I'm currently making a multiplayer game and, as you can imagine, it's practically impossible to test a match without quite a few people. The online framework is in place (matchmaking, creating a game, joining a new game) and uses Unity's cloud servers. There is an issue where I'm curious if anyone else has dealt with the same potential problems.
is it possible to provide a (free) copy of the game to a tester, but retain the ability to revoke access?
You only get a certain amount of concurrent users when using Unity's online servers, and anything else is charged at an additional rate. This is not really ideal until a public launch. The main concern is this;
how to deal with testers who receive a free copy, but then vanish? (they can not be contacted... or refuse to reply, yet still have a copy of the game) This would mean additional test copies would have to be given out - increasing the final price I pay for server usage (without an increase in revenue earned from sales). Ideally, the ability to revoke a key (or something similar) would be the best option. However, I'm not sure what means are available to stop this being a potential issue?
Example. 50 free copies are given out for testers (the agreement being, in return for testing, they basically get a free copy of the game which is theirs to keep).... but only 10 people actually turn up in Discord to do testing. The other 40 people don't bother to help us perform stress tests, but still take advantage of their free copy and use the online servers I pay for to play online.
I would have to give out another 40 copies (90 in total) and hope all 40 people turn up for testing. This could result in 100 + copies given out in order to get just 20 regular testers. Those who offer to test but then don't - still get a free copy of the game and use additional server bandwidth.