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I strongly advise buying a UPS.
I imagine it as a sequential staircase recording / rewriting / updating in different chunks of time with a certain interval (also when exiting, pausing, and so on).
Let's imagine that I create a save and every hour it is updated and imagine my save will be defined as numbers. That is, the numbers are the state of my current game progress.
13:00 - saved 0
14:00 - saved 1.
15:00 - saved 2
...
22:00 - saved 10
22:59 there is an emergency shutdown of the PC. It makes sense that after this incident my last save should be equal to the one the game saved at 22:00. This is the latest save data. But there is a rollback until 13:00. It should not be.
Therefore, in all such cases, in all other games, I lost the progress of the current session or until the last save (!), But did not lose the entire save, that's the problem. And this is the problem of the game.
UPS makes no sense to buy just for the sake of this game. This devs should solve this problem so that game progress is not lost.
I agree it would be nice to have some kind of incremental backup system, to allow rolling back to a previous backup when necessary. Provided it doesn't impact server performance or cause stutters in gameplay for those clients connected. It might be something that the devs implement along the way, as a quality of life update to the server code. But, honestly, it's probably not a high priority at this very moment.
As for the UPS comment... You buy a UPS to protect your equipment, which could have been corrupted and/or fried in multiple ways if that sudden power outage had also been accompanied by any decent power surge. Compared to the cost of a server (and time invested in setting it up), the relatively low cost you can get a basic UPS for seems like a minimal investment. The fact that your server doesn't lose data is just a nice perk, not the whole reason to get one.
Read everything, and be sure to do the last step described at the bottom.
I am aware of the advantages of a UPS, but I have not bought it for over 10 years, because it is not needed. If there was an urgent need for it, I would have bought it long ago, despite its inconveniences.
Even when I worked with graphics, video and photos in Adobe programs, and at the moments of turning off the PC, there was progress at the time of the last autosave. As far as I remember, even if the file crashed, it was possible to restore it and continue working
The same applies to absolutely all games that I have played.
Of course, to be honest and objective, I could not check how the save works in every game I played, because my light was not turned off during every game. But if this happened (and it did happen), then I did not have such a problem as in this game. That is why I am so surprised by what happened in 7 days.
And what you are talking about, I am sure, is present in other games and this is not fantastic. Perhaps due to the fact that the game at the alpha stage, the devs missed this moment or did not think about it.
I would also be inclined to buy a UPS for protection against power surges, which the power supply unit can pass, but my power supply unit is not the cheapest and therefore it is most likely still capable of leveling out voltage surges in the network and not letting them go further to the motherboard. I don't want to buy a UPS for this game. It's just ridiculous =)
In this case, in the requirements for the game next to the necessary processor and video card, devs must be indicated: "you need a UPS so that you do not lose the game process if your PC turns off" =)
but thanks. If I do decide to play again, I will take advantage of your suggestion.
thx
Yes, an automated checkpoint system for the saves would be one option. As has been discussed in other threads, one of which ShiveringSun was kind enough to link. An automated checkpoint system is not really the best solution, but is simple to implement.
One big problem with it is, if it happens automatically while you are playing, it could cause a large delay or several second period of stutters in the middle of play. Because saves in this game are a couple of hundred MB in size. As soon as that happened in the middle of combat and caused someone to get killed you can bet your life savings they will complain about this solution as bitterly as you complain about the original problem. :) They will say your fix needs it be "fixed". It would have to be configurable so that those of us with a UPS could turn it off since it would just cause problems.
Another problem is that a save copy made on the fly can make a copy of files in an inconsistent state. Which means the backup isn't guaranteed to be correct or valid. Which is what my original post said. I could have helped you more from the start and given you much more information but you said you were deleting the game and weren't going to read replies. :)
You're not likely to get an official Dev response on these Steam forums, as developer interaction more typically occurs on their official site (7daystodie.com).
Unfortunately for you, the save mechanics that 7Days uses doesn't handle unexpected program ends well at all. In order to avoid "one great big save" to what quickly becomes a large number of sometimes complex save files, which would introduce a huge lag spike into the game whenever this occurred, saving is done, a little bit at a time, more or less constantly while the game is running. So, this abnormal end to the program (abend), often leaves the save files in an inconsistent, incomplete, and often unrecoverable state.
I don't believe there's any plans on TFP's part to change this system (though that doesn't mean there aren't plans for exactly that), but until TFP does (and the cost of doing so will be regular lag spikes during the save), then you're only option for 100% safe gaming, absent the UPS that has already been suggested, is to backup your game files after each session (backing them up while playing could lead to inconsistent backups at times).