Before we wrap this up, maybe some progress reports. We're talking long term here. Does anybody have any updates on any of this stuff [server meshing and persistence]?
TL;DRServer meshing and persistence depend on server-side OCS, a big effort that requires adjusting game code because servers will no longer hold the full universe state; once in place, account wipes are planned to stop.
As I said, server-side meshing and persistence go together. That's a big project. Server-side OCS is fundamental for the meshing, with static meshing and fully dynamic meshing, which is where we want to end up. It's a big development effort because the core team's implementing it. They do their stuff, but there's a lot of game code that has to adjust to make sure it works with the new paradigm, because with client OCS the server always has a full authoritative state of the entire universe, or the entire star system, at any one time. But the moment that we move to server OCS, it won't, because that server may only have a portion of the star system, for instance, in its memory. And that means that different variables have to be classified differently to persist, because you can't always count on the server having a definite record of it. So some of the game code has to be adjusted to make sure that it's safe for that kind of setup. Once the persistence and the server meshing is in place, that's the last piece of the tech. And once the persistence is in there, we're going to stop wiping accounts. And so people can actually be playing, earning towards something, accumulating wealth, accumulating items and ships.