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When I crash and log back in, I am in town, but everything is just like I used a town portal rather than a crash to get there. ;-)
So I second the question: Offline mode? In that case there is a differend save system I guess, since people would cry bloody murder if a game would write to their hard drive constantly.
It is a server instance crash. Their backend seem to only save to the database when a session closes. So if you logout/close the game it will save your progress but if you play long enough and the their server instance crash all your progress for that session will be lost.
You make that sound like a save fact,... which I am quite sure it is not.
got a source for these claims? Because, you know... that is not how saving works nowadays. Very little to zero reason to even consider doing it that way, since holding all the information in memory is not just risky AF, but also way more expensive then just flat out saving to the DB as you go.
Devs have stated that they have recieved very few of these reports, but can't yet nail down how that may be happening.
Basically: It seems so rare, that no one provided enough feedback to even reproduce it.
Then again: There is always the possibility of trolling or somehow feeling funny to make this kinda stuff up, so "the other game" looks better. We are certainly not gonna assume that here tho, riiight?
To be clear here:
Saving IS done via streaming, not via a session. Certain here, unless they somehow detect killing the game exe or unplugging the interwebs, but not a real crash.
A rollback from a server error usually hits all players, not just a few random ones, so we can be pretty sure it is not that either.
Failing both of these options, there is very little that comes to mind that could cause a loss of hours of gameplay. The worst I could make happen is when unplugging the interwebs the moment I pick up an item,... and even then, 7/10 times I still had the item when logging back in. So saving really is done on an event / stream system that just saves each action instantly.
Now the question is: Why would a system like this suddenly erase hours of saved data. That would be like thousands of entries that not only get deleted, but rolled back somehow.
Hell, even TRYING to do this in code would be non trivial. You would need to store a list of all the things you have done to the DB and then reverte all of them in reverse order, to get back to the original state. That is not gonna happen automagically by accident.
Now a TINY little idea that COULD be the issue:
If the crash is not the error, but the RESULT of a different error,... like if the DB used for savedata somehow had a hickup and thinks it was corrupted,... then automatically reverted back to a known save state,... this could lead to an internal error on the server / client side, since suddenly the pulled data would be vastly different and not match expectations.
The user would think "I crashed, and then lost my stuff!" - when in reality he lost his stuff and then crashed.
Now why a DB would do this, is kind of beyond me. I am not a DB guy to be frank. I do coding and data science with just a little bit of game development for fun in my spare time. But I do seem to remeber reading of some DBs having a feature like this, or clouds that do this to keep stuff running, rather than crashing.
Most certainly do a writeup of EXACTLY what happened before the crash. For a DB to be thinking "i am corrupted now!", something really strange needs to happen. Like did you click on something really fast, did you feel like something was off and should respond differently? Did you use a macro? If so, what did it do and what kinda pauses did you add? Whatever comes to mind really.
I just received a reply on my reddit post from a dev, it should be fixed now.
I joined an echo, infinite loading, then disconnected,