I believe the cause of combat locking today is caused by your target, who is now attacking wolves, not leaving combat. But this stretches deeper. EPJimmy could be in combat with AD charlie who's throwing fireballs at everything he sees. Now AD Charlie is in combat with DC Wanda, Bill, Flamingo, six wolves, and a duck. Well EP Jimmy can't stealth or mount until AD Charlie gets out of combat, AD Charlie can't stealth or mount until DC Wanda, Bill, and Flamingo get out of combat. DC Wanda, Bill, and Flamingo can't stealth or mount until their targets break combat, and so on (you can see how it webs out of control).
The checks the server does to make sure someone can stealth may be a huge part of of the lag all by itself. I believe if you change this system, you will fix the lag. Or you can change some event handling. I assume (because there are so many bugs and so much lag) the ZOS team isn't exactly the most prestigous group of programmers (no offense, sorry) that the stealth Event handling is running frame by frame, i.e. the game asks the server every 5 frames (or so) if you are in combat, if the server responds "no", you can stealth. If the server responds "yes", you cannot stealth. This needs to be changed to ask the server only when you try to mount or stealth. Much less traffic to the server. Though this might already be the case with the Event handling and I am just talking out of my ***. But in the case where the call to the server is looking at 100 different targets for every player, either frame by frame or some other Event handling, this can become a huge problem.
Thank you for reading.
Edit 1: Really, the system doesnt know to look at 100 different targets on it's own, it's looking at your targets targets, and their targets targets, that packet probably becomes rediculously huge.
Edited by NotSo on July 6, 2015 2:20AM Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade