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Showing results for tags 'matchmaker'.
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So this idea came to me while playing squad during the free-weekend or whatever that we had during April. I don't know if this is possible to implement, but I'll post it anyway. I'm not a professional programmer or software developer, so the terms I use might differ from the actual technical terms. So I saw a lot of players waiting in line in the server queues, because it was better for them to wait in line and join an already full server than join an empty or half-full server. If you collect them all together, the number of players would be enough to fill a couple of servers. The problem was that they couldn't communicate and agree to join a single server. The easiest solution would be to give them some way to communicate, such as a chat room, while they were on the server browser or queue. One player can say "Hey I see there are about 60 players waiting on queues. I see that Server A is empty. Let's join Server A and make a new game! Who's with me?". And other players can reply and join Server A. Another solution is a Matchmaker. Each player can join a game or a queue straight off, but also, he can go to the Server Matchmaker select a list of servers and the least number of players he's willing to play a game with. For example, Player1 can select ServerA, ServerB and ServerC as the list of servers that he'd like to play in (this might depend on ping, or his preference) and select 60 as the least number of people he's willing to start a game with. Once the Matchmaker has 60 people who want to play in ServerA, where each person has a minimum player number of 60 or more, it puts all those 60 players in ServerA. Going in to the actual logic of getting this done (there may be better ways of doing this), each server has a list of the players that have joined(of course. Let's call this joined_list), and another list of the players who would like to join (likely_list) , and the least number of players each of them would play a game with (low_threshold). Let N[likely_list] denote the number of players in the likely_list, N[joined_list] denote the number of players in the joined_list. It refreshes the likely_list periodically, let's say, once every three seconds, and sorts the players in ascending order of each player's low_threshold. Then it goes to the last player in likely_list, gets his low_threshold, and sees if N[joined_list] + N[likely_list] >= low_threshold. If yes, every player before this is joined in to the server. If no, it kicks everyone who has this low_threshold off the likely_list, jumps to the next lower low_threshold, and does the test again, and keeps going until it gets to the beginning of the likely_list. Once the server is full, it goes in to the normal queue mode. Please note that this would be an extra feature to what squad already has. In other words, players are NOT FORCED to go to the Matchmaker and select a list of servers and a low_threshold. Rather, it is something they can choose to do. I think giving players the option of choosing multiple serve queues will also reduce the time players have to wait. To summarize, I have three suggestions to reduce a time a player waits to join a server, 1. A chat room, accessible while waiting in the server browser or server queue, so players can communicate and join an empty server and make a game. 2. A server "Matchmaker" service, which collects players who are waiting, and puts them in an empty server, as described above. 3. Giving players ability to join multiple server queues. I think it is possible to implement all three of them at the same time. What do you think?