actually a GOATED update, still kinda less useful than the avatar shoes, but still thanks
- Dont forget about DataStore Manager. Wow.
I wonder about a thing.
If you’d be able to customize matchmaking attributes and adjust data so it creates some sort of profile of your “play style”… does it eventually shape into undirect “personal informations”, and how does it work with GDPR?
We getting custom matchmaking before gta 6 is wild
This is huge, Roblox is finally getting on the right track with their updates.
It’s the week of roblox treating us, I worry why they’re pampering us so much… what horrible update might they push next week
I have a question about this system. Will we be able to create custom matchmaking on a global state for like matchmaking into duels like 1v1 and 2v2s. Will we be able to use memory storage queues with this new matchmaking system. For example, how other popular games handle matchmaking when the player queues up for a duel or a match. If the player is solo queuing in a 5v5 and needs teammates. Will it find those teammates with custom scripts. I am curious on how far we can push this new custom matchmaking to create this unique style without having to use memory storage service all the time for our own global matchmaking system.
I am really excited for this new API Roblox is giving us.
any way we can get custom matchmaking based off datastore progress as a setting?
no
fine (any problems would most likely be for roblox to worry about)
GG you jinxed it
“Announcing a third Popular sort on the Discover page.” update tomorrow ggwp
Woah thanks a lot!
I was worried about it not supporting Regional Matchmaking etc.
But the weights are so useful! Thanks a lot!
oh we are so back!! It seems this update only applies to users joining a game, does it affect sub-places too?
Assuming we can’t figure out what a certain user’s playstyle is.
I do advise to consider what your adjusting first. Latency may seem like a no-brainer to turn up but you need to realise there’s a finite amount of servers to pick from and each weight is calculated as the ratio between themselves, meaning turning up latency is the same as turning all other weights down slightly. It’s probably set to the value it is for a reason so I would leave it unless your game is ultra competitive or something.
I’d imagine the simplest way to go about it would be to decide the matchmaking for the party leader, then teleport the rest of the players to that server.
Roblox Matchmaking currently is instant. That is, when a player tries to join a game, it matches the player to the best available server among all running servers at the moment. This launch allows you to customize which signals to be prioritized in finding that match, but does not directly apply to a queue system where players wait to start a game together.
We understand a queue system is a common need. We are exploring support for additional customization options including custom scripts to enable queuing based player joins, and will share more information once we have it.
Customization applies to all joins that utilize Roblox Matchmaking. That means Play Button and any teleports that are not to specific or reserved servers. You can customize matchmaking for any place in your experience and can even apply a different customization per place.
You can define play style as a custom attribute, as long as it doesn’t involve any data that is personally identifiable information (PII), such as player age, address, etc. All custom attributes created must follow Roblox’s platform compliance and data privacy policies, including GDPR.
Totally fair. With Custom Matchmaking, you get to choose what matters more. If ping is your top priority, you can give latency the highest weight in your config.
Yes, you can use any existing player data stored in DataStores to create a custom signal and match players based on that.