Now that Persistence is in the game, it would make sense to give us the ability to also locally store data that isn't game-breaking if it's lost, but that would benefit from not being constrained by networking limits (and not taking up the limited persistence space).
Some examples would be:
  • Settings for local-only state in the world.
  • Precomputed textures/models for dynamic content, such as character customization.
The game already does this for per-avatar parameters.
And of course we wouldn't be able to choose where to store it for security reasons, but make it similar to
PlayerData
in that we only get to say what we want to save, but expanded a bit on data-types, such as textures & JSON. (and ability to only load the data from specific keys when you need the data, not all of it at once).
Having this capability could reduce networking needs, especially for more ambitious worlds and open up more gameplay possibilities.
Understandably there would still need to be limits on how much data could be stored, but it could certainly be much, much more than the 100KB each of Player and PlayerObjects, say 2GB for PC only worlds and 400MB for Quest, with limits that could rise as min-hardware levels change. (and creator can fallback to regenerating content instead if local-space limits are hit).
Would probably want to display how much local-storage a world is using when a person clicks on the world in the menu and option to sort worlds by data usage, so people can identify junk worlds they might join that try to fill the space for no reason just to annoy, then user can hit the "Clear data" button for that world which already exists (or better have a button also for local-data specifically in case they are just trying to free space).