I've created matchmaking queue in accordance to the official example.
Practical testing shows the problem with that approach: The players get matched together by expansion only if they started matchmaking at the same time. If the difference between tickets creation time is more than a few seconds they end up in different matches irrespective of SecondsUntilOptional or Expansion settings.
I've seen other threads with similar questions:
And this answer says that players indeed should create tickets at the same time to be considered for matching together.
As I see with this logic Players Number Expansion Rule fulfils its intended purpose only for matchmaking request bursts, but not for a steady influx. And a real production load is definitely not only the bursts. Apart for problems from the game design perspective this leads to premature exhaustion of the server pool, while each of allocated servers remains underutilized.
Am I doing something wrong here or that is really an intended behavior?