Matchmaking multiplayer

Contents:


  1. Steam Matchmaking & Lobbies (Steamworks Documentation)
  2. Matchmaking (video games)
  3. Main navigation
  4. Using this Guide

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Steam Matchmaking & Lobbies (Steamworks Documentation)

Infrastructure matters The dedicated game-server model is the best way to launch a real-time multiplayer game, and is absolutely essential when you need performance at scale. Work on your games, not your infrastructure. Powered by Google Cloud. Matchmaking with Open Match. The Future of Connected Games.


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I know Core exists for new players. Again just look at Rainbow and Overwatch. They are not easy games. But they have a pretty good matchmaking system that helps the players to improve instead of having a different tuning for them.

Matchmaking (video games)

Hype the players for Ranked match: Currently the multiplayer seems dead and cold. Not because of lack of players, but because The music, the User Interface, challenges and everything are just boring. I know Ramin Djavadi is a pretty talented composer but I really didnt like his music for Gears 4. I feel like the Ranked mode need a different music. It should Hype the players. Show news about the ESport. It should feel alive.

Main navigation

Add a dramatic music near the end of the matches to hype the players. Return the leader dialogues between rounds. Praise the players who do well. The mvp, most kill etc.

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Show the best play in the game. People like to get praised and feel important.

Using this Guide

It is how our brain works. Make people feel good. Right now everything just looks boring. I know some of my suggestions may not be popular. But this game needs these changes in order to do well.

Everything has changed and games that bring a new stuff are soing better in the competitive multiplayer scene. Look at Overwatch and Rainbow. But games that stuck to their past has done worse every year. A good example is COD. They remain in the pool until the matchmaker finds them matching opponents, the user cancels the process, or the user disconnects. Each matchmaker entry is composed of optional Properties , a Query , and a Minimum and maximum count. Users can submit themselves to the matchmaking pool multiple times, for example to search through multiple game modes with different rules.

Properties are key-value pairs that describe the user. Rank information, connecting region information, or selected match types are good examples of data that should be stored in properties. These properties are submitted by the user when they begin the matchmaking process, and may be different each time the user matchmakes. When matchmaking completes these properties are visible to all matched users. You can store extra information without affecting the matchmaking process itself if it's useful to clients - just submit properties that aren't queried for as part of the matchmaking process.

The query defines how the user wants to find their opponents. A typical matchmaker query may look for opponents between given ranks, or in a particular region. Nakama uses the Bleve search and indexing engine internally to find opponents in the matchmaker pool. All of the standard Bleve query string syntax is accepted, see the full documentation for the complete query options available.

Each user's matchmaker properties are available in queries under the properties prefix.


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  • Queries are composed of one or more query terms, usually defined as field: By default the field should have the value, but this is not strictly required - this results in good matches if possible but will still accept any opponents that are available otherwise. Multiple terms in a query are separated by spaces field1: You can use the same syntax to match any value type like strings field: See the Bleve query string syntax for the complete set of syntax and options available.

    You can find opponents based on a mix of property filters with exact matches or ranges of values.