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Matchmaking for Everyone

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The time has come, we have finally automatized the exhausting room joining and map voting experience. At the click of a button you can now find the perfect game to play!

So let's

The Matchmaker can be found in the Multiplayer section of most lobbies. You will be presented with a list of possible game types to play, as well as a short description of these. Choose your favourite ones!


Dialogues will look differently depending on your lobby

After selecting the preferred gametype(s), you can still join rooms or spectate battles until a game is found. If you decide to play in a custom battle, the Matchmaker will disable automatically.



Once a match has been found, you can either accept or deny it. Keep in mind that denying comes with a five minute Matchmaking exclusion. When all players have accepted, you will be put directly into the game, no votes, no delays. Should the game not happen due to somebody declining, the Matchmaker will automatically continue looking for games.

You can find more details on the wiki page.

Have fun playing!


Known Issues


Weblobby doesn't recognize the 103+develop engine. You'll need to rename
Documents\My Games\Spring\engine\103.0.1-124-g976888c develop

to
Documents\My Games\Spring\engine\103.0.1-124-g976888c
and then rejoin the battle.
+6 / -0
7 years ago
and the old Games , the empty Springiee Servers are now dead?
+0 / -0

7 years ago
What happens if you accept but don't connect or leave the game immediately?
+0 / -0
The same thing as in normal games (ie. no consequences for you, the game goes on without you). Ideally that would change.
+1 / -0

7 years ago
How should it change? Maybe I have temporary connection issues or I'm restarting the game. On the other hand I could have left it completely which should count as declining the ready check if it happens early on. Should put some work to differentiate between the two, and provide a way for people to reconnect to their MM game.
+1 / -0

7 years ago
The game waits about 4 minutes in the startpos mode until gamestart so if you're not connected at that point -> treat as declined, plenty of time to reconnect and doesn't punish reconnect mid-game. Perhaps have a timer that counts how long someone is disconnected while the game is ongoing and treat as abandon if it's exceeded.
+2 / -0
7 years ago
the 5 minute penalty seems a bit harsh, whats the purpose of this?
+0 / -0
DErankKlon imagine somebody setting up 100 zombie VMs that do nothing but decline games. 5 minutes isn't harsh.. A better solution would be increasing ban times with every decline.
+1 / -0
we should make a moddb announcement about this.

5 mins ban is industry standard I think and frequent decliner would be punished by hand I think.

it's also what declined mean. I mean quitting an already started match is bad. But declined by dialog because you shanged your mind should be allowed


Side note, can this support tournament?
+0 / -0

7 years ago
quote:
can this support tournament?

I'm not CZrankAdminLicho but from what I know this is only meant for casual matches with randoms. If matches are organized beforehand rooms should be used.

Planetwars will probably use a similar system.

+0 / -0


7 years ago
Ban timer has been reduced to only 30s for now.
Same system is likely to be used (with minor changes) for Planetwars which I count as a sort of tourney.

For regular tourneys I think its easier to just open room and manage it yourself, no need for automation there..
+3 / -0

7 years ago
Please don't jump the gun and reduce the penalty too much. I don't see the point of 30s if sometimes people have to wait up to 4 minutes to see if you've changed your mind about reconnecting. Maybe if you increase it exponentially and keep a long-term memory about it.

PS: Declining should be "punished" too, although maybe not as harsh. It takes time for a ready check to finish, especially if it's a lot of people, and you cannot have one person trolling/locking it.
PSS: Tournaments don't want this as they're organized manually. You could have some sort of automated tourneys events that would spice things up though.
P3S: I'm looking forward to see queuing up as a team, so I can invite friends to play with me.
+1 / -0
Declining is punished the same way.. Basically if you refuse, or disconnect, or something like this while you have invitation active, it gives you a penalty.

Atm there are too few people to try queueing as team, we never even had team game running, just 1v1s.

+0 / -0


7 years ago
Don't announce it. A generic announce will just lead to some people clicking the button once and never thinking about it again. You can't slowly build up interest in a matchmaker from nothing. It is also likely to have bugs and poorly implemented UI (I hear the ZKL one is not great and I don't expect SWL to do better). What we need is dedicated matchmaking test events with good bug reporting. It can be announced after it is reliable.
+1 / -0


7 years ago
Oh ZKL UI works perfectly AFAIK. No known bugs/issues its production ready pretty much in ZKL.
+0 / -0


7 years ago
It works in the sense that it is functional. Opening MM with a button in the battle list is a poor solution and I have not checked other aspects.
+0 / -0
Oh I agree with Google. Don't rush with releasing this. Chobby aside, I don't think that you've tested this properly yet (not largescale enough).
+0 / -0
And without announcing it will NEVER be tested before Steam.

Also this is hardly an announcement, it's not even on news page, few read forums.
+0 / -0

7 years ago
I've played around a dozen 1v1 games without any problems (103). Using dev engine for MM does cause some problems now though.
+0 / -0

7 years ago
It has been what, 1 or at most 2 weeks since you started working on it? That's probably the minimum amount of time I'd like the testing period for an alpha version to last.
If you want to announce it on the forums, let's first schedule a test date/weekend for devs?
+0 / -0
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