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■1814986 / inTopicNo.1)  MlGUTSuedbTf
  
□投稿者/ Garland -(2019/03/30(Sat) 16:30:12) [ID:Sj788760]
http://https://www.gtiassociates.com/giffgaff-airtime-credit-vs-goodybag-021a.pdf
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    "The biggest problems come from spikes in activity and your systems not being able to adequately handle those spikes. Companies that run MMO games have gained a lot of experience in this. Games like Grand Theft Auto started out with much simpler multiplayer expectations, with the game experience being much more transient and isolated. Now, as the amount of persistent data about a player increases and they make progress from one session to the next, this leads to more data storage. The amounts are trivial compared to the storage capacity of modern cloud services, but you then need to have robust systems to store, retrieve and update that data. It needs to be fault-tolerant and above all resistant to corruption or loss. The only thing that will infuriate your player base more than not being able to play the game is losing some or all of their progress."

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