1. I need to implement an online, turn-based multiplayer for a game where each player chooses a move, then the turn is calculated, much like an RPG. I read that using Shared Group Data is a way to implement this, but there are concerns about its scalability when many players read that shared data at the same time. My game would only need two players, and perhaps a limited number of spectators, to have access to this group data. Is this still still a valid method to implement this type of multiplayer?
2. If so, how would I handle matchmaking using a Player Statistic (player rank)? I read that Playfab's matchmaking service is not compatible with Shared Group Data.