profundidob16_ESO wrote: »@ZOS_GinaBruno
Dear devs,
it's become quite obvious that on the one hand the group finder tool is currently not doing a good job at matching the right people to give them the grouping experience they are queuing for in the first place and on the other hand it's currently too easy to abuse the group finder tool in it's current implemented form in order to:
1. Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone
2. As a group leader, keep on kicking people until your group is filled with only V16 people
3. As a group leader, keep on kicking people until you get the desired classes or combinations
4. ...
So instead of spilling our guts and litter the forums (even more) with useless negativism, let's give the devs some proper suggestions and constructive thoughts/comments about it and Remember: The less useless junk posts in this thread the more likely devs will actually keep reading through it to get good ideas and turn them into code...so here go my practical suggestions for the group finder tool:
1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people
2. You must meet specific role-related checks when queuing for a specific role. E.g If you press the queue button for "Random vet dungeon V16+" as tank but the system detects you don't have the minimum required physical and magical defenses and healthpool present, you should get a clear message stating what requirements you failed to meet. Especially since the game has becomes so overdependent on dps, people queuing as dps should definately need to meet a serious check before being allowed into veteran dungeons at all because even if their gear allows for high dps, their skill can completely kill their dps. Right now every half-healer or -dps is queing as tank just to get a group fast
3. AFTER and only AFTER number 1 and 2 are implemented: The group finder needs to place a tar-pitting discouraging timer on players leaving groups that prevents them from joining that queue again until the timer has expired. That means: if you leave a full group you can`t rejoin the queue for 5 minutes (10 on second leave, 15 on third and subsequent) or until that dungeon is left by everyone or completed. That would make people think twice before leaving a group and leaving. Needless to say, if this is implemented before number 1 and 2 are fixed, this would leave people with the only left option and that is not using the group finder tool at all anymore so very careful with this one...
4. Kicking people should pop-up a vote that -if the vote passes- leads to autokick so that 1 person could not kick people just because he's group leader just because he started the group or automatically became leader because someone else had a DC. Less crucial issue but still important for completeness sake
5. Kicked people shouldn't be given a full minute before they are removed. 15 seconds should be nice enough for them to collect whatever loot they still wanted to pick up before being teleported out. Right now we see too many complaints from new replacement players telling the group: "instance full", "I can't teleport in"
6. Being autojoined for a group shouldn't teleport you in after 1 minute automatically but rather manually only. It should do the same as for pvp: Give you a 30-60sec timer to teleport in or be removed from the queue because you lost your chance. This solves the current problem of lots of DPS having queued as dps for a long time only to go afk eventually and stop caring. The group inside the dungeon then first gets no reply from that person, only to see him appear in the dungeon and eventually have to come to the conclusion that the guy has been -and still is- AFK and doesn't even realize the system teleported him inside the dungeon
ps: All of this has been done before and was proven to work succesfully for years in a row in another mmo...plz don't try to reinvent the wheel on these basics, save the innovating creatism for what makes this game stand out after the basics are working properly
The group finder does work, and has. The issue is simple.... I'd wager at least 75% of players que as a damage character. When I que on my sorc as dps, it takes a while. Then when I jump on my tank and que, longest ive EVER waited was about 2-2.5 minutes. Tank averages 45 secs to a minute or so. My Templar healer, under 5 minutes regularly. I've chalked the recent issues up to #1, majority of people in the DLC and not using group finder, #2 more people using the random finder for extra rewards/XP. My only complaint is not being able to battle level the dungeon by cheesing group finder anymore. Had a 4 man group yesterday, had 3 in the group, hit group finder then invited last member in. This has always worked before TG, now it does not. Even tried pulling our tank in via finder and it didn't work, so we said screw it and went in with everyone's levels being all over the place. By my calculation, that's really the only thing that needs attention on current group finder.
themdogesbite wrote: »Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. PERFORMANCE AND LATENCY!
Ouch, must have been some real dirty words there so that ZOS activated the profanity filter.. what were you trying to say again?themdogesbite wrote: »Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. P********** AND L******!
nurrtibub16_ESO wrote: »
- Deserter debuff to deal with - "Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone"
- Kick limit or not allowed to kick people for X minutes after they have joined the group to deal with - "As a group leader, keep on kicking people until your group is filled with only V16 people" & "As a group leader, keep on kicking people until you get the desired classes or combinations"
Ouch, must have been some real dirty words there so that ZOS activated the profanity filter.. what were you trying to say again?themdogesbite wrote: »Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. P********** AND L******!Seriously though, I agree.
profundidob16_ESO wrote: »1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people
profundidob16_ESO wrote: »3. AFTER and only AFTER number 1 and 2 are implemented: The group finder needs to place a tar-pitting discouraging timer on players leaving groups that prevents them from joining that queue again until the timer has expired. That means: if you leave a full group you can`t rejoin the queue for 5 minutes (10 on second leave, 15 on third and subsequent) or until that dungeon is left by everyone or completed. That would make people think twice before leaving a group and leaving. Needless to say, if this is implemented before number 1 and 2 are fixed, this would leave people with the only left option and that is not using the group finder tool at all anymore so very careful with this one...
profundidob16_ESO wrote: »6. Being autojoined for a group shouldn't teleport you in after 1 minute automatically but rather manually only. It should do the same as for pvp: Give you a 30-60sec timer to teleport in or be removed from the queue because you lost your chance. This solves the current problem of lots of DPS having queued as dps for a long time only to go afk eventually and stop caring. The group inside the dungeon then first gets no reply from that person, only to see him appear in the dungeon and eventually have to come to the conclusion that the guy has been -and still is- AFK and doesn't even realize the system teleported him inside the dungeon
First of all - very good topic.profundidob16_ESO wrote: »1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people
Ok, how i suppose to learn tactics fo "speed run" if dont have chance to finish specific dung ealier?