(does this go in game design support, or scripting support?)
So i cant find much about this question (searched dev forum and google)
(i saw this Best of way of managing datastore overflows but they are talking about like millions of data, which i am not, and never will)
Can my datastore that uses ProfileService possibly overflow if theres too much players with a lot of data? (all im saving is tables with strings, short strings by themself, and numbers
I used basic UpdateAsync() for one of my older games, and it would sometimes fail.
But now im using ProfileService, And its been going very well, Works amazing! but can it overflow?
Lets say there are like 10K players (wont ever happen if its a game made by me) and they all have like 1M coins, and like 100 emotes (table with 100 strings), Could it possibly mess up?
If so, Then how could i fix it?
If not, Then hooray!
(Apologies if theres a simple solution to this)