Distant NPC Movement Jittery

Something broke as all distant NPCs move in jittery steps. While the animations are smooth, the location of them jitters as if they’re teleporting.

I have tried all possible fixes and nothing helps. Close movement is fine, but with distance movement jittery it makes combat less than fun and makes it virtually impossible to play for most people.

This is a long standing issue, it’s not new, but with every update it impacts more and more users. That combined with making the game too easy and making structures permanent, it’s obviously hurting the player base.

Streamers are dropping the game for stuff that’s written better now. The movement issue looks like something a noob UE developer would do, like maybe you used some of that wannabe AI to write it.

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I feel that my thralls that I work on do the jittery thing too and sometimes they despawn and you have to re-summon them back to hopefully fix the glitch.

It’s a known exploit. I have had a kit of them to look into, so I know: it is not fun.

I read Funcom has a fix, so it is not high priority enough. There is a telescope now, so you can see further through it. Is that enough of a hint?

Public servers?
Playing on a brick?

NPCs distance jitter is not new to me, but I play on a brick on a public server so I pretty well expect it.
And guess what? It gets really bad when a lot of people are on the server, all animations get jittery.

YOU are not most people. I know you want to appear to carry more then your own, but you don’t.
And how on earth is jitter NPCs way over there effecting your combat, when you just said the movement is smooth close up, you mean like in combat range?

I swear I read a post where some one was griping about how easy it was to die at low level or how the stamina change is killing new characters and that is why every one is quitting. Seems most people are of the opinion people are quitting because of what ever their pet peeve is.

Structures are not permanent, just a load of digital hoarders that don’t want to loose the stuff they can replace through actually playing, so serial refresh their server anchor and wonder why their thralls teleport and jitter.

No streamers are playing what ever game is the flavor of the month and draws in the most viewers, has nothing to do with how the game is written.
And no, the movement issues are caused by crowded servers and people playing on bricks.

I’m up early, usually the first person on the server after the restart, and the game runs smooth. No jittery NPCs, no teleporting thralls, no hesitation in responses. Now in the evenings with 10 or 12 on, I don’t even want to try to play becau caus cause because i I i i i I know just ho

w the game iisisisisisisis goi n n g to r…

You got brown eyes right?

Where?

Huh?

kakadu or openjpeg. I read about both, like where I can reflect here onto the environment, like maintenance, (which is already part of a standard workflow). I don’t expect a RTFM, but it doesn’t hurt. There are IEEE errors…

Sorry :old_man:
Old saying inferring some one is so full of it their eyes are brown :wink:

Oh… :thinking:

What I’m saying is openjpeg… as-is… works as a decompressor. kakadu now uses the best of openjpeg (because they can under its open-source rules). I can’t guarantee support. I can point out how RTX works in O(1) for shadows. There was no glossary. :innocent:

And, the UE5 question to use it or not. I used vector math in openjpeg. Surely there must be a decent display of multimedia code that’s been added to UE4. :nerd_face:

ttyl

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