So the performance glitch might be an autosave issue. Is this solvable besides the on/off feature in 0.2.0 by means of perfecting the code or something?
There are games out there, newer games, that autosave and aren't as aggressive on the hardrive till up to the point where your system is slowing down. Often these games autosave, when gameflow is interupted anyways, like at loading a new level or map or so.
Couldn't onlink just autosave when you get a e-mail reply on a done mission (whether positive or negative doesn't matter) since you have to wait a few miliseconds on receiving the reply anyway.
And else it only loads and saves your progress, when you enter or exit the session.
With having a feature to reload previous saves (in case you lost the game) as you guys already have plans on. Which would mean, that new saves don't override older ones or you have to choose a savename to save to and reload from when entering again...
We will see, what you guys build there
I'm sure it will be great, an enrichment to gaming and a relief.
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My vision of gamesaves is, that there could be a button or option in the running game session to save to or load from during a running game to/from the name you choose. You could load a previous game within a running session or leave the session and load it at the login screen.
At the login screen there would appear another option besides "proceed" when entering a profile, like "load savegame". Through hitting "load savegame" you get to a screen where to choose one of the shown savegames and hit apply/proceed there.
Hitting "proceed" on the login screen with your entered profile will always continue the latest savegame as usual.
The game creates a savegame when leaving a seesion. The total number of savegames could be limited to 10 or so (if necessary) with autosaves going extra. With all slots full newer saves would push older out of the queue? Or having 3 autosaves always, 5 exitsaves that push older saves out the queue and 5 self-saves with names that stay and need to be erased or overwritten by players-choice.
Autosaves in the game could be temporary only and limited to three or so, beeing overwritten with newer autosaves after each turn: temp1, temp2, temp3, temp1 ...
They only serve the purpose to load the game at this point when it crashed without the opportunity of saving to a real save-game through option-saving or exit-saving; or the case of getting caught maybe.
Else autosaves are meaningless I guess and could be turned off if the player wishes to do so.
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How come, others seem to not have this issue of microfreezes with onlink?
Unfortunately I'm not a programmer, I'm just asking.