This looks really cool and I’ll definitely be playing around with this.
I hear you use this word, “friend”. Could someone explain what that is?
This looks really cool and I’ll definitely be playing around with this.
I hear you use this word, “friend”. Could someone explain what that is?
Finally… now I can matchmake by user ID /s
In all seriousness, solid update, the ability to add custom entries is very nice
Any way to make sure if the JSONPath I added works correctly to get a value from the data store?
Looks awesome, but does this work on reserved servers? There’s still no way to make sure that players in a reserved server ends up in a region where the latency is minimized.
This is excellent! I can’t wait to see how it will be implemented by many developers!
Is there a way to see the current attribute values of active live servers? This would be useful to see if our custom attributes and signals are working properly
Merci Roblox pour ce système incroyable ceci va être utile pour mon jeu vous me sauvez ![]()
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what happens if I’m testing 1 update using the a/b feature but I make other updates during the 14 day period which changes the metrics along with the original update
Maybe I’m missing this, but is there a way to have this on a per place basis? Instead of experience? And would it affect teleporting to places within the experience?
Our use case:
We have a large, 80 player lobby for this game.
Players join the experience from the lobby, we don’t necessarily care about changing the default signals. When they click Play however, they are greeted with options “custom” or “quickplay”. If they select “quickplay”, we teleport them to a separate place within the game to get them into a match.
We’d really really love a way to make it where it teleports based on level or latency, but right now I don’t think we have much control over that, and this seems to be experience-wide from what I can tell.
EDIT: Looking at the dashboard it seems there is an “apply to place” button. That might be what we need!
Another issue, to use custom attributes it seems there are expectations on how data stores are structured which don’t line up with our game. For example, each player in our game has a datastore under their userid:
I just tested custom matchmaking with an experiment on my game and added a level signal.
A few minutes after, players reported to me that they couldn’t connect to the game and I joined and couldn’t join either. Attached is the error I saw.
I ended the experiment and went back to the control (Roblox default matchmaking) and players could immediately join again.
Yes, through the MatchmakingService API you will be able to read/write your server attribute values. For player attribute, since it is from your data store, you already have the access via DataStore API
If you are A/B testing an update (I guess a matchmaking configuration you mean), the matchmaking configuration being referenced by the A/B experiment will be locked during the 14 days. In other words, you will not be able to update the same surface being A/B tested, but if it is another surface, like a config not used in the A/B, it is totally fine.
yeah dude you sound crazy what does segregation have to do with anything
I enabled matchmaking configuration to one of our game’s testing places; the game automatically became locked to private, won’t load in creator tab, and won’t let me enter in studio. We can’t even disable the matchmaking configuration because the page endlessly loads.
Edit: It finally loaded and we were able to disable it.
idk what i was cooking there i was tired ![]()
I think this is just a coincidence, because Custom Matchmaking and place private/public is completely independent feature. Please feel free to DM me to further debug if you can reproduce it. Thanks a lot!
Some players in my game seem to not be being sent to servers which they have better latency, despite my Latency weight being high and the other values very low, does this mean that even with the values at high amounts, the Roblox server can still decide to not put them to a determined server? Or is the Latency value just the >>server’s<< average latency and NOT the player latency to it?
Edit: Ok I found out in the docs about the Latency part, but I’m still confused why it doesn’t give the players servers closest to their locations since it naturally has less latency and the Latency weight is the highest in my config