Hi !
I'm in the process of integrating matchmaking 2.0 to our game. Right now I have :
- Deployed, stand-by and active servers
- Matchmaking queues configured
- Client searching for matches using flow described here
All is well except I was expecting the match maker to try to get as much players in the party as possible, relaxing toward the min player count while time passes (something like Team size balance rule customisation ability), while it seems to start the match as soon as the number of players reaches queue's minimum player count, simply ignoring the maximum player count.
This behaviour will probably cause issues while in production while the potential live player count is still low, and it definitely is a big (blocker) issue while in development since tests involve a player count going anywhere between 2 and 18.
I tried to tune the min player count to match each test's expected player count but that's not practical and fails when approaching high numbers (because there is always at least one player who does not follow connection rules by the letter and misses the match window). It also fails when we try to have several games at the same time.
I thought about using backfill tickets on the server by asking for more players for some time before actually starting a game. But looking at the API, where there is no way to specify how much more player we are asking for, I fear the issue will be the same, with match maker deciding that the player count is enough to start.
Then the question is : how would you implement player count maximization ?