You can write your topic however you want, but you need to answer these questions:
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What do you want to achieve? Keep it simple and clear!
A matchmaking system that does not hamper the fluidity of the game experience -
What is the issue? Include enough details if possible!
I am having trouble deciding on how to group players together for games and would be grateful to receive some advice/feedback . - What solutions have you thought of so far?
-Global match making
-A system where different maps are parented to the workspace instead of teleporting players to different maps
After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
I have a global matchmaking system using memory service but that has some vulnerabilities.
Furthermore this method of match-making slows down the pace compared to other solutions. Example: If we look at games where at every map change there is simply a different map parented to the workspace, they create a much more fluid experience compared to having players queue up after each game and waiting to find a game then being teleported to a map. This is also ignoring the issues that might arise when attempting a player teleport.
Another problem is that if I use a system that parents different maps to the workspace, I worry that it may cause performance issues and or crashes due to the sizes of my maps (I am mainly thinking of lower end devices or players with unstable connections.) This is just an assumption but I do believe it may be a likely scenario.
Additionally I also feel that although global matchmaking may slow down the fluidity of the experience (whilst having other issues) it would allow people to avoid empty games.
In conclusion I would simply like to know what is the best way to group players for PvP in a fluid manner. Thank You.