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    Senior Member Madnex's Avatar
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    I think I'm understanding this better now. Not sure why the goblin daggers would have more range, probably an unintended detail.

    Example 1: How many times have you pierced to a spot around Stahl in arena? Your ping seems fine and the arrows you shoot are going straight on him, right? But try using pierce or razor and you'll realize he's not exactly at the spot where you see him standing.

    Example 2: Remember that glitch that let you walk outside the map borders in any map? It was not completely fixed because now, if you pierce while moving on a wall to something that *just* got blocked by a part of the wall which got in-between as your character moved away, here's what happens: as you walk away (appearing to be in safety distance from everything) you'll see yourself taking damage from enemies that would not normally be able to hit you from this far. What happens is that your position on the server is different from the one you're viewing at your end. Similarly to what happened when the out-of-walls glitch happened, your character will simply keep walking either back to the spot where the routes of your server coordinates and visible coordinates split or, if you keep moving, your server side "shadow" (invisible to you) will take the perfectly shortest route to join your character's image (that you are seeing). To be clear, these type of situations don't require high ping to occur.



    This might also be related to the back-and-forth wiggling bug that we had a while ago on test server and although it's now fixed for the players, certain mobs like the purple melee vines still occasionally do that weird spastic movement which is slightly irritating because when they do it, they do it underground (you can't hit them if they don't surface). I'd imagine your daggs bug is the result of the described issue above.

    It seems like an issue with certain moving enemies that don't consistently and properly update their positions on the client side (our side). Or there's an error margin at the mob's movement calculation with no confirmation backup or even no detection of the anomaly in the first place. This might be a little hard to understand if you don't get out in the field and test it.
    Last edited by Madnex; 11-18-2014 at 11:36 PM.

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