Quoted from the EQ boards:
After some internal discussion we have decided to disable the proximity detection in a patch this week (time TBA). This will allow us to try and separate what seem to be multiple different problems and figure out what is proximity related and what is not. Meanwhile, test will still be running with proximity, so that we can continue to tune that code path.
The change will amount to basically having infinite proximity. It's not reverting the code back (doing that would take far too much time, as we'd have to re-test other changes that have been made on top of the proximity changes), it's simply giving you an infinite proximity that includes everything in the zone. So you will still experience stuttering when you first zone into a zone, but this is no different than what used to happen, except it used to keep the loading screen up until all of the NPCs are transferred.
Full mapping should be back this Thursday for the time being atleast.
After some internal discussion we have decided to disable the proximity detection in a patch this week (time TBA). This will allow us to try and separate what seem to be multiple different problems and figure out what is proximity related and what is not. Meanwhile, test will still be running with proximity, so that we can continue to tune that code path.
The change will amount to basically having infinite proximity. It's not reverting the code back (doing that would take far too much time, as we'd have to re-test other changes that have been made on top of the proximity changes), it's simply giving you an infinite proximity that includes everything in the zone. So you will still experience stuttering when you first zone into a zone, but this is no different than what used to happen, except it used to keep the loading screen up until all of the NPCs are transferred.
Full mapping should be back this Thursday for the time being atleast.