of     1   

FroggoBLOX
#183358192Thursday, February 11, 2016 2:41 AM GMT

to organize game-wide rounds? It's a bit confusing to explain. What I mean is that all of the servers are participating in one massive game. I was thinking about it earlier today and I thought that the new data store could possibly do it but I'm not sure
FroggoBLOX
#183360887Thursday, February 11, 2016 3:22 AM GMT

b
UnsourcedAnon
#183361014Thursday, February 11, 2016 3:25 AM GMT

How exactly would you intend to manage the notable quantities of data that would need to be regularly exchanged between servers at a nearly-constant rate?
FroggoBLOX
#183361117Thursday, February 11, 2016 3:27 AM GMT

I don't know you tell me I'm the one asking the question here
UnsourcedAnon
#183361449Thursday, February 11, 2016 3:34 AM GMT

"I don't know you tell me" Well, I suppose that it would depend on the method you intend use to to accomplish this. Perhaps you could use regulated signals(For the purpose of circumventing the limit) from HttpService to an external web-server to store update data, and accordingly signal each game to enter a state of paused transition until the gathered data has been transferred? Naturally, this should result in pseudo-synchronization in which each server is not necessarily playing at once; they are merely receiving the data from another server. Ultimately, however, you would only be transferring the data rather than a truly "synchronized" game.
FroggoBLOX
#183361532Thursday, February 11, 2016 3:36 AM GMT

interesting

    of     1