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Re:How Discord handles over a million requests per minute wi... by nstj on Monday December 12, 2016 @08:14PM (#13163677)
> Discord is always completely free to use with no gotchas. This means you can make as many servers as you want with no slot limitations. Wondering how we’ll make money? In the future there will be optional cosmetics like themes, sticker packs, and sound packs available for purchase. We’ll never charge for Discord’s core functionality. [0]

[0]: www.discordapp.com

Re:How Discord handles over a million requests per minute wi... by jlarocco on Monday December 12, 2016 @09:11PM (#13163929)
Something smells very fishy there. I have a hard time believing they got a $30 million investment by pitching stickers, add-on themes, and sound effects...
Re:How Discord handles over a million requests per minute wi... by dylz on Monday December 12, 2016 @10:32PM (#13164207)
They already offer a VoIP platform for existing game studios to integrate (think built in voice chat per team with positional audio SDK)
Re:How Discord handles over a million requests per minute wi... by jlarocco on Monday December 12, 2016 @11:02PM (#13164332)
Isn't that the core functionality that they say they won't charge for?

If not, I don't understand why they bothered mentioning "how will we make money?" on their website, and then why they didn't answer with, "By charging game vendors a ton of money for the SDK!"

Re:How Discord handles over a million requests per minute wi... by lightedman on Monday December 12, 2016 @11:39PM (#13164479)
What's the point? Tons of game engines already offer that in-engine, eliminating the need for Discord's ability to do that. (It's been around since UT2K3 earliest I can remember.)
Re:How Discord handles over a million requests per minute wi... by CardenB on Tuesday December 13, 2016 @03:13AM (#13165340)
People really love using discord and a lot of games/platforms implement voip very very poorly. Have you tried using steam voip?
Re:How Discord handles over a million requests per minute wi... by lightedman on Tuesday December 13, 2016 @08:41AM (#13166657)
No, I haven't tried steam VoIP because as mentioned, the game engine itself usually comes with a working and tested solution, so why bother using any other VoIP application that's just wasting RAM and CPU cycles trying to do the same thing in a far larger footprint?
Re:How Discord handles over a million requests per minute wi... by iamatworknow on Tuesday December 13, 2016 @12:48PM (#13168772)
In the case of Overwatch you can group up with friends outside the game and share your own voice channel with each other, but when you join a competitive match you have to choose between group chat and team chat, and most people expect you to join team chat.

In other words, if you and one friend join a game you can either talk/listen to that one friend alone or the entire 6 man team, and switching between the two requires multiple menu clicks.

So we use Teamspeak alongside the game to allow us to talk privately with each other seprate from the whole team in game. With any modern gaming PC the "wasted RAM and CPU cycles" are negligible.

Re:How Discord handles over a million requests per minute wi... by schainks on Tuesday December 13, 2016 @05:00AM (#13165738)
The sticker model can be quite successful: http://qz.com/704768/line-sold-268-million-worth-of-stickers...
Re:How Discord handles over a million requests per minute wi... by mspeedy on Tuesday December 13, 2016 @04:10PM (#13171064)
Stickers are more than something to sell to consumers - They can be advertisements used to target a gaming audience. Skype and Facebook have done this, offering free sticker packs for upcoming movies (e.g. Inside Out). A pack of stickers or a theme featuring characters from a game like Overwatch could potentially bring in revenue from both Blizzard and players.