jorb wrote: There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.
Those are advanced settings that are not turned on by default in custom clients, but are really useful. They're just like the the "bad" camera (used by probably 90% of the players), but you can actually turn it on without using a secret command in a secret console that doesn't even have a background window (just to obfuscate it even further if you open it by mistake) and uses text on a bright background (unless it's night).
jorb wrote:I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some.
I don't think there is someone who doesn't agree to this, but that doesn't mean you shouldn't add some QoL features that are considered standard by players in all clients. Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.
I agree that most things used by players that get past the q20 bronze sword hermit stage break the immersion, but you have to keep in mind that this is a video game, and me using those features on my client won't break the immersion for the larper sitting next to me, at his computer, using his own client settings.
Can you even imagine mining tiles with a q200 pickaxe and 1.4k str, one by one, while having to look at the mining support and distinguish the 3 slightly different shades of red, and going back to repair it when the right shade is on it? Does the default client even have column radius? Doesn't that radius break immersion?