How players have to interact with regional switching, going from West to East to EU to ASIA servers in their client’s should not be such a task or even a user decision, The Map Creator themselves should be able to just make ONE region servers so players are forced to join one server and one region.
(I am talking about these setting, these should be more “dynamic” depending on island creator’s choice)
This will help 0 player maps that go to 1 player get a 2nd player and then maybe a 3rd because players will have someone to play with.
By “Lobby” I do not mean Fortnite’s sense of a lobby where its more like the waiting room where you stand there with other players. I mean more the older idea of a Lobby which was the server the players are playing on.
Most games I grew up with had a Lobby Browser system where I could find people playing a certain map, and I could see the players, the ping etc.
But in Fortnite though obviously it is different, I am just concerned about the regional lock issues.
Atm because this doesn’t exist, I have to imitate players with PVE which is fine but I am only doing that in response to a lobby system that does not help my decent pvp map at all, actually just hurts it. This is a lobby system made for an already successful Battle Royale or anything else with 1000+ CCU.
If, for example, A player wants to play your 0 player Map, that player will join your map in their region, someone else will see 1 player joined as the ccu shows global players, they will join your map but in the east.. now you have 2 players in 2 different lobbies(aka servers?)
They can try to find each other by switching servers constantly giving you a 1M playtime heavy map analytic.. I find even at 200 players you have this happening.
Ping is not a factor either for most creators maps, a tycoon for example doesn’t rely on that much and in all honesty 150 ping or even 200 ping seems perfectly fine? I always have to play my maps with other players around 2AM so I player with Europe servers most the time and I have not noticed ANY lag.
This is why going from UE to UEFN and switching to Verse even was a thing, we have very good servers and we shouldn’t be restricted to some people’s ignorant ideas of what ping causes. This is the thing about Verse that needs to be tested.. Forcing 100 Players to a SINGLE map, then 1000, then 10000, then 100000 etc
This is a major issue I find and something roblox honestly does much better with their lobby system and has helped most my roblox maps do well.
This is what makes UEFN superior, Verse and Unreal Engine.. This is one part of this that just isn’t being flaunted at all really thanks to a simple flaw…