I'd like to ask a question on a hypothetical scenario before I start the process, just so I know what I can and can't do.
I have a 50 player game, so by what I understand, I can do a total of 560 GetASync() and SetAsync() per minute. (The wiki says [60 + numPlayers × 10] per minute, which would be 60 + 50 x 10 which is 560 requests per minute)
In a scenario where I save the player's amount of money into a data store every time they either reset their character or quit the game, and where I get the player's save every time they join, in a 50 player server, would that stay below the recommended amount of requests per minute?
I would assume that in a 50 player server, people would reset/join/leave about 10-20 times per minute.
Am I correct or do I have it all wrong? Please correct me if I'm wrong and explain more about the Datastores and how they work, I'm just getting started.
Thank you!!!

10 comments
Thats true, so what would be a better option
Also as of for the hypothetical scenario, all im doing is saving a number value (money)
https://www.robloxdev.com/articles/Datastore-Errors
the article also explains the limits.
I know I already read it, im just asking if i understood the article correctly and if my scenario would work. im just making sure before i start and then find out too late that im going over the limit
According to the site 60 + numPlayers * 10 is how many requests per minute for get and set, so you're making 560 requests per minute, or maybe my maths is wrong. I'm not a maths expert:p
Also, if its necessary to add, my game has roughly 200-1,000 players playing at a time (50 player servers), so would it be an issue requesting the Datastore about 20-30 times a minute (on each server), or does the total player count not matter?
per minute for 50 players* for some reason I can't edit my comments anymore.
Data stores are per place, so I don't think it should be a problem.
Okay, thank you so much!