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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| librematch:design:matchmaking:flow [2022-10-27 22:56] – removed - external edit (Unknown date) 127.0.0.1 | librematch:design:matchmaking:flow [2022-10-28 01:35] (current) – [After the game] nimda | ||
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| + | ====== Flow ====== | ||
| + | |||
| + | ===== Before the game ===== | ||
| + | |||
| + | * Persons can register for the matchmaking, | ||
| + | * Users can connect their aoe2-profile with their account | ||
| + | * Users can adjust their personal preferences regarding maps, ladders etc. in the settings. | ||
| + | * Users can queue up for their settings or join a queue they see are the most people in, other recommendations | ||
| + | * Users get informed of their match in their client with a pop-up, switching to the settings of the match | ||
| + | * A Host is being decided randomly of all participating players. | ||
| + | * Else, Users can set their preference in the settings if they like to be hosted more often. | ||
| + | * Hosts create the game lobbies (until, we haven' | ||
| + | * Lobby settings get verified as much as possible via aoe2.net matches API endpoint | ||
| + | * Match starts | ||
| + | |||
| + | ===== After the game ===== | ||
| + | |||
| + | |||
| + | * get basic game information/ | ||
| + | * download, parse and analyse recorded games | ||
| + | * use results if recs are unavailable | ||
| + | * results when both players pick no team still show both winning, so recs would be best (aoe2.net) | ||
| + | * create rating change | ||
| + | * with the recs analysation, | ||
| + | * like a player that was dead in minute 13 and just stayed in the game until 1h25 because the person had a vill hidden in the corner should probably not get so much rating change as someone that was carrying all the people the whole game (just as an idea) | ||