The only potential downside is that people may start leaving games with maps they don’t like, but even then I wager that would be quite rare and you’ll always find enough people willing to play that map to get a decent game on it. The leaving penalty is low right now as it is and it’s not like people leave games that often, right? When they do, it sucks, but I think that’s mainly because it locks you into an imbalanced game that you can’t back out of for 12 minutes, and doesn’t allow a replacement player to join. Why not bring an extra player in to replace them when they leave? I do not see the downside here. Note the link between the bucket name and the SQS queue are only created in step 4. Update the S3 bucket with the SQS ARN from step 4. And this is important because people don’t always (or even often) leave because they’re inconsiderate sometimes their internet dies, or their child falls down some stairs, or they get some kind of work call, and they need to stop playing immediately. Create a snowpipe with auto ingest set to True this will create the SQS ARN (desc pipe xxx) to be used for the S3 bucket. Again, almost every other game does this, and it never ruins the game. If two people disconnect and now it’s a 2v4, that’s only shit if they can’t get more players to fill the empty spots. Leaving only “ruins” the game for others if it forces an imbalance for the rest of the game. I've been frustrated with these things and wasn't sure where else to share it to, so I figured a post here would be appropriate.Ĭan you explain to me then why join in progress has been a standard feature for casual multiplayer games in almost every game since 2007? This would also allow for the removal of the abandon penalty, which may be a good thing to consider. This would allow games with leavers or uneven teams to be played on without issue, since additional players can always be added mid-game. Obviously only applicable to casual matches, but this has been standard for multiplayer games for nearly 15 years now, and Halo somehow hasn't caught up with this. This would also solve the issue of AFK players being queued for games, since I suspect this is mainly an issue of auto-queuing when people forget to back out of the queue, not inconsiderate players. At the very least, there should be an option to disable this feature. There is no reason to force you into a new game without you explicitly pressing a button to play again - especially in a game with abandon penalties. This is a really annoying feature, especially given the abandon penalties. If a queue never had any consumers, for instance, when all consumption happens using the basic.get method (the 'pull' API), it won't be automatically. using the basic.cancel in AMQP 0-9-1) or gone (closed channel or connection, or lost TCP connection with the server). Currently it's somewhat messy and broken and tedious and needs to be streamlined, mainly in the casual playlists. An auto-delete queue will be deleted when its last consumer is cancelled (e.g. The matchmaking system in MCC seriously needs a couple of quality of life tweaks in order to bring it up to standard.