IRC is older than me (I’m 24 years old), it is time to let it go xD
This is actually an advantage to using IRC (or another off-the-shelf technology) — existing chat clients already understand it and third party apps can use existing libraries since the protocol has had time to gain acceptance.
IRC has some cobwebs for sure, but everything understands it
I’m in the IRC boat myself, but arguably XMPP shares the same “doesn’t need a custom client” properties. Also, calling IRC cobwebby is a bit of an understatement — the protocol is riddled with all kinds of undocumented extensions and it really baffles me that clients are even capable of communicating with the wide range of implementations that they do.
The main issue with IRC/XMPP is that it would require a bridge to use within a browser. We need to internally figure out what our most common use-cases for a chat endpoint will be, I think.
There’s also an authentication issue with IRC/XMPP that I’m not sure how best to handle (e.g., OAuth2 isn’t really going to work for it), but eh.
I would like the API to provide location coordonates of players. If I would be able to see my guildmates location on Tyria map in a web app, there would be more collaboration.
This probably won’t be technically feasible. We don’t have real-time access to character data (it can be up to 5 minutes stale).
Also, another suggestion for the API is 3D asset streaming. Currently, only 2D assets could be displayed, such as items. What I suggest here is 3D asset streaming.
I’d prefer to just provide the 3D models and textures in a common format, then let the application render them directly with e.g., WebGL. Makes everything a bit less complicated.
Whether or not that’s something we can provide is a question that’s above my pay grade :P
As far as pre-rendered stuff goes, I really really want to provide character portraits though. There are some outstanding difficult-to-solve issues with rendering on servers that we’d have to sort out first though, so it’s probably not going to happen for a long while.