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Re: Why is data persistence deprecated?

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YeahNicksAlt is not online. YeahNicksAlt
Joined: 26 Jul 2014
Total Posts: 154
03 Feb 2017 10:34 AM
It's 10x faster than data store and especially if I'm storing 30 values for a player, I need a quick and easy way to load his values before his character loads in-game.. Also is there a chance that roblox will ever remove data persistence? And just deactivate it so it isn't usable?
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Sublivion is not online. Sublivion
Joined: 16 Jun 2013
Total Posts: 2390
03 Feb 2017 10:36 AM
I think that it had a bug or something


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YeahNicksAlt is not online. YeahNicksAlt
Joined: 26 Jul 2014
Total Posts: 154
03 Feb 2017 10:39 AM
So in other words roblox devs can't fix bugs? I mean not that that is anything new..
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10MilesWide is not online. 10MilesWide
Joined: 06 Aug 2014
Total Posts: 2220
03 Feb 2017 10:43 AM
It involves either money, mobile, or both
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Ars_Technica is not online. Ars_Technica
Joined: 18 Jan 2017
Total Posts: 181
03 Feb 2017 11:29 AM
"It's 10x faster than data store"

It's deprecated, so no one uses it. Can't we conclude that it's simply not under load compared to datastores?
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DoNotReadThisNamePlz is not online. DoNotReadThisNamePlz
Joined: 01 Aug 2014
Total Posts: 679
03 Feb 2017 11:34 AM
DataStores offers much more than Data Persistence ever did.
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10MilesWide is not online. 10MilesWide
Joined: 06 Aug 2014
Total Posts: 2220
03 Feb 2017 11:39 AM
"DataStores offers much more than Data Persistence ever did."
Not at first
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
03 Feb 2017 11:43 AM
"Not at first"

The past doesn't matter anymore.


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filiptibell is not online. filiptibell
Joined: 10 Mar 2013
Total Posts: 2362
03 Feb 2017 11:45 AM
3 major things off the top of my head:

* Data persistence is tied to a specific player, and the player must be in the game for you to access their data. Data stores are tied to games instead, which makes them a lot more flexible.

* Data persistence has a capped limit per player (45000 "data units"), once you go over this there is no way to store more data. With data stores you can store however much you want, just split the data into several keys. There is no upper limit, only a limit per key.

* Data persistence is deprecated, and as such may be removed or have saving/loading issues in the future, and Roblox might not fix them. If this happens, you're left with a broken game and you will have to use data stores anyway.
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
03 Feb 2017 11:51 AM
The way DP was stored meant that data loss was eventual and inevitable. It was deprecated after a fault on Roblox servers caused the loss of a lot of DP data for a bunch of users and games.
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
03 Feb 2017 11:51 AM
Data persistence is notoriously buggy.
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YeahNicksAlt is not online. YeahNicksAlt
Joined: 26 Jul 2014
Total Posts: 154
03 Feb 2017 12:09 PM
"It's deprecated, so no one uses it. Can't we conclude that it's simply not under load compared to datastores?"

Data persistence stores an xml file in the game, that can be read and changed through the data persistence functions. So if game X overloads data persistence, game Y is not affected.
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
03 Feb 2017 12:17 PM
Also:

"It's 10x faster than data store and especially if I'm storing 30 values for a player"

There is this thing, you probably haven't heard of it, called tables.

You can save all 30 of those values (or you know, 300) at once, in a table.
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DoNotReadThisNamePlz is not online. DoNotReadThisNamePlz
Joined: 01 Aug 2014
Total Posts: 679
03 Feb 2017 12:17 PM
"You can save all 30 of those values (or you know, 300) at once, in a table."

You can also store matrices, which makes it really nice for storing weights c:
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