When will persistence log us into the same location where we logged out, like ships, outposts, stations, et cetera?
TL;DRLogging back in where you logged out is a known bug that worked before and was only partly fixed; the intention is to fix it for 3.1, though it could be cut for other priorities.
OK. So this is a bug that actually we knew about before even going to Evocati. This actually did work at one point, but there were some changes. There's actually quite a few changes that happened to persistence and the way that we handle persistent data throughout the 3.0 release. And it was just one of those bugs that we knew about, clearly identified, had repros and everything for it. We just didn't have the time to dedicate to fix it. It was one of those things that we decided that it was okay to let slip for this particular release, and we are absolutely going to fix it for 3.1. We did release a follow-up patch in 3.0.1 that solved it in part. There was actually a large amount of persistent data regarding the player that wasn't getting sent to the game server whenever a player would log in. And it would make it to where there were certain persistent behaviors that wouldn't track across servers. That has been fixed, but it doesn't completely fix this particular issue. So we just need to actually dedicate the time to it to actually investigate it and fully kill it off. But yeah, this is something we've known about and we're absolutely going to fix it for the next release.
All right, so just to clarify, it's actually not a feature we're waiting to implement. It's something that's supposed to be in now.
Yeah, it's a bug that this doesn't happen. Both just like, say you signed out at Levski, you would expect you respawn in that Levski, but also the ship spawning feature, our logging off feature that we added, in that in certain ships you can log off in the middle of space and then actually re-log in and be back where you were in the middle of space. And so that is something that we worked on and was actually working. It was actually kind of a Rube Goldberg machine of persistent data to get this thing to come together. And we actually had it working, but then it broke, unfortunately. But yeah, we'll get it working again.
One of the perils of running a live game environment in the middle of game development. I do want to add one more thing just to cover your butt a little bit. You said it'll definitely be in for 3.1. I want to say that it is our intention to have it in for 3.1.
It is definitely our intention to have it in for 3.1.
But just like we didn't let it stop 3.0 from going out, we're not going to let it stop 3.1.
That's right. We'll always identify what really has to be in the minimum viable product for the release. If this ends up being cut, again, it's not because we didn't know about it or it slipped through the cracks, it's because we felt like there were some other more critical features that we needed to give attention to.