Design Gaps — TODO
Contents
Identified 2026-03-26. Updated 2026-04-04.
Design Soon (Phase 2 Blockers)
Needed before the game retains players past the first few sessions.
- State versioning / migration — currently on-load discards state on type change. Need a migration framework: versioned state types (state-0 → state-1 → …), upgrade gates that transform old state to new shape, rollback safety. Without this, every type change wipes the world.
- Corpse cleanup policy — implemented. Configurable max-age, reaper on regen tick.
- Admin audit logging — implemented. 1k entries, 7-day expiry, dashboard display.
- PvP system — implemented. PvP zones + duels, kill counter, 60s immunity, empty corpses.
- Leaderboards — cut.
whocommand is sufficient. Kill counter visible on inspect. No dedicated leaderboard system needed.
Design Eventually (Phase 3+)
Important for a mature game, not needed to ship.
- Equipment durability/repair — cut. Maintenance tax that annoys more than it engages.
- Item rarity tiers — implemented. 6 tiers (common→unique), color-coded tags on all display points, unique tracking, JSON parsed.
- Enchanting system — cut. Complexity without meaningful choices.
- Clan system — implemented. Admin-approved creation, clan halls, ranks, clan chat, promote/demote/transfer/disband.
- Housing customization — cut. Citizens are already admins of their own world with full editor access. Add a “Home” button to client (cross-world recall, blocked in combat).
- Weather/day-night — implemented. 2hr cycle, 4 phases, night darkness + damage boost, 7 weather types, storm damage, fog flee reduction, weapon type modifiers.
- Achievements/titles — implemented. 23 achievements, displayable titles via
titlecommand, checked on regen tick. - Instanced areas — implemented. Solo generated dungeons, branching tree, mob/item placement, boss completion rewards, 5min idle cleanup.
- Pets/familiars — implemented. 8 pet templates, pet-shop auto-stock, combat damage, room display,
pet/pet releasecommands. - Cross-world ban sharing — implemented. One-way subscriptions, manual review, moon blocking, dashboard advisories with import/dismiss.
- Remort/tier system — implemented. 5 tiers, +1 all stats, 10% XP scaling, prestige titles, preserves race/class bonuses.
- Crafting system — cut. Game is combat-focused. Enough systems already.
- Auction house — cut. Needs critical mass of players. Direct player trading via
giveis sufficient. - Faction/reputation system — implemented. 5 tiers (0-2000 scale), opposing factions, affects shops/aggro,
factioncommand, resets on remort.
Out of Scope (By Design Choice)
- Telnet/GMCP support (web-only client)
- Permadeath (soft-core design)
- Pay-to-win / premium currency (zero operating cost model)
- Blockchain/NFT integration
- Real-time skill-based PvP (tick-based combat for latency tolerance)