Reserving Servers in a Specific Region

Pretty sure you are misunderstanding here. Let’s say, for example

Player1 leaves(server shuts down)
Player2 joins(new server starts)
Player1 joins(Player2’s region)
(Player1 joins the “same” server they left from so their original data loads)

Now Player1’s region doesn’t match the server region

I don’t quite understand your post so am i missing something?

Edit:
Of course, currently you can still teleport a player to a match(like a fps game). But you can’t do this if you want persistent data for multiple players in a certain server, the region of the server could be anywhere since the server “stays running” for a much longer time than a fps match. In that time a server can shut down and start up with multiple different regions.

I am not the one who’s misunderstanding this. As far as I believe, you still don’t understand the difference between a “server” (“identifier”) and a “server instance” (a running computer).

You are saying their “original data loads”, even though, that server has shut down already as you mentioned:

Therefore there would not be any “loot” inside the running server anymore since it has shut down. Besides, this topic concerns reserving servers, so your point makes no sense.

If I have a private server inside my game and somebody joins it (making the server instance’s region similar to theirs). I can just shut it down and join it again.

1 Like

(bumping)

Being able to reserve servers in a specific region would make games using a fixed server system work much more elegantly. Since regions wouldn’t be set according to the first player who joins these servers, developers would be able to guarantee that players always have access both to a server with minimal latency and one with other players close to their region.

1 Like

Support!

Developers who want to make a serious matchmaking system for a fight game need to make assumptions based on GetCountryAsync (the closest server they can teleport to) or hope Roblox does not teleport them to a far server (based on the other player). We should be allowed to set a midpoint for players far away from each other for the best possible outcome.

1 Like

This might be seen one day… I’m trying to set up a 1v1 matchmaking system that only looks at how far apart people are, so I’d try to find a middle ground.

However, the region picker seems so random (it doesn’t tell us which player will it prioritize) or “biased” (If you’re unlucky and don’t happen to have a server near you, it would pick the other player’s region). there’s no way to consistently set a region that satisfies both players without (eg) picking it ahead of time and then teleporting the second player in by their own leisure. It’s either the European player gets the server and the Brazilian player has to suffer, or it’s the other way around.

If Roblox were able to implement this something like this, it would help give us more say in how the matchmaker sends players to servers that are closer (in terms of the two players) to them.

I wouldn’t even mind keeping track of each region and locking different people in a certain part of the world. With a system like this I could do something like: If the player wants to play outside of their distinctive region I could let them join other regions, but they wouldn’t have any say in which region the server is in. It would be on them.

1 Like