Yes thats the stuck in combat thing I'm talking about. Your using the stock cursor so you don't have the combat indicator to see it. Basically it borks any attempt to stealth at all and can even last well after your opponent has been sent to his or hers closest keep.
I don't know that part of this will ever be fixed. One of the main issues is that attacks are calculated upon hitting the button(or triggering the attack code in an npc) so if for instance a pc fire a bow at you, then you hit cloak, the arrow will still hit you and knock you out of stealth, because it was calculated to hit you before you cloaked.
On top of that problem there is the in combat bug, you get in combat, fight for a space of time, one of you dies, or escapes, whatever, and despite combat obviously being over you stay in combat unable to stealth. I've rezzed at a keep and have been unable to interact with anything, because despite having just rezzed i was still in combat, and couldn't use a door to leave the keep or the transit system. when i'm the victor trying to get back into stealth so i don't get steamrolled by my opponents 20 allies who are riding up, this is beyond frustrating.
Some people seem to think the lag is caused by attack weaving, since it was an unintended "feature" lol and wasn't planned for in the code, all of those combatants animation canceling 2-3 animations a second instead of the likely one per second they wrote the code for, seems plausible but other than the devs noone really knows the cause.
I suspect since they decided to accept attack weaving as part of the game, because they couldn't fix it without rewriting the combat code, that this lag issue may never be fixed, if it is indeed tied to that.
Hi, all. We are closing this thread because there is already a thread about this issue. Keeping threads consolidated allows us to help players more efficiently and facilitates the visibility of different issues. We encourage you to head to that thread to continue your discussion.