Cost to run a play together server?

So I was looking at the limitations and cost differential between plays together and running my own server. I noticed with plays together it costs $199 a month for 5 million calls to api and 40 requests per second to the server. Based on those numbers it seems like it would really limit the amount of players that can play at once. What maybe 1000 people can play at once with the 40 bursts per second with plays together. Anyone know the possible max about of people that can play at once with 40 requests per second to the server? Because I see that be a huge limitation with them. It seems like running our own server is the best option I assume.

Comments

  • scottharrrules43scottharrrules43 Tulsa, OklahomaMember, PRO Posts: 694
    edited March 2015

    @games4fun said:
    So I was looking at the limitations and cost differential between plays together and running my own server. I noticed with plays together it costs $199 a month for 5 million calls to api and 40 requests per second to the server. Based on those numbers it seems like it would really limit the amount of players that can play at once. What maybe 1000 people can play at once with the 40 bursts per second with plays together. Anyone know the possible max about of people that can play at once with 40 requests per second to the server? Because I see that be a huge limitation with them. It seems like running our own server is the best option I assume.

    You would have to have a lot of people on, and lots of people = lots of money, which = the more money you use can go to upgrading your account.

    That is for about 300 people on "at once" depending on you have it set up. If you have lots of people get enterprise.

  • games4fungames4fun Member Posts: 185

    That's what I'm afraid of $199 to have a max of 300 players playing at once seems like a lot compared to what it costs with Amazon cloud services.

    Can someone in Gamesalad answer if you guys plan to make changes to the pricing for playstogether? Also what limitations will there be for the service. I'm really curious what it would cost if we had a multiplayer game that had lets say 10,000 daily players or more for that matter.

  • CaptFinnCaptFinn Member Posts: 1,828

    Oh Man. Your best bet is to wait and let others learn the hard way what Playstogether will and will not do. Thats the only way youre gonna get a true feel for what youre stepping into.

  • games4fungames4fun Member Posts: 185

    @FINNBOGG said:
    Oh Man. Your best bet is to wait and let others learn the hard way what Playstogether will and will not do. Thats the only way youre gonna get a true feel for what youre stepping into.

    Yeah you're right. That's the problem I don't really want to wait and see, if Playstogether is not a cost effective option for a large scale multiplayer game then that in itself is a huge limitation. I know that Playstogether isn't going to be for everyone but by now I think everyone should know what to expect based on the costs and services provided. This is something that should have been addressed by now.

    Even more important is the quality of the service that it will provide. Will the server that hosts our games be running 99.9% of the time. Because at the end of the day our reputation will be on the line as game developers. Gamesalad is a small company and now splitting the resources for Graphene, Playstogether, and Gamesalad all with a team of 19 people is worrisome.

  • CaptFinnCaptFinn Member Posts: 1,828

    "Addressing things...?? being specific...??) This is something ( from my perspective ) that gamesalad isnt very good at. They arent the best at telling you to read the small print. Much less..giving you some small print to read. I use HTML5 as a example. You go to their site as a new interested customer, and they have "HTML5" advertised all over the place and sprinkle their pages with the HTML5 Logo. They do it so proudly that one assumes that since this technology has been around so long and a mainstream norm. A user would think Gamesalad has HTML5 mastered and this option is strong and beefy. But in all actuality they did the bare minimum, just to be able to advertise it. Just enough so that it cant be classified as a falsified sales pitch. Then when you come to them shocked at its functionality.....or lack there of.... they then point to the fine print or point you to some forum post that was posted 3 yrs ago.

    All in all. Main reason why you dont understand how playstogether is going to work. Is because they havent figured out what they are gonna do. So I would wait. It will take a weeks worth of people complaining about Playstogether before it becomes worth pushing some time to the side and they make some final decisions.

    Kinda like.... no one has steel toed shoes......until someone crushed a few toes.

    Playstogether wont be completely spelled out to you until.. enough people have complained and demanded answers.

    HTML5 wont be touched until its the next thing at the top of the list that makes them money. Right now there are other things that needs worked on because right now that will make more money than html5.

    I stopped my pro subscription just because of how things work here. I come to the forum and read up and see the progress through the users eyes. Their feedback tells me if its time to come back or not. Things have gotten better. Its seems they finally figured out their eyes were bigger than their stomachs..when it came to listing features and spreading work flow too thiiiiiiinnnnnnnn.

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