Hi there,
We are setting up Matchmaking 2.0 for our game, and we'd really like the number of online players to affect the matchmaker. A matchmaker should behave differently if there are 10 vs. 100 vs. 1000 players online.
As an example, let's say there's a 1v1 game, like Chess, where players are roughly normally distributed around 1000 Elo but can realistically range from 0-3000 Elo.
Let's say our matchmaker compares the difference in Elos of players queueing up to see if there's a viable match.
If there are 1000 players online, we might want to match players within 300 Elo of each other, expanding by 1/sec.
If there are 100 players online, we might want to match players within 500 Elo of each other, expanding by 2/sec.
If there are only 10 players online, we'd basically want to instantly match players with anyone else who queues up.
Do you have any recommendations on how we can accomplish this with Matchmaking 2.0?
For example, if the initial difference allowed increased as the number of players decreased, that would help. Or if the expansion rate increased as the number of players decreased, that would help. Of if we could compare across different attributes (instead of just within attributes), that would help.
Any ideas are appreciated. This is critical for us to have good matchmaking.
Thank you,
Julian