Valve has certain rules for matchmaking.try to keep as close to these rules, in order to make matchmaking more effective on your server.-run as less mods/plugins as possible.the more mods you use, the higher the penalty for matchmaking will be.so try to run your server with as less mods as possible.-mapsyou need to be running an official valve map.there are a few valve maps that will disqualify your server from matchmaking, these maps are:*all arena maps*cp_manor_event*cp_degrootkeep*koth_harvest_event*tc_hydro-sv_tagsthere are a few sv_tags that will make the gameplay unfair and unbalanced.if you use the following tags, your server will be disqualified from matchmaking:*friendlyfire*respawntimes*nocrits*norespawntime*nodmgspread*highlander*noquickplay-passwordyou want random people to join your server.all those people don't know your password.if you do set a password you will be disqualified.you can choose not to add a password-line to your server.cfg, but you can also enter this: "sv_password """ (without the first and last quotationmark.)a rcon-password will not disqualify you from matchmaking, since this is only for admins to authenticate themselves, not the "normal" players.-vacif your server doesn't run vac, it will be disqualified.vac is enabled by default, so you don't have to worry about that.-maxplayersthe game is designed for 24 players, if you choose to have more playerslots, you will get a penalty.the higher the amount of playerslots you have is, the higher the penalty will be for matchmaking.if you have more than 32 slots, you will be disqualified from matchmaking.in order to run mvm (which needs 32 slots at start-up), or don't want a replaybot take up one slot, you can do the following:make sure your startupscript (for example: launch.bat), contains "+maxplayers 32", or "+maxplayers 33" if you want to have 32 playerslots, and still want a replaybot.now you need to add the following line to your server.cfg, so the server accepts only the amount of players you wish to. "sv_visiblemaxplayers 24".you can change the 24 to whatever amount you want. remember that putting that value higher than 32 will disqualify your server from matchmaking.if you are running a mvm-map, the server will automatically set sv_visiblemaxplayers to 6, so don't worry about that.Hello,my name is tom7aar and i have my own tf2 server.i wanted to have my server participating in matchmaking, but i always had the same error.after a pretty long time searching on the internet, i have found the solution for this error.since i don't want you people wasting your time searching on how to do this, i've decided to share my experience with this guide.if you have any questions or comments, feel free to post it in the commentsection below.They do not tell you this on the official matchmaking tutorial by valve, but there is another thing you need to do first.you need to add "tf_mm_servermode 1" to the server.cfg, in order to make your server participate in matchmaking.if you don't do this you will get the following message: "sending cmsggameservermatchmakingstatus (state=servermatchmakingstate_not_participating)"this is what you get if you don't add this line to your server.cfg:Do you have your own tf2 server and do you wonder why you get "sending cmsggameservermatchmakingstatus (state=servermatchmakingstate_not_participating)" everytime? or are you completely new to matchmaking and don't have any clue how to do this? then please keep on reading this guide, and you will probably get to know everything about it!
8) i relaunch tf2 with the same command as earlier but still get the "sending cmsggameservermatchmakingstatus (state=servermatchmakingstate_not_participating)" message. i wonder if i'm missing another port so i shutdown the tf2 server and do another "netstat -a" and compare it to the one i did when tf2 server was running. one port is not accounted for: 26901.3) i verify ports 27015 and 27005 are forwarded in my router correctly. i also make inbound rules to allow them in windows firewall. i verify that there is a "steam_appid.txt" file with "440" inside of it.7) i notice "udp 0.0.0.0:27020 *:*" and realize that's not forwarded in my router. i forward it in my router and create a rule for it in windows firewall.Tcp 0.0.0.0:80 win2012server:0 listening.
ServerMatchmakingState_NOT_PARTICIPATING error despite not breaking any conditions Source DS (Linux)
*In January 2015, [I updated this article and formatted it online...
Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.
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Measuring success in matchmaking is difficult. players’ appraisals of matchmaking quality are highly correlated with their recent win rate. this includes the members of the dota 2 team! to avoid emotion and small sample size leading us to “matchmaking is working well; i’ve been winning”, we try to make design decisions objectively using data. fortunately, we gather a lot of it. for example, you might wonder how we determined how to adjust effective mmrs to account for the fact that players in a party tend to perform better than players of equivalent skill queuing solo. we used a statistical tool known as logistic regression, which essentially works by trying to create a function that predicts the odds of victory. this function contains several coefficients which determine the mmr bonus given to players in a party. then we use numerical techniques to solve for the coefficients that produce the function which is most accurately able to predict the match outcome.Another example of how data drives the matchmaking design process is in deciding when a match is “good enough” and should be accepted, and when we should keep you waiting in hopes of a better match. to help tune this threshold, we start with a measure of match quality. the ultimate goal of matchmaking is fun, and we have several metrics which we use to measure match quality. one such metric measures balance, based on the difference in gold farmed. to be more precise, it’s the time integral of the gold difference, measured since the last point in the game where the difference was zero. this is easily visualized on the gold difference graph. find the last time when the graph crosses zero, and then measure the area between the horizontal axis and the graph. in general, the smaller this area is, the closer the game was.Observe that the average adjusted mmr for all of the parties is around 2700. when the players on a team are sorted by adjusted rank, as they are above, the solo players tend to be bracketed above and below by players playing in parties; furthermore, a party with a smaller mmr spread (party f) tends to get bracketed by a party with a larger mmr spread (party d). these patterns are typical. also notice that party d got a bigger mmr adjustment as a result of the larger mrr spread. party f, which is formed of players of more equal skill, received a lower bonus. these adjustments were determined using statistical tools (more on this below), but an intuitive explanation is that your performance improves more when partying with a higher skilled player than it does when playing with another player of your same skill.You can visualize the impact of goals #2 and #3 with a chart where number of games played is the horizontal axis and mmr is the vertical axis. if two players are close together in the diagram, they are considered good candidates to put into a match together. players who are far apart are considered a poor match. the typical career trajectory of a player new to dota 2 as he gains experience and moves towards the right is to gradually move upwards as their skill increases. when skilled players create new accounts, they follow a bit different trajectory. their mmr rises relatively quickly, placing them into the top lefthand corner of the diagram, where they will be matched with other players whose skill is high relative to their experience level.
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