Letting Us Set ServerPriority

What I mean by Server Priority: We should have a setting that lets certain servers be not join-able, servers that won’t let you join unless all the other severs are full, and severs that would like to Players to join.

Me failing at explaining:

Let’s say someone presses the Play button. Currently, Roblox sends the player to a non-full server. What I want to happen is for Roblox to send the player that has the “Yes! Please join my server!” If none of these are found, it looks for servers that say “I would prefer if send them to another server, unless there is no other server.” If all of the servers say “A game is progress, so don’t enter!”, then a new server would be created.

How we would do this with code:

game.ServerPriority = 1 – Join this server please.
game.ServerPriority = .5 – Please don’t join unless you have to.
game.ServerPriority = 0 – Don’t even try to join.

I hope this is clear to everyone now.

How this would be use:

When the game is in the lobby, the Server Priority would be 1.
When the game is in a round, the Server Priority would be .5.
When the game is already half way in the game, the Server Priority would be 0.

This is probably a stupid suggestion, but it would help me tremendously with the game I’m developing. Please post a comments if this can already be achieved without making 1x10^10 :CreatePlace()'s.

ServerPriority was the previously designated name.
We really, really need something like this.

If I wanted to make a game where the rounds lasted 30 minutes it wouldn’t get anywhere because users would be waiting a maximum of 30 minutes for the game to end. Instead, with this you can make it so they get a new server and don’t have to wait at all.

[quote] ServerPriority was the previously designated name.
[/quote]

Thanks. I edited the OP

Full support.

Solves two big issues.
One with joining mid game with no way to win, then get a bad impression of the game.
Another with creating a new server and waiting for 15 min with no one else joining, thus unable to play anything.

Something about why we never seem see a broad range of RTS games on roblox because players often times join mid-game where it’s pretty much a lost cause to play on.

Games like The Conquerors especially lose their audience when players often join while their base gets destroyed. That first impression of a game is all it takes to lose a potential player.

We just need a proper way to control servers through a lobby.

So, you can implement this sort of priorization yourself.

This is simply too limited.

If there was a proper server API, you could have the lobby maintain a list of all servers and their states, and then decide where to put the user, and the user could even influence this decision (what if you only want to spectate? you dont want to end up in an empty server)

Then theres the thing that roblox obviously doesnt want you to get one server per ┬╜ of an user. With a server API you could probably request a new server and roblox would give you one if the other servers are not too empty.

There would need to be some ready made lobby templates with all the scripting in though.

[quote] We just need a proper way to control servers through a lobby.

So, you can implement this sort of priorization yourself.

This is simply too limited.

If there was a proper server API, you could have the lobby maintain a list of all servers and their states, and then decide where to put the user, and the user could even influence this decision (what if you only want to spectate? you dont want to end up in an empty server)

Then theres the thing that roblox obviously doesnt want you to get one server per ┬╜ of an user. With a server API you could probably request a new server and roblox would give you one if the other servers are not too empty.

There would need to be some ready made lobby templates with all the scripting in though. [/quote]

But that stops players from following a friend in-game, which is why I will never do that.

We have servers for one player with the same power as a server for 8 players. I’m not seeing your point here. It’d be great if we could teleport by JobId, but we need a more instantaneous way of checking when a server is available or not.

We have servers for one player with the same power as a server for 8 players. I’m not seeing your point here. It’d be great if we could teleport by JobId, but we need a more instantaneous way of checking when a server is available or not.[/quote]
This could be solved by unlocking Players.MaxPlayers so we can set the MaxPlayers = #Players once a round starts.

We have servers for one player with the same power as a server for 8 players. I’m not seeing your point here. It’d be great if we could teleport by JobId, but we need a more instantaneous way of checking when a server is available or not.[/quote]
This could be solved by unlocking Players.MaxPlayers so we can set the MaxPlayers = #Players once a round starts.[/quote]

Not entirely true. Unfortunately servers seem to sometimes overflow by one or two players.