Well for keeping things going a monthly donation from dedicated members would work best, as afterall the server costs come in monthly.
Well actually, once every year but... it has to accumulate until the day its "payday!" again.
As for the selected server machine... we will have to get what we will have to get... while I can simulate 1000 users with Python Scripts, etc... its of course nothing like the real deal... as the real deal will put Network-Scan Stress on the Server...
For starters I will go and get us a basic one first... and see how well that fares in real tests... should we experience connection losses or anything of the sort, then we will have to upgrade to a more expensive model.
As for surveys and all... I will see to what I can do. For starters placing some Google Adsense on the page and all will be a good start, even if its only a few bucks every once in a while, it does accumulate eventually and will help keeping this thing as cheap as possible for all of us.
As for donation ammounts... you guys know how I think about this, every little cent counts... however... anything below 2 bucks really aint worth it... for a 1$ donation on PayPal... they deduct 15-25 cents.... thats a quarter.
My initial idea of giving the server into public hands was a bad one too... but I only realized that now that I make new games work, etc...
A lot of titles can technically NOT BE PLAYED online... due to certain game specific things...
Untold Legends (US & EU Version, not JPN Version) - use a old 1.X FW fashion of loading adhoc modules from umd... due to the way our CFW is designed however (and sadly every CFW out there) - it's also fairly impossible to hook this part in a universal always-working way...
Right now PRO Online does some dirty game specific patches to problematic titles... (like equipping Untold Legends with a compatible Adhoc Module loader that loads modules from flash, rather than umd)
Another title that shows this problem even better is Killzone Liberation (US, EU & KR version)... it tests, how much free memory is in Partition 2 (Userspace RAM) and then allocates it ALL (except for 600kb)...
So even with full memory range unlock... it will still be a greedy bitch and allocate the whole memory... not leaving enough for PRO Online to run...
This problem in turn was solved by faking the total free ammount of memory available (to Killzone) and always limiting its fixed pool heap to 24MB maximum size...
All of this made me realize that this project needs proper maintenance... in the hacker sort of way... which is why I decided that I will manage this project myself afterall.
I hope I didn't disappoint anyone with that decission, however it's to ensure PRO Online's proper functionality and utmost compatiblity to as many titles as possible.
PS. for people that think Killzone Liberation is fully supported - not yet... there seems to be a bug in the PTP Implementation of my Emulator which I will address later today...
If things work out, it will be our tenth supported title.