == attack and selected_target == self then cont) I shoot myself at least 15 times a hunt these days on a brand spanking new high-end system with a broadband connection. I miss a lot due to another similar bug that seems like it must be due to decay-producing events (ammo burn) being sent by reliable protocols like tcp, while "inessential" things (like hitting a mob) seem to be sent by udp.
It's not the kind of coding idiocy i feel like paying for anymore.