I imagine this was removed because it was considered OOC information, but I don't think it is and I would like to see the highlighting come back.Rias wrote:NPC highligthing no longer reflects whether they are friendly or hostile. Be careful!
I see the highlighting as reflecting someone's demeanor towards the player which is IC information. It is broadcast through body language, facial expressions, tone or any number of other cues that we pick up on throughout our daily lives but are difficult to render in text. I would expect a bandit to carry itself towards Elystole differently than a Shadgard militiaman, but rather than add in more fluff text for what should be instantly recognized, we have color highlighting. Red means that NPC is menacing, frowning, shoulders tensed, bared fangs, whatever else. Green means that NPC is relaxed, smiling, or otherwise agreeable. Yellow means that NPC is like any of the numerous people we pass during the day who are indifferent to our presence. I've used the colors in the past as RP cues for how to conduct myself towards NPCs and how I could expect them to react to me without a GM there to puppet them.
An example of this would be the time when the scarecrows showed up to join the fight in Tarueka. Scarecrows are usually hostile to people but that time they walked in yellow and while we were still wary we didn't automatically attack them. Their demeanor meant they weren't looking to fight with us though that could have changed at any moment. It would have been a nightmare to figure that out in a middle of a fight without NPC highlighting because of how much scrolling there is when dozens of mobs are fighting at once.
That's one reason NPC highlighting is a standard feature of most MUDs. On CLOK we also have a few abilities that automatically target the next hostile mob, and if we don't know which mobs are hostile we might find ourselves in otherwise completely avoidable trouble. The first example that comes to mind is when horses are accidentally set as hostile to someone. Without NPC highlighting we are blind-firing any time we attack.
In short, contrary to what I figure the intended effect of this change was, removing NPC highlighting hinders roleplaying and makes the game harder to play.