Variation -> RE: Save states (1/3/2016 22:02:49)
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Save states should definitely be implemented for NPC battles. It is important to note that whenever something such as NPC battle details are saved server space will also be used up. For instance, if information in the database was being used to recreate the NPC battle then for each save state created the database increases. Database increases in general don't really create frowns, but when they increase for a reason such as saving progress versus an NPC huge questions are asked. The questions aren't hard to solve. In fact, the questions are generally nothing more than looking for answers on database cleanup. Think in the case of the in-game mail system. After sixty days the mail will automatically be deleted regardless of its read status. Why? To most likely prevent enormous amounts of wasted database space for messages that have or will never be read. NPC battle save states seems like a great idea, however it's important to know the data cannot be saved indefinitely and that a clear cut time limit to use the save state will probably factor in. The time limit doesn't have to be small and in fact I don't see a reason as to why it couldn't be a few days or more. I imagine the best way to activate the NPC save state would be to re-challenge the NPC. Re-challenging the NPC to me seems to be the most efficient way of doing it (in terms of developer time spent). The NPC battle save state should only save your hp/mp and the NPC's hp/mp. If an NPC save state was created it's possible that retraining can be disabled until after the NPC is re-challenged (thus activating the save state) if the developers see that as necessary. With that being said I hope the developers implement this frequent suggestion.
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