Benoît: First of all, that's a bastard move. Right. So not entirely related to PES, I understand the mental link between persistence and spawn points and out the four-ing and stuff. There already have been some changes in the game related to combat logging, which is basically out the four-ing while in combat to save your FPS items. Already the ships stay in the game world in 3.17 and then they basically get destroyed. Basically, that move sort of allows you to save your weapons and armor where you respond outside. So PES is not going to solve that because that's driven by game rules. So even though we have persistence, that's the thing I wanted to stress out, even though entities persist, the game rules and the game code can still decide what to do. They can override any values. If you think about respawning or things like that, same thing for logging. So for combat logging more specifically, which is a problem, obviously. It's something that we're going to want to tackle at some point, but the real fix for that is not a new persistence system. If PES solved all the world problems, that'd be awesome, but it's not the case. The real solution is a proper logout timer, where if you decide to out the four or to kill your client or whatever, you stay in the game world for that logout timer, which will allow your assailants to basically finish the job if they have to. And that makes the game fair. Most other games also do the same thing. So that's the idea that we have on the table now. Obviously, we're not tackling this specifically with PES. Even though there is persistence, it's not going to affect combat logging specifically.
PaulI would add, though, because of PES, the login and logout code has to change slightly. It gives the game code teams actually the opportunity to address this issue. And as Benoit said, we're currently discussing some of the login logout flow. And as Benoit said, adding a proper logout timer to that would be a good opportunity right now to do. Another question I also saw asked a lot is, when I log out with persistent entity streaming, will I log back in where I left off? And again, to our point, let's get back to feature parity. For 3.18, we will keep our current logout system. So when you log out and you log back in, you log back at your last landing zone location. However, PES does enable all of that cool stuff. So with PES, it would be very trivial for game code to change their systems to allow you to log exactly back where you left off. However, it always comes back to how much risk do we want to add for 3.18. And also, the devil is always in the details. If we want to have game code now to completely change, okay, you log back in where you log back out, then that doesn't mean, okay, we have the tech right now, so we can just enable this feature. That means a lot of design work. Like how does it work, for example, if I am suffocating and I log out? I think the design wants you, for example, then to run a timer. And eventually when you log back in, you would be dead because you were suffocating at that moment. You want to spawn back in hospital and so on. So there's a lot of design consideration coming into play. And then also game code systems which need to handle that properly. For example, what if I log out on a planet and then on the next day I log back in? And that exact position is another ship landed at the moment, right? So where game code would need to probably do some position resolving and all those kind of things. So in order to not tackle that right now, we would just keep the log in log out flow how it is, however, as I said, with persistent entity streaming, game code teams now have all the tools at their hands to fully persist whatever they want at the state and restore at exactly the state how they left it