The point I was getting at is that it was a visual sync issue. Your client saw you one place, and the server thought you were at a different place. It used to happen all the time in older games, UO, etc, and I think DAoC had a similar issue for a while. The server probably thought you got stuck on something, while your client didn't.
Since the client more than likely uses vectors to calculate movement, rather than relay the absolute position of every individual mob/character in the draw radius, the server thought you were one place, walking in place, while your client showed you moving around freely. In the end, it's up to the server to determine proximity for attacks, and so the server said "you're not close enough/have no line of site, so you can't attack" even though the client would give you the ability to try to attack.
Mythic probably needs to implement a basic rubber-banding type system as well as increase the frequency of position updates from the server to the client. This would do a lot to improve visual/proximity issues.
Since the client more than likely uses vectors to calculate movement, rather than relay the absolute position of every individual mob/character in the draw radius, the server thought you were one place, walking in place, while your client showed you moving around freely. In the end, it's up to the server to determine proximity for attacks, and so the server said "you're not close enough/have no line of site, so you can't attack" even though the client would give you the ability to try to attack.
Mythic probably needs to implement a basic rubber-banding type system as well as increase the frequency of position updates from the server to the client. This would do a lot to improve visual/proximity issues.