Hi! I'm Hjalmar, programmer at 10 Chambers Collective, working on a game called GTFO coming out for PC and Consoles.
We are looking into going to the Pro tier and want more information. I've spent a good time searching the website, the forums and the playfab control panel. But I've only found some scattered information like this one: https://community.playfab.com/questions/13455/limits-for-pro-tier.html regarding the tier limits.
Anyways, I got a bit scared by the Data Limits on the free tier and as I said I couldn't find the complete information.. So here are my questions:
1) I would like to know all the limits in the Pro tier, as found in Settings > Limits. How do I get that info?
2) Regarding the data limits, what does "the same" mean in "Number of times the same player data value may be updated..."? Is it a unique key/value per for a unique user that can't be updated too often, or is it a global limit for all players updating the same key/value pair? Or something else?
3) Also data limit: which data are we talking about in this limit "Inventory item data value size"? Is it the custom data on the catalog items or the much more limited custom data on the inventory item instances?
4) This one is a bit longer, about the new entity data API:
I was super happy with the player data, I could add anything I wanted there, as a simple but extreme test I added 500 posts with a good chunk of JSON with no trouble (not added in the same post..), so I felt sure I could add any custom data I would need there as long as I don't update them too often (in our case we would update when starting the game and when the player performs a custom update and saves, almost never during gameplay.)
But now I read about the entity system and it feels a bit weird, it seems like with the entity system you want me to group all my data to a big blob of JSON or whatever and then update the whole thing as an entity object or an entity file, right?
How could it be more efficient to update one big file of 100K instead of posting one update (playerData key) of with 1K of data amongst 100 possible keys? This makes me worried... or am I missing something?
5) If we design our data around player data, can I be sure you are going to fully support it down the line or is it basically deprecated?