I was randomly reading the forums, and stumbled upon this:
jorb wrote:Zentetsuken wrote:Have you ever once considered that your personal viewpoint on what is a good or bad gaming experience might be horrendously out of touch?
If like 90% of the active users at any given point in the population are using badcam, I think it's safe to say that you are objectively wrong, don't you think?
This also goes for many of the custom client features that the vast majority of the player population take advantage of, but that you and jorb have been stubbornly and coldly against for years now.
Should we implement bot and scripting support as well? Wouldn't not doing so imply that we hate freedumb?
This is in regards to the vanilla client not having QoL features and other stuff that makes your gameplay more... advantageous I guess?
The implied features are, in a total random order: toggling the bad camera without having to guess a hidden console command, having a hotkey to *right click* the closest forageable object, hotkey to drink from one of the 25 containers in your belt/inventory without having to bind each of them to the action bar (also detect which one still has water in it), indicators to show how much liquid you have in said containers, auto-toggling stuff like tracking, criminal acts or swimming by default when you log on, being able to select what you see on the minimap (not limited to forageables and creatures, but also specific tree/boulder types, or other objects such as siege engines, etc.), being able to hide trees/boulders while only showing their hitboxes, being able to disable terrain smoothing to actually know which tiles are water or sprint tiles, being able to disable flavor objects (though new render client might remove the need to do this), being able to have a larger minimap so you can see where your party members are (outside of your range of sight), having extra buttons to destroy the closest crop on a treillis, to shoo animals, to fill smelters the right amount of coal without having to count everything, dismount the closest rider, easier to distinguish colors for openings in combat, adding 4 branches to the closest oven, auto-filet all fishes, seeing percentage indicators when crafting or doing other actions, percentage indicators to show the health of objects (especially mining beams and knarrs/snekkjas), being able to mine more than one tile at a time, alarms for objects/entities that pop on your screen, such as specific animals, red-marked hearthlings or unknown hearthlings, harvesting the nearest dream catcher, using a clover on the nearest wildhorse/auroch/mouflon, aggroing all nearby non-party players, aggroing animals without having to actually click on their model (I'd like to know if anyone can click bees, I managed to do it once), having a keybind to cycle through your combat targets, seeing people's openings and coins without having to target them specifically, showing line vectors that indicate the direction players are walking towards, drawing circles under party members, ACTUAL INDICATORS to show what stuff you have toggled on (tracking, swimming, criminal acts, etc.), highlighting drying racks that are finished, highlighting tanning tubes that are finished, highlighting empty chicken coops/rabbit hutches/throughs, showing some aggro radius for aggressive wild animals, showing attributes and softcap in crafting windows, curiosity completion percentage, showing arrow vectors, highlighting your current target in combat, displaying cooldown time in combat, preventing me to drop items while I'm over water tiles, selecting stuff to drop automatically while I mine, showing the radius of mining columns, showing what kind of ore/stone tiles are in my range of sight, showing the server time, zooming out beyond the limit, auto-selecting options from flower menu (such as "Giddyup!" for horses), livestock manager, show FEP percentages on foods, set my player speed to run on log in, having a hotkey to open/close the closest non-visitor gate, showing stage indicators on crops, showing growth indicators on trees, and probably more stuff I can't specify off the top of my head.
None of those features are bots, and we can chose to toggle them on or off (in custom clients).
The devs have stated the following:
Questions & Answers wrote:Our philosophy has been, and remains, that we – rather than spend our time fighting losing battles – should focus on building a better game with fewer incentives to bot. We try to take botting as a sign of a broken game mechanic, rather than as a sign of broken players.
Although this is kind of ironic WHEN GLOBAL POOLS ONLY BENEFIT BOTS, let's ignore that fact, and focus on the "We try to take botting as a sign of a broken game mechanic, rather than as a sign of broken players." part.
By this statement, I chose to assume that botters are not cheaters, since the developers are not fighting bots at all, and not punishing botters, and introducing mechanics that benefit bots (I'm really salty about global pools, I can't have any of those objects cause I can't script a bot).
But if someone were to say botters are cheaters, am I also cheating for using those non-bot QoL features literally all custom clients use? What do you guys think?
Also where do we draw the line? Is cheesing animals also cheating?