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Analytics - Tracking Spending
As a designer, do I have the ability to push out “low price points promos” to players who haven't spent for the last x weeks?
Announcements - Mass Crediting
I just wanted to verify all of the possible approaches for mass crediting users. I know that the News / Announcements feature can be used but are there any other approaches that we could consider? Since our client would be authoritative it feels like other systems could be manipulated to do mass credits.
Cloud Save - Altering Player State
If customer support needs to alter player state and we’re saving that in Cloud Data, can we make that writable?
Cloud Save - Pipeline
What is the pipeline like for uploading that Cloud Data? Can it be uploaded through the Portal and/or API?
Inventory - State Writability
If we're storing player state via Inventory can that be altered manually?
Inventory - Caching Data
Can we get all data at once and cache it? Does Beamable do this or is it limited to one query per Inventory object?
Leaderboards - Time Limit
Do you foresee any issues with storing a large amount of Leaderboard data for past Events? For example, a player plays an Event that is 3 months old and needs to come back and collect the Leaderboard rewards from that.
Leaderboards - Rewarding
For a standalone Leaderboard that isn’t managed by something else, how does the rewarding work?
Leaderboards - Partitioning
In what ways can we partition the players in Leaderboards? Can we do it based on spend, previous Leaderboard results, cohort, etc.? Can we seed a standalone Leaderboard just like we seed tournament Leaderboards?
Leaderboards - Updating Values on Server vs Client
Regarding updating Leaderboard values, is this something that should be done from the client side or is there server side code that will update the player’s score based on their inventory (in-game currency amount)?