So, starting from the bottom.
- Yes, the throttling rates are per server
- If you plan for the server to have a lot of activity or such that might cause a stat to get updated too frequently, then it would be a better idea to save as the player leaves.
I personally believe in a more hybrid approach: save the player's data when he leaves to make sure no last minute changes are missed, but also save with every important change or after some sort of time increment.
My main reason for the semi frequent timed or on-update saving is to make sure the server isn't trying to save too much of the player's data right before he leaves. I'm sure ROBLOX has exceptions to make sure the player doesn't fully leave before all his data can be saved... but... strange things happen when computers talk with each other. Best to plan for the worst.
But again, relying too heavily on those timed or on-update saves runs the risk of going over that throttling limit that DataStores have. It's all a balance.
2 comments
the roblox wiki uses a combination of the two which is a good idea here is the link http://wiki.roblox.com/index.php?title=Saving_Player_Data
Ok thanks