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WC Cap Charge Used, but still died?
This has happened to many people including myself (Brainfreeze), Noman, and a bunch of other people.
WC cap will be clicked and the gate spell will go off, but you come back with exp loss and dead after you zone. |
I believe this is caused by the slight lag between the client (which thinks you still have HP) and the server (which thinks you don't). If you use the cap when you're on your last few HP, the server just hasn't had a chance to tell your computer "hey you got hit one more time and now have 0HP", so you don't know until you show up dead.
It seems likely this was the behavior on live as well, so if you want this to be fixed you'll need to provide evidence that shows this didn't happen back on live (during the classic era). Otherwise, while it may well be a bug, if it's a bug that was part of classic Everquest then the people who run things will want to keep it to preserve the classic EQ experience. |
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It sucks. The other reply in this thread is better than mine. |
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Reference: https://www.project1999.com/forums/s...d.php?t=139036 These bug forums are starting to make sense... /sarcasm off |
Did you even read the reply? He was saying with a fair amount of certainty that this occurs on live and devs want to preserve that. He wasn't saying it is incorrect or shouldn't be happening.
It will be very difficult to prove this didn't happen on live in era (how can you find threads of capping out and not dying after if this never was a problem?). When in doubt cap out sooner, there will always be some client / server dynamics that are just innate in a game that we have to deal with. |
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Once you accept that there's simply no way for the client and server to always be in synch, you'll see why there will always be problems like this one. This is probably also the reason for "pain and suffering" participating in melee.
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The whole gate at last second turning into a full death was entirely a thing on live. And still is. This happens due to latency, ( the time it takes for the client and sever to communicate) this is also 100% unfixable unless you had instant datatransmission and processing. Realtime gaming is an illusion, welcome to the matrix.
If you disagree with this, please feel free to take a pill. |
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So even though both P99 and Overwatch are first-person networked games, and both have the same fundamental problem of the client never knowing exactly what's happening on the server at any given moment, P99 seems to have more lag issues (which looks like more bugs to a modern gamer). |
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