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Features

Matchmaking

Gamemodes

Any gamemode PvPvP can be configured. You can setup a matchmaker for an any number of teams and team-sizes.

This includes:

  • PvPvP(...): Any size of game, teams, and number of teams
  • Asymetric: Game-modes with asymmetry in players per team (e.g. 5v5v1)
  • Large: game-modes (e.g. 20x1 or 20v20)
  • Co-op:
  • Persistent game: Game where players continuously join and leave, while game-session stays alive permanently

Ping

Matchmaker will take ping of the players into account, to find the most suitable match and game-server. This means:

  • Matching on ping: When you add a player to the queue, you can provide a list of your servers and the ping you player has to these locations. The matchmaker identifies those players for in the queue suitable for each other or respectively the teams/parties and matches based on this information. The threshold of ping that your game considered suitable for players to play against each other can be defined in the console. Your backend needs to send information about the available servers and ping to those locations to the matchmaker when adding the player. If you are using peer-to-peer, we can provide you with ping beacons to optimise player matching for this use-case.

  • Server selection: When a match is sent back to you, the matchmaker will provide you with the optimal location to start the game. If you configured the matchmaker to launch an instance on your behalf, it will automatically select the optimal server for the players

Parties

You can submit parties of players to the matchmaker. These parties will be jointly put on a team.

Roles

Players can be matched based on assigned roles (e.g. RPGs)

Backfilling

For deathmatch games or to supplement dropped players, suitable players in skill and latency can be backfilled.

Other features

  • Bots: If you want to use bots to supplement your game in backfilling or to allow for larger gamemodes to work in low-times
  • Partitioning: Allows you to roll out new versions of your game and making sure players only play against others on the same version.
  • Private games: Launching private games but with the full flow of the matchmaker, incl. rating/ranking.
  • Dynamic queue creation: If your game needs to dynamically create matching queues (e.g. RPG), you can create those using our API.
Bespoke Solutions

Each game is different. If you need something particular for your game and you are not sure, get in touch with us

Rating & Ranking

  • Industry standard rating: The rating engine provides a bayesian rating system similar to TrueSkill™.
  • Game outcomes: Supports nuanced game outcomes beyond win/loss, including scores and complete game rankings.
  • Team dynamics: Able to model team dynamics on a continuum from "weakest link" to "carry" type of games.
  • Segmentation: Easy to segment ratings for different game modes or factions, or keep them unified instead.
  • Ladder anxiety prevention: Most ranking systems hold the risk of ladder anxiety, which leads to players stopping to play in the fear of going down in rank. Our system is designed, so that players only ever have positive incentives to keep playing. Camping is avoided, play-fun is maintained.
  • Leaderboard: A blazing fast Redis-based leaderboard, that you can pull the status from any time.

Simulation & Analytics

  • Rating progression simulation: Simulate how a population of players progresses through ratings/rankings after launching the game. This helps you to set the thresholds for divisions and calibrate e.g. your monetisation features.

  • Day/night usage pattern: Simulate your players in the different time zones playing and see what servers they play on and how the average ratings in matches develop. E.g. the later the night in Europe is, the more games will be taking place over the atlantic to east-cost US. This will mean servers in Ireland might be more heavily loaded. If ratings among continents vary (which often they do), this will change the win/loss rates of your players to.

  • Queue-liquidity simulation: The type of game mode you choose, allowing large parties, limit number of servers, or other constraints like language massively limit how suitable players are to match each other. If you set too many constraints or have very few players, this can lead to your game becoming critically low on players that can still be matched. The simulation allows you to run through scenarios and estimate the average waiting time of players before a sufficient number of players is in the queue to create a match.

  • Server-location optimiser: The locations of your servers massively influence how liquid your game is. For example, a server in Ireland can be an effective way to bridge the US to Europe and hence increase the player-base suitable for matches in the evenings. Finding the right locations for your servers based on the location of your players, ping requirements and type of game, can be done with our server-location optimiser.