We develop a multiplayer game. The realtime networking is based on Photon PUN, while most of our backend (user management etc.) resides on PlayFab.
We're not satisfied with the client-based matchmaking that PUN has to offer, and want to avoid the downsides of implementing our own matchmaking server (development effort, operations etc.).
PlayFab's new MatchMaking (https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/matchmaking/) perfectly covers our use-case. We need a 1v1 matchmaking service that matches players based on skill with an increasing window over time, but also factors in other properties (mostly latency) at a lower weight. This looks like a perfect match judging by the documentation.
I've read the roadmap and know that a full release is planned in Q3. A few questions:
- are there any hard limits in place (e.g. matchmaking tickets per hour, queue size etc.) that would prevent usage in a production scenario (with, say, 10k matches per day)?
- are there any legal restrictions or anything in the terms&conditions on using the public preview in a production scenario?
- are there any other concerns? service stability, expected downtimes, breaking API changes?
I'd just like to get a complete picture of the situation. If it was only breaking API changes with a 14-day notice, for example, that's something we could probably cope with.
Our goal is to integrate the best possible matchmaking experience for our users given the resources we have. Since PlayFab matchmaking looks like a very good match, we'd like to avoid having to go for an alternative at this point if possible. Thanks for your input!