Games like Half-Life are coded in a way that predicts where players will be to compensate for lag, so that even if my ping is 200+, if I shoot at another player, my bullets will generally hit. UO does this extremely poorly. It isn't obvious if you are using a ranged attack of some sort, including pets and summons, but if you try to close with a melee weapon on a moving player, unless your ping is extremely low, it can be almost impossible.
Now it could be there is a trick to this that I don't know about, but I really think this is an area of the code that could be radically improved. Now I'm guessing with UO's wonky z axis issues it might not be as simple as the 2D nature of UO would suggest that it should be, but still, if the devs ever get a minute or two to relax, this is something I'd like to see worked on.
Now it could be there is a trick to this that I don't know about, but I really think this is an area of the code that could be radically improved. Now I'm guessing with UO's wonky z axis issues it might not be as simple as the 2D nature of UO would suggest that it should be, but still, if the devs ever get a minute or two to relax, this is something I'd like to see worked on.