librematch:design:matchmaking:flow

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librematch:design:matchmaking:flow [2022-10-27 22:56] – removed - external edit (Unknown date) 127.0.0.1librematch: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, becoming Users of our service
 +  * 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't found a way to automate that)
 +  * Lobby settings get verified as much as possible via aoe2.net matches API endpoint
 +  * Match starts
 +
 +===== After the game =====
 +
 +
 +  * get basic game information/result from aoe2.net
 +  * 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, we could even calculate a more precise rating change depending on how the game played out
 +    * 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)