0 Members and 1 Guest are viewing this topic.
haven't been following this closely, just dropping this in here: for an indie multiplayer game it's very very VERY difficult to scale servers properly in an initial release in terms of server costs. initially you have a huge peak, and then it drops within a few days. if you scale servers for the initial peak, you end up with a lot of unused servers that are probably unaffordable. if you scale more economically you will get the current situation. if you use cloud servers to scale dynamically you pay a lot more for the cloud, because cloud is a lot more expensive than dedicated servers. it's a tricky thing to balance and get right, and you only get one shot. just saying that, also something to keep in mind for other games you might play at some point *cough* judge servers after a week, not day one