Hello everyone,
I had a look today at the Multiplayer Matchmaking documentation and so far so good, it seems rather clear. One thing that strikes me though is that the CreateMatchmakingTicket Request call requires me to specify the ELO/Skill value that is used to match players.
The "I want to Matchmake" call that in the end calls CreateMatchmakingTicket is called on the Client when they click on Matchmaking on the UI. This is all locally. Why would I want my Client to set the skill value of the Matchmaking request? I mean, I would probably have it in the ReadOnlyUserData, which I retrieve when the user logs in. However this can be modified by various cheat programs. This would allow the client to adjust the value, queuing for matches with a fake Skill/ELO value.
Why is this not done by PlayFab on the Server Side? I would have assumed that specifying the value in the Queue Setup would result in PlayFab pulling that data by itself.
Maybe I'm misunderstanding it, but the API says the Creator is required (which makes sense) and in the Quickstart you peeps are showing how Skill/ELO is set in the Attributes.
Further, what exactly is:
Entity = new EntityKey { Id = "<Entity ID goes here>", Type = "<Entity type goes here>", }
This is part of the Creator Object. I assume the Creator is just the player, so why is it not using the Authenticated Player who issued the call? Is the Entity part required and if yes, what do I type there for type and id (playerId?)?
Cheers,
Cedric