Various "felucca only" settings are all controlled client-side.
Open Source clients are here to stay and they bring some unique challenges. It also shows how early UO handled an issue that other games realized was open to exploitation so simply removed it.
1. The biggest issue is collision. The mechanic that controls your character being blocked by other mobiles, in Felucca, is all handled client-side. Any attempt to block it server-side would lead to a really nasty rubber-banding effect. Maybe this is why other MMOs like WOW and even a lot of FPS actually do not prevent mobiles from running through/on top of each other? It is just too much data back and forth.
UO shipped it in the client. Now that the client holds no secrets, it can just as easily be removed. This allows some people to move through mobiles, while others with non-edited clients would still be blocked by their client-side checks. There is also no way for us to see it on our end.
What do I propose here? - Removing the "stam block" mechanic from Felucca.
2. The other issue is the map's "season" setting between Trammel and Felucca. (Also all controlled client-side, like most maps are in any game, and thus can be edited)
In Felucca there are various graves littering the ground. These are marked Impassable so you get stuck if you try to run into them. In Trammel, these graves do not exist or are replaced with flowers that are marked Passable. It is possible to force client-side "season" changes to control if you see or do not see this object.
What do I propose here? - If I can find a way to make Felucca leafless but with "pretty trammel land" that would be ideal. Otherwise, I am not sure at this time.
Thoughts?
Open Source clients are here to stay and they bring some unique challenges. It also shows how early UO handled an issue that other games realized was open to exploitation so simply removed it.
1. The biggest issue is collision. The mechanic that controls your character being blocked by other mobiles, in Felucca, is all handled client-side. Any attempt to block it server-side would lead to a really nasty rubber-banding effect. Maybe this is why other MMOs like WOW and even a lot of FPS actually do not prevent mobiles from running through/on top of each other? It is just too much data back and forth.
UO shipped it in the client. Now that the client holds no secrets, it can just as easily be removed. This allows some people to move through mobiles, while others with non-edited clients would still be blocked by their client-side checks. There is also no way for us to see it on our end.
What do I propose here? - Removing the "stam block" mechanic from Felucca.
2. The other issue is the map's "season" setting between Trammel and Felucca. (Also all controlled client-side, like most maps are in any game, and thus can be edited)
In Felucca there are various graves littering the ground. These are marked Impassable so you get stuck if you try to run into them. In Trammel, these graves do not exist or are replaced with flowers that are marked Passable. It is possible to force client-side "season" changes to control if you see or do not see this object.
What do I propose here? - If I can find a way to make Felucca leafless but with "pretty trammel land" that would be ideal. Otherwise, I am not sure at this time.
Thoughts?
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