Elite Dangerous Save Game Location

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Something has me concerned regarding the saving of ingame progress.

Where is game progress saved? is it saved on the ED Servers? if so is the data for the 10,000s of players progress backed up in case of system failure?

Or is your ingame progress saved on your local machine? if this is the case then it opens up a whole can of worms in that hackers can modify the data within the save file to give themselves anything they want ingame.

Personally I want to be assured that your progress is stored in a secure server side location with plenty of redundancy.

Would a game designer care to comment?
 
This question is crazy :p

The game is an online game, it's going to be saved on their servers. Just like World of warcraft

Also there is problem with saves right now, it only saves when you supercruise or save and exit. It should save every second not every time you press save/supercruise.
 
Would a game designer care to comment?

You answered your own question - what right minded developer would allow a local save game for anything but a single player offline game. There is likely to be a local one for that when it comes, but it will be separate to the online profile.

In terms of infrastructure for saves and backups - imagine the world of pain they would have if it failed and lost everyones progress... Redundancy, backups of course you would. Again you answered your own question really. Unless you doubt they are good developers/businessmen?

I have my problems with this game, but they are professionals.
 
Also there is problem with saves right now, it only saves when you supercruise or save and exit. It should save every second not every time you press save/supercruise.

I thought it also saved when you dock at a station. :S

When in flight saving the game once a minute might be a good idea I think.
 
I thought it also saved when you dock at a station. :S

When in flight saving the game once a minute might be a good idea I think.

No, in multiplayer it should save all the time. When you alt f4, press exit while in combat or anything your ship should stay in space still able to be attacked.

Everyone right now is abusing the saves right now on beta, it's lame. I think i've killed the same griefer 15 times in the span of 10 minutes today.
 

nats

Banned
Yes its this kind of thing that makes me wonder about this game. I mean when you save a game what happens when you go back into it. If its a multiplayer game has the game gone on despite your presence? Does that mean that if you dock in a station and then go back to it later in the week the whole game may have changed?

And how does this work in offline mode? Do you save and then when you return its at the same time in the game?

I really dont like the idea of the game 'going on without you'. Surely this will mean you might miss loads of in game events? For example you might see a brilliant mission that you want to play in the next session but by the time you get back to the game it will have long gone?

Must admit having not played multiplayer games myself much, and then only single battles etc, as I am not into MMORGs, this all fills me with a little trepidation. I always feel that multiplayer games feel too frenetic - you feel you cant dwell on anything because there isnt time. Things move on so fast and if you dont keep up with everyone you lose out. I hope that isnt going to be the case here. I will be happy if I only ever meet another player once a week.
 
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If its a multiplayer game has the game gone on despite your presence? Does that mean that if you dock in a station and then go back to it later in the week the whole game may have changed?

Yes. The game universe is both persistent and on-going and although it is affected by Players, it will carry on regardless even if no Players are about.
 
Multiple saves?

Maybe I'm asking too much for my 100 quid but I would like my son to be able to play his own ship in multiplayer. Not so much for the multiplayer, but to explore the universe properly not like in the "combat scenarios" where you can't enter cruise or hyperspace (at least not as far as I got so far).

So yeah, hows about at least 3 "players" per 100 quid in the final release?

We can only play one at a time anyway, don't see that it opens any avenue to cheating or that there would be any benefit for a serious player with spreading attention across multiple ships like that. Yeah they would have to store extra saves.

Re: the original question, GTA V managed to screw up their multiplayer to the point that they had to offer in-game "compensation", so it's not a dumb question. I dare say they would have backups, though.
 
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Maybe I'm asking too much for my 100 quid but I would like my son to be able to play his own ship in multiplayer. Not so much for the multiplayer, but to explore the universe properly not like in the "combat scenarios" where you can't enter cruise or hyperspace (at least not as far as I got so far).

So yeah, hows about at least 3 "players" per 100 quid in the final release?
We can only play one at a time anyway, don't see that it opens any avenue to cheating or that there would be any benefit for a serious player with spreading attention across multiple ships like that. Yeah they would have to store extra saves.
IIRC we all get that, in a way. Every account will have more than one (might be three, have to check it) character slots, of which only one can be active at any given moment. So if you play your main character on your gaming PC, your son cannot play his explorer character on his PC until you log out.
 
Hello Private Backers!

Your flurry of activity has indeed, worked! Here's our current thinking. Remember of course, that all usual caveats apply; this is not set in stone - we might change our mind.

So, current thinking is to have a small number of characters available per account. Say perhaps three normal characters. These can be "normal" commanders or "perma-death" commanders. Only one could ever be active "in-game" at a time and there would be no concept of links between them (so no shared stash, or reputation ties or any such stuff).

Our reasoning so far is as follows:

* More than one person can have a commander, so family members can get in on the act (of course, to play at the same time you'd need two accounts, but this is still - I think - a benefit. Personally I like to think that multiple commanders allows additional players to dip their toes and hopefully progress into obtaining additional accounts.)

* Player choices in-game can be more about the specific commander, reducing the worry that a bad call will ruin everything achieved so far. This is actually quite important; I want to train people away from the idea that there are "right" and "wrong" ways to play Elite: Dangerous. There are just choices and consequences, and we're trying to ensure that all lead to more fun. I want to remove barriers to player experimentation, whilst retaining consequence; I think multiple commanders helps this cause.

* Any potential exploits for multiple commanders almost certainly exists the the multiple account level as well, so limiting an account to one commander would not save us the time and effort of guarding against multiple commander exploits.

* Any serious player infractions (exploits and cheating, player abuse etc.) would always be dealt with on an account basis rather than at the commander level.

* Multiple commanders allow a player to have multiple roleplay options available at the same time, which could be very useful (e.g. I have a scoundrel pirate and a legit trader available depending on my mood, which friends are online etc.)

* I don't find the terms "main", "alt" or "toon" particularly useful in what we are creating. Whilst at a basic level you could certainly argue that the commander with the best current gear/most money/best contacts is your "main" there are no levels - that money can be lost, the gear can be broken, powerful friends can become deadly enemies.

Now this is not to say that we are casually dismissing potential dangers of multiple commanders. We are and always will be on the look out for exploits and activity that undermines the experience (the "cheapening" effect is a valid concern we have considered). But at the moment, we feel a more compelling argument can be made for multiple commanders.

I hope this gives a clear enough picture of our intentions as they stand currently.

http://forums.frontier.co.uk/showthread.php?p=150737#post150737
 
Yes its this kind of thing that makes me wonder about this game. .

I imagine the save mechanic is a result of the hybrid client-server/peer-to-peer network architecture. In a pure client server game, the server by definition has to continually maintain the complete state of all game entities so "saving" is not even a relevant concept.
 

Squicker

S
I really dont like the idea of the game 'going on without you'. Surely this will mean you might miss loads of in game events? For example you might see a brilliant mission that you want to play in the next session but by the time you get back to the game it will have long gone?

This happens in all MMO type games that have dynamic world events. Sometimes they repeat, even if only annually. It's one of the carrots and also for a player gives a real sense of being part of a living world.
 
Yes its this kind of thing that makes me wonder about this game. I mean when you save a game what happens when you go back into it. If its a multiplayer game has the game gone on despite your presence? Does that mean that if you dock in a station and then go back to it later in the week the whole game may have changed?

And how does this work in offline mode? Do you save and then when you return its at the same time in the game?

I really dont like the idea of the game 'going on without you'. Surely this will mean you might miss loads of in game events? For example you might see a brilliant mission that you want to play in the next session but by the time you get back to the game it will have long gone?

Must admit having not played multiplayer games myself much, and then only single battles etc, as I am not into MMORGs, this all fills me with a little trepidation. I always feel that multiplayer games feel too frenetic - you feel you cant dwell on anything because there isnt time. Things move on so fast and if you dont keep up with everyone you lose out. I hope that isnt going to be the case here. I will be happy if I only ever meet another player once a week.

Your real life must be a terrifying experience, how do you even sleep for fear of missing something. :D
 
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