Don't make a separate server for every player when teleporting

I agree it’s not an ideal situation but all these problems are workaround-able from the lua side with some effort.

I hope you can also imagine that the large majority of our ops resources are currently dedicated to handling our recent player count growth. That involves opening datacenters and ramping up more machines, which make “unintentional” matchmaking (where you’re not explicit who should get matched where) more difficult. That in all likeihood is why youre seeing this behaviour regression, and why it seems as if we (for the time being) won’t fix it.

Unfortunately, there is no timetable for when that multi-teleport will be implemented so if the behaviour you mentioned is critical to your game, id recommend investing in a datastore/private server/teleport place instance solution for now.

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