418 lines
13 KiB
Plaintext
418 lines
13 KiB
Plaintext
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: c3677cd9ede84e78b2fff6331c6301da, type: 3}
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m_Name: Questionnaire
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m_EditorClassIdentifier: Unity.Multiplayer.Center.Questionnaire.QuestionnaireObject
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Questionnaire:
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FormatVersion: 1.0.0
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Version: 1.3
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Questions:
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- Id: PlayerCount
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Title: Number of Players per Session
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Description: The number of expected players in a session influences the Netcode
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stack and the hosting model.
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GlobalWeight: 1
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ViewType: 3
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Choices:
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- Id: 2
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Title: 2
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Description:
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ScoreImpacts:
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- Solution: 0
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Score: 0.7
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Comment: can be used for 2 player games
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- Solution: 2
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Score: 0.8
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Comment: is possible with 2 players
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- Solution: 4
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Score: 0.2
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Comment: can handle 2 players
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- Id: 4
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Title: 4
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Description:
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ScoreImpacts:
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- Solution: 0
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Score: 0.7
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Comment: can be used for 4 player games
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- Solution: 2
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Score: 0.7
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Comment: is possible with 4 players
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- Solution: 4
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Score: 0.2
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Comment: can handle 4 players
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- Id: 8
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Title: 8
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Description:
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ScoreImpacts:
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- Solution: 0
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Score: 0.7
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Comment: can be used for 8 player games
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- Solution: 4
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Score: 0.2
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Comment: can handle 8 players
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- Solution: 2
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Score: 0.4
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Comment: is possible with 8 players
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- Id: 16
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Title: 16
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 0.5
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Comment: can be used for 16 player games
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- Solution: 3
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Score: 0.5
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Comment: is necessary with a high number of players
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- Solution: 4
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Score: 0.3
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Comment: can handle 16 players
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- Id: 64+
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Title: 64
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 0.5
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Comment: can be used for 64 player games
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- Solution: 3
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Score: 1
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Comment: is necessary with a high number of players
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- Solution: 4
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Score: 0.3
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Comment: can handle 64 players
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- Id: 128
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Title: 128
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 10
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Comment: should be used for a very high number of players
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- Solution: 3
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Score: 1000
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Comment: is necessary with a high number of players
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- Id: 256
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Title: 256
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 10
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Comment: should be used for a very high number of players
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- Solution: 3
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Score: 1000
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Comment: is necessary with a high number of players
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- Id: 512
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Title: 512+
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 10
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Comment: should be used for a very high number of players
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- Solution: 3
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Score: 1000
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Comment: is necessary with a high number of players
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IsMandatory: 1
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- Id: Pace
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Title: Gameplay Pace
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Description: Gameplay pace indicates how sensitive gameplay is to latency.
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The amount of latency you expect impacts Netcode stacks and hosting models.
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GlobalWeight: 1
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ViewType: 0
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Choices:
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- Id: Slow
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Title: Slow
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Description:
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ScoreImpacts:
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- Solution: 0
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Score: 0.7
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Comment: can be used for slow-paced games
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- Solution: 2
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Score: 0.25
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Comment: is sufficient for Slow Games
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- Solution: 4
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Score: 0.25
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Comment: works well with slow games
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- Id: Fast
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Title: Fast
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Description:
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ScoreImpacts:
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- Solution: 1
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Score: 0.75
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Comment: tends to be better for fast paced games
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- Solution: 3
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Score: 1
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Comment: is recommended for fast games
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- Solution: 4
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Score: 0.65
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Comment: can handle fast gameplay
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IsMandatory: 0
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- Id: Cheating
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Title: Cheating / Modding Prevention
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Description: The most common anti-cheating approach is to hide a part of your
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gameplay implementation from clients using a server-authoritative hosting
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model
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GlobalWeight: 1
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ViewType: 0
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Choices:
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- Id: CheatingNotImportant
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Title: Not so important
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Description:
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ScoreImpacts:
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- Solution: 2
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Score: 0.2
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Comment: is more cost-effective if cheating is not very important
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- Solution: 0
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Score: 0.6
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Comment: is preferred if cheating prevention is not so important
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- Id: CheatingImportant
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Title: Very important
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Description:
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ScoreImpacts:
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- Solution: 3
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Score: 1000
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Comment: is required if cheating prevention is important
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- Solution: 1
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Score: 0.5
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Comment: is preferred if cheating prevention is important
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IsMandatory: 0
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- Id: CostSensitivity
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Title: Cost Sensitivity
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Description: Depending on your player monetization, your sensitivity to costs
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will vary and influence the recommended hosting model.
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GlobalWeight: 1
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ViewType: 0
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Choices:
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- Id: BestExperience
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Title: Favor best player experience
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Description: When the game monetization heavily depends on the best possible player experience, often for e-sport competitive titles, backend solutions tend to be more expensive.
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ScoreImpacts:
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- Solution: 3
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Score: 1.5
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Comment: offers great performance
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- Solution: 4
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Score: 1.2
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Comment: offers good performance
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- Solution: 1
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Score: 0.85
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Comment: offers good performance
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- Id: BestMargin
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Title: Favor best operating costs
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Description: At the expense of some degradation of the player experience, smart relay solutions can provide a cost-effective solution before adopting dedicated cloud-hosted servers.
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ScoreImpacts:
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- Solution: 4
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Score: 1
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Comment: is cost-effective
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- Solution: 0
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Score: 0.5
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Comment: is a good compromise if you want to optimize your operating costs
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- Id: NoCost
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Title: As little cost as possible
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Description: Avoiding backend costs usually involves implementing a client-hosted solution.
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ScoreImpacts:
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- Solution: 3
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Score: -100
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Comment: costs money
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- Solution: 4
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Score: 1
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Comment: is cost-effective
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- Solution: 1
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Score: 0.5
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Comment: is performant and enables you to reduce compute costs
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IsMandatory: 0
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- Id: NetcodeArchitecture
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Title: Netcode Architecture
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Description: Specific game genres often require very specialized netcode architectures.
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In that case, the netcode stack recommendation might suggest a custom or third-party netcode that can be implemented on top of a Unity netcode, or with
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the help of a third-party solution.
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GlobalWeight: 1
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ViewType: 0
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Choices:
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- Id: ClientServer
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Title: Client / Server
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Description: The most common netcode architecture is client-server. This architecture can be used with a client-hosted or cloud-hosted model.
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ScoreImpacts: []
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- Id: LockstepSimulation
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Title: Deterministic Lockstep
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Description: Synchronization method in multiplayer games where each player's computer processes the same game inputs in the same order to maintain consistency in the game state.
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ScoreImpacts:
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- Solution: 5
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Score: 5000
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Comment: is necessary for Lockstep simulation
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- Solution: 2
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Score: 5000
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Comment: is necessary for Lockstep simulation
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- Id: MultiServerSessions
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Title: Multi-Server Sessions
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Description: Massively multiplayer online titles often require complex and tailored multi-server netcode and backend solutions.
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ScoreImpacts:
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- Solution: 5
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Score: 100
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Comment: is required for Multi-Server Sessions
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- Solution: 3
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Score: 1000
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Comment: is required for Multi-Server Sessions
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- Id: NoNetcode
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Title: No netcode
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Description: Netcode frameworks are usually meant to support interactive multiplayer gameplay. If the multiplayer experience relies on asynchronous social features or waits for someone's turn, there is often no netcode involved.
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ScoreImpacts:
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- Solution: 6
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Score: 1000
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Comment: is necessary
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- Solution: 7
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Score: 3000
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Comment: enables you to run your game logic in the cloud as serverless functions
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IsMandatory: 0
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PresetData:
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Presets: 0200000005000000030000000600000007000000010000000800000004000000090000000a0000000b000000
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Answers:
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- Answers:
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- QuestionId: Pace
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Answers:
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- Fast
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestExperience
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingNotImportant
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- QuestionId: CostSensitivity
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Answers:
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- NoCost
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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- Answers:
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- QuestionId: Pace
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Answers:
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- Fast
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestExperience
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- LockstepSimulation
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- Answers:
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- QuestionId: Pace
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Answers:
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- Fast
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestExperience
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- MultiServerSessions
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingNotImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- NoNetcode
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- NoNetcode
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- Answers:
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- QuestionId: Pace
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Answers:
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- Fast
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- QuestionId: Cheating
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Answers:
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- CheatingNotImportant
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- QuestionId: CostSensitivity
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Answers:
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- NoCost
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- QuestionId: NetcodeArchitecture
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Answers:
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- LockstepSimulation
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- Answers:
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- QuestionId: Pace
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Answers:
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- Slow
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- QuestionId: Cheating
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Answers:
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- CheatingNotImportant
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- QuestionId: CostSensitivity
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Answers:
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- BestMargin
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- QuestionId: NetcodeArchitecture
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Answers:
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- ClientServer
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