So, a couple days ago I got a long email from someone, with some questions and suggestions for twilight. Some of the suggestions were familiar (meaning, I get them regularly):
* Faster movement
* Message log
* No idle kick
* More advanced in-game chat
Being as I get these suggestions regularly, I’ve got my stance for why I’m not going to do them down pat. However, as I was typing up a reply stating that I wasn’t going to do any of the above, I thought more seriously about why I have an idle kick to begin with.
Way back in the day, twilight was a quick and dirty server-side-rendering roguelike MMO. That meant that fancy features weren’t necessary, and the easiest path was usually the path I took. That means that as part of the login process, the server checks to see if the account that is attempting to be logged into is already logged in. If it is, then it just denies the login request. Further, the game was much more challenging. You were likely to spend most of your time fighting monsters that you could barely beat (and then only by using shady tactics that abused the AI’s handicaps). I also envisioned a world that was more jam-packed with monster groups. This meant that if you were left logged in for too long, you stood a pretty good chance of getting killed (possibly repeatedly) if you were AFK.
In the 3 years since then, twilight has changed in all of those respects. It’s not quick and dirty anymore. It has a fairly nice, fairly mature codebase with lots of effort put into making things nice. The monsters you’re likely to fight have gotten easier out of necessity, as the shady tactics that abused the AI now don’t work because the AI is better. I’ve also found it’s more fun to kill lots of moderately challenging/unchallenging monsters than it is to grind against a lot of very challenging ones. Thirdly, the world is spaced out more. There aren’t too many places where monster groups butt right up against each other. There’s generally a good bit of wiggle room inbetween where you’re pretty safe.
So, these factors combined set up a situation where booting idle players isn’t necessary for their own protection. This just left the factor of the server’s inability to log you into an account that was already logged in. That was fairly easy to fix, because a lot of the player infrastructure has gotten more robust in the past 3 years. So, I found myself left with no really good reason to keep idle boots around. So I didn’t. Now, if you’re idle for more than 60 seconds, you get made immune to damage and presented with an AFK screen that shows the other players logged into the game. I think that this is a really positive change.
Also, I made the key to see the list of players logged in more obvious. Previously you had to hit | (pipe) to get into the administrative menu, then l for the player list. Now it’s just W.
Additionally, I also added a small indicator of how much health you have to the inventory/pickup screens, so you can see if you’re getting attacked while checking your inventory out.
Next on the agenda is looking further into instanced dungeons (I’m currently suffering from a severe lack of inspiration for what a good dungeon in the upper fifth of the world would be), and also modifying the prestige class system to also handle magical effects a little better. Right now all magic comes from scrolls, but I really don’t like it too much, so I’m thinking about having some “tokens” that, when equipped, temporarily (or perhaps permanently, depending on how useful they are) place you into a mage prestige class for a particular element. So there would be an ice token that would allow you to perform a iceball effect every 5 seconds or something. This is much more easily extensible than the scroll system is, so I may end up adding ray and cone effects too, in addition to the current burst-style magic you get from scrolls.