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awww i thought it was request limit
bummer |
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I don't think its necessary for most uses
I was worried about my admin scripts data store for blackList and whiteList getting filled but then I added it up and you would have to admin like 4,000+ people to reach the limit
Now its like 12,000+ so I guess I really don't have to worry about it at all
I suppose it will be useful for games that convert instances into string to save them. |
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Idiots who use far too much data to save simple in-game properties above. |
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and plus, you can always compress data |
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And plus you can always not use an absurd amount of requests. |
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"And plus you can always not use an absurd amount of requests."
Sorry Prince, next time I'll try my utmost hardest to please your perfect soul
It's not an absurd amount of requests in some situations. Don't be a moron. |
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It is absurd, you are just a terrible scripter and probably save every time the value changes. |
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'Idiots who use far too much data to save simple in-game properties above.'
You don't know how much data I use for it, even when compressed data can take up a lot of space especially because its data from things a player built and the larger amount of data they are allowed to use the more things they can make. |
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"It is absurd, you are just a terrible scripter"
Thank you for your input. Unfortunately, your opinion is completely worthless to me, and will remain so until your head shrinks about six sizes.
"probably save every time the value changes."
Umm, no. |
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Even if I use to much requests, I can spam them like crazy, they'll all save just fine :)
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Games with economies like Murderer mystery can be exploited if a user could max out the set async and then trade the item from one person to the next while it was maxed then leave then join again.
some games have to save their data every change in their inventory to prevent duplicating items but this could be used to cause the expliot above
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