this post was submitted on 13 Aug 2025
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I'll be honest: I think matchmaking is just a better experience for how I like to play FPS games. I never got a sense of "community" from sticking with a given server; I would come to find something like it via Discord years later but not just from frequenting a given game server. My server browser experience was mostly that I'd join a game in a progress, as other people come and go from a game in progress, and I wondered what the point of the match was if the teams weren't even the same at the end of the match as when they began. Most people's default when running a server was to turn player numbers to max and, in Battlefield's case, "tickets" needed to win as well, but just because the numbers are bigger doesn't mean that it's better pacing for a match, for instance. Matchmaking sets the defaults and ensures a pretty consistent experience from start to finish of each match.

This comment from the developer is true, too.

"Matchmaking servers spin up in seconds (get filled with players), and spin down after the game is over," Sirland wrote in a thread on X last week. "That couple of seconds when servers lose a lot of players mid-game is the only time you can join, which makes it a tricky combination (and full of queuing to join issues).

My preference for the matchmaking experience is reflected across the audience they cater to, and it contributed to an industry focus on matchmaking and the end of server browsers.

But we still need real server browsers.

If we bought a game, we should be able to do what we want with it, including running those max player/max ticket servers that run 24/7 on one map. We should be able to do it without DICE/EA's permission, on our own if we so choose, without salaried staff running master server operations, because one day the revenue this game brings in will not justify the costs to keep it going. We should be able to deal with cheaters by vote kicking them from the server rather than installing increasingly invasive mandatory anti cheat solutions that don't even fully solve the problem anyway, because it's unsolvable.

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[–] purplerabbit@piefed.blahaj.zone 17 points 22 hours ago (3 children)

One doesn't need to replace the other.:)

The big problem with matchmaking is that in the long run, it kills game. When people start to move on to a new thing, the population that stays because they're attached to the game gets fucked over by matchmaking.

The less people they are, the worse it works. That's when a server browser and the ability to run community server becomes crucial. It will keep a game alive for a decade after its last update.

[–] RememberTheApollo_@lemmy.world 6 points 20 hours ago

That’s perfectly acceptable justification to shut down gameservers and profit from people moving to the next version of the game. Gone are the days of private servers, especially with client and serverside mods, that kept people engaged with an older game for years. That’s not profitable.

[–] NuXCOM_90Percent@lemmy.zip 3 points 21 hours ago* (last edited 21 hours ago)

How would a server browser help in that case?

Matchmaking puts people into a limited number of servers. Yeah, you get the problem of realizing that those folk have been playing Tribes 2 for over twenty years at this point but you also have people to play with on that one 24 player server. Versus twelve servers with 2 players and a bunch of bots (if the game has them) each.

I always would rather both options. But from a game health standpoint... hoppers tend to have clear advantages at most player counts.

[–] Grimy@lemmy.world -1 points 19 hours ago* (last edited 19 hours ago)

They will have community servers with its own browser. The servers will have full xp as long as the rules are close to the official ones.

Matchmaking wont be the only option.