I don't know how to word this correctly but I'll do the best that I can.
I have a game with 50 players, and according to the wiki, it says that there's a maximum of 560 Get/Async's per minute. (60 + (50 x 10)).
Inside one data store in my game, I have a code that fires one GetAsync for a table of 3 values (A number value and 2 bool lean values) when the player joins. When the player leaves, I have it set to fire the "SetAsync" for the table of the three values. (Both of these are wrapped in pcalls of course)
I am doing datastores for the very first time so I'm trying to familiarize myself with how it works. I would hate to update the game only to have players lose their saves because of the queue :(
Someone with experience with DataStores in their own game, will each GetAsync count as 1 out of the 560 maximum requests per minute, or will it count as 3/560 since there's 3 values saved in the data table?
Also, I've read from other posts that people with 20 or less people have had problems experiencing request queues. If I only request once a player enters and once a player leaves, wouldn't that stay WELL below the limit 560 a minute?
Thank you!!