ID:86966
 

Poll: How much would you realistically pay for BYOND Hosting?

Between $1 and $5 per month per game 28% (11)
Between $1 and $5 per month for a set amount of space and bandwidth 23% (9)
Between $6 and $10 per month per game 7% (3)
Between $6 and $10 per month for a set amount of space and bandwidth 10% (4)
Between $11 and $20 per month per game 2% (1)
Between $11 and $20 per month for a set amount of space and bandwidth 5% (2)
Other (State in Comment) 2% (1)
FREE GOD DAMNIT! (Votes for this will be discounted (Just so you know)) 20% (8)

Login to vote.

With BYONDMail well under development and improving its service on a daily basis, we've (WebSpayce) decided to begin working on BYONDHost - a service for BYONDers to get their games hosted cheaply and effectively, on a stable and reliable server.

I'd like to know what you think of pricing options, so we can better get an idea of what the community is looking at to realistically pay for a game being hosted.

I'd also like voters to comment on what they think packages should include, space/bandwidth wise, and if we should include a subdomain for accounts and games so that they can have a small site for the game.

It's also in the works that BYOND Members will recieve a hefty discount - if you think this is a good idea then also say so - ideas on what kind of percentage you think is good are welcome.
$1 - $5 per game server.
SuperAntx wrote:
$1 - $5 per game server.

With a ram and bandwidth cap.
a RAM cap lolz. BYOND is a RAM Hog.
AZA wrote:
a RAM cap lolz. BYOND is a RAM Hog.

I don't see what's so funny... You don't want one game affecting other games being hosted on the server, do you?

How am I supposed to do all my jetsues if there's a memory cap? I NEED MORE JUSUES!
I know, but a RAM cap is an obvious feature to implement.
AZA wrote:
I know, but a RAM cap is an obvious feature to implement.

That wasn't mentioned above, if I'm not mistaken.
It's so obvious I shouldn't have to mention it.
Depends on the specs.

This poll isn't a good idea either, the majority of respondents will vote for $1-5, just because it's the cheapest.
I havn't voted. The only thing I've made which is designed for persistent hosting is Artemis, and that's a chat server. I'd be looking somewhere in the 1-5 range to host that, but I don't think a chat program is representative of the sort of games people pay to have hosted.
KhaosParadox wrote:
Depends on the specs.

This poll isn't a good idea either, the majority of respondents will vote for $1-5, just because it's the cheapest.

I agree there - but I can pretty much work my way through the idiots who can't be honest and see what the realistic pricing options are.
IainPeregrine wrote:
I havn't voted. The only thing I've made which is designed for persistent hosting is Artemis, and that's a chat server. I'd be looking somewhere in the 1-5 range to host that, but I don't think a chat program is representative of the sort of games people pay to have hosted.

Some games - for example a small hardly-any-ram-usage game that gets used a lot, could apply for what I'm calling BYONDHost Credit, and get it hosted for free for a set amount of time.

I may also be offering free trials. Yay.
IainPeregrine wrote:
I havn't voted. The only thing I've made which is designed for persistent hosting is Artemis, and that's a chat server. I'd be looking somewhere in the 1-5 range to host that, but I don't think a chat program is representative of the sort of games people pay to have hosted.

That being said, price can be though of as a dependant variable and the type of game being an independant variable.

Here's an idea: Couldn't you make the price dependant on the type of game and how resource intensive it is? So the game could go through a series of checks and then you can allocate it and assign a price appropiately? I know it sounds complicated and all but it's just a suggestion.

Yay indeed.

My Artemis client generates usage statistics in the form of html documents. Would it be possible to serve these as web pages?
IainPeregrine wrote:
Yay indeed.

My Artemis client generates usage statistics in the form of html documents. Would it be possible to serve these as web pages?

Yes, yes it would. Apache webhosting would be included by default, for access to your logs and such.
Haywire wrote:
IainPeregrine wrote:
I havn't voted. The only thing I've made which is designed for persistent hosting is Artemis, and that's a chat server. I'd be looking somewhere in the 1-5 range to host that, but I don't think a chat program is representative of the sort of games people pay to have hosted.

That being said, price can be though of as a dependant variable and the type of game being an independant variable.

Here's an idea: Couldn't you make the price dependant on the type of game and how resource intensive it is? So the game could go through a series of checks and then you can allocate it and assign a price appropiately? I know it sounds complicated and all but it's just a suggestion.


Feel free to write a program that test-runs a game at max capacity, takes in all the usage stats and then outputs them accordingly.

=]
Haywire wrote:
Here's an idea: Couldn't you make the price dependant on the type of game and how resource intensive it is? So the game could go through a series of checks and then you can allocate it and assign a price appropiately? I know it sounds complicated and all but it's just a suggestion.

Way to kill the Action guild.
AZA wrote:
Haywire wrote:
IainPeregrine wrote:
I havn't voted. The only thing I've made which is designed for persistent hosting is Artemis, and that's a chat server. I'd be looking somewhere in the 1-5 range to host that, but I don't think a chat program is representative of the sort of games people pay to have hosted.

That being said, price can be though of as a dependant variable and the type of game being an independant variable.

Here's an idea: Couldn't you make the price dependant on the type of game and how resource intensive it is? So the game could go through a series of checks and then you can allocate it and assign a price appropiately? I know it sounds complicated and all but it's just a suggestion.


Feel free to write a program that test-runs a game at max capacity, takes in all the usage stats and then outputs them accordingly.

=]

No thanks, but I appreciate the offer :P
AZA wrote:
I agree there - but I can pretty much work my way through the idiots who can't be honest and see what the realistic pricing options are.


Are you kidding? The "idiots" you speak of are the ones who would be voting for the more expensive options. Anybody with half a brain would at least think that if everyone voted for the cheapest price, then that would be the set price.

Also, nobody is going to vote for the most realistic option. They are going to vote for the price that they would like to pay, which would be the cheapest option.
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