Force Regions/Servers

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UEFN

Tell us your feedback. What is working, what is not, and what would you change?

I think I have requested this 4 times a year for the last 4 years but I will try here, again. We should be able to LOCK our maps to certain region(s), I get this isn’t for everyone, but we should get the option (in island settings?)

This system of regional lobbies/servers really destroys any momentum a map can have half the time. I get higher ccu maps won’t see this as a problem so maybe that is why it’s being ignored for so long but for lower ccu maps it breeds complete dependence on discovery for players and honestly just kinda stagnates the ecosystem in demanding a specific type or at least kind of forcing players into a higher ccu type of map which isn’t necessarily where they would actually go if they knew players could create their own momentum in a lower ccu map they like, as we did in older games (UT, CS)

Seriously though imagine the user experience of you the player going into your client settings every time you join a map you like, which may likely have 5-30 players and those 5-30 players are in likely 4-5 different regions in 10 different lobbies.. Just cause no one can see where anyone is. A “ugc” style of system just requires visible lobbies.

I get why the lobby browser doesn’t work for a battle royale style of game, but ultimately we need a way to see where players are, and so do players, it makes no sense outside of battle royale or cod style of game where you need these rotating rounds and players. It’s a major reason for roblox’s success.

When a Player joins a map, they are joining 1 of 6(?) different regions or now sub-regions and Map player numbers include all of these regions into one large number which though I understand works for something like a Battle Royale where you just need a count of the amount of players rotating into play on the promo.. It does not work for some maps, especially imo lower ccu maps.

Anything else not similar to a Battle Royale, or doing very well (higher than 500-1000 ccu) will only have this system hurt its momentum. If for example a player sees 3 players in a map and wants to play with those 3 players the player would have to first understand the regions of those players could be very different.. those 3 players would be distributed between multiple different regions. So no one will be in those maps unless you know which lobby specifically those player are in.

In this system atm lower “ccu” maps have all momentum completely destroyed by the fact that they are just widdling players because of the lack of a lobby browser as a lot of people would rather play where there are numbers and so If there was a visible lobby system they wouldn’t be playing alone if they are in a less popular region.

I get the client can change their region to a more popular region like US East but really the UX of having the player do that plus the fact that they shouldn’t need to think about that makes it kind of a ridiculous issue. Really atm creators like me just have to basically create single player style of games that have multiplayer added on too it just in case we get discovery.

If a player sees 2 players and those 2 players are forced into the same server if public is forced, this would help a potential momentum to be created as players will be able to join randoms creating momentum. Ping/ms would be a complaint, but that isn’t some sort of end of the argument. Some games do not require ping, some are single player even. Why not auto switch them to the same region as everyone, or, a “all region” option for clients.

That or there really just needs to be public lobbies cause this current system is a bit of a joke.

Yeah, and the Join in progress toggle in island setting might as well be useless. Idk why there can’t just be a don’t start a new session until the other ones are full option. It’s like they designed it only with BR modes with 1000s of players in mind

This exactly, The system seems designed to cause complete dependence on discovery in this way. And when you take into account things like Battle Pass XP being only for some maps that get x amount of plays etc.. or SEO just screwing over some games and their keywords etc, One can’t help but think we are rigged to fail or satisfy those who don’t play BR style games or doomed to appease a algorithm that doesn’t seem to understand how subjective “good” or “bad” games are.

And what about Verse? It started in order to fix the issue of ping/ms that c++ etc had, to make ping/ms a non-factor, yet it isn’t being tested because regions exist.. Why not let some of us test that by forcing all players to North America for example, no matter location.

I play on 200ms some times and literally see no difference at this point, even in a tryhard shooter style map.. So I am tired of that constant shut down response. High ping is not a valid reason to not have this, especially when optional on the creators side.