So ZOS communicates something to us and the first comments are all insults. Players ask over and over again for more communication. Why would they when people make crappy statements as soon as it happens.
ZOS_GinaBruno wrote: »We do want to note this isn’t a hardware issue, but is tied to server load; the more people that try to use it, the less stable it becomes, which is counterintuitive to how it should be functioning.
PocketAces13xb wrote: »What a joke. You guys have such potential in front of you but can't figure out how to do it right. Fire the people that can't do their jobs and hire people who can.
I hope you guys considered the potential dead-lock situations in the dungeon queue with this: When the queue full no new tank will be able to enqueue and if there is no tank at that point already in the queue then the queue not getting shorter and unlocked.
I don't know much about servers and am definitely no IT nerd. But if your server can't handle the load... does that not mean you need better hardware?
Compared to FF14 who they add new servers to improve the game
https://fr.finalfantasyxiv.com/lodestone/topics/detail/90fa177bec19ccc468d6ec94a1980b38456abf54
Zenimax don't care about players they only care about cash and as Todd Howard said 10:20
https://youtu.be/PMYUeB9xUvw?t=618
Compared to FF14 who they add new servers to improve the game
https://fr.finalfantasyxiv.com/lodestone/topics/detail/90fa177bec19ccc468d6ec94a1980b38456abf54
Zorgon_The_Revenged wrote: »Compared to FF14 who they add new servers to improve the game
https://fr.finalfantasyxiv.com/lodestone/topics/detail/90fa177bec19ccc468d6ec94a1980b38456abf54
Well I didn't play much in the first week of their last update, "Stormblood", so can't comment on actual server performance (ESO is the worst performing MMO I've played amongst its competitors).
Then again, I was mostly stuck in a 3000+ queue for the first week, 1400+ for the second week and 300+ for a week or two after that.
Great news!
Can you guys also make a Premade Group Finder like in WoW? It would be cool.
What is a Premade Group Finder? You can make a dedicated group, you can give it a name, you can decide if someone joins to your group or not. And you can also join to those groups. (Sorry for my English.)
Another point to add: In case only DPS but no healers or tanks are available (or any similar situation, only healers, etc.) it might be worthwhile to add a notification like: missing healer / tank / DPS to make a decent group for this dungeon, please consider changing your skill and setup to ...duncan_cougarpreeb18_ESO wrote: »As counterintuitive as it might seem, if the LFG system has issues when there are too many players available, it seems that the problem has more to do with it trying to find the 'perfect match' instead of just any match and/or bad programming.
Let's put some numbers to that above statement (no idea if that is the real problem, just a guess here):
If we call T the number of tanks in the queue, H the number of healers and D the number of DPS, if the server tries to match all of them up by considering each and every combination then it needs to perform T*H*D*(D-1) matching operations (MOP)
That sort of thing can become a serious issue for any type of hardware (cause it is bad programming or an ill stated problem)
Let's say your H/W can do 10000 MOP/S: With 5 Tanks, 10 Healers and 20 DPS in the queue you are done in about 1.9 seconds. With 50, 100 and 200 however, that perfect match making - and for just one group! - will take 19'900 seconds!
Clearly that sort of thing is bad no matter the H/W. Your problem can grow faster than your H/W could ever hope for.
Now here a suggestion how to improve that (even if above example is not the actual problem, something like that is clearly wrong with the current system), i.e. make that above problem into a linear one, e.g. by finding a good (enough) match but maybe not the perfect one.
(1) Ensure that folks grouping for a specific role actually meet the minimal prerequisite of that role: i.e. a Tank should have at least one taunt ability slotted, a Healer should have at least one ability slotted, which can heal others.
Sure for optimal set-ups, you really want more 'dedication', but in the end it really is up to the players "how they wanna play" and if they can complete the content by just light attacking, who cares. If they can't, they can be educated by the other group members (which will be good for everyone in the long run) or kicked.
On a side note: this also allows for pre-made 4"D" groups. Just have one slot a taunt, another a heal others and you are ready to queue (and can naturally slot something else once you are in the dungeon)
For the implementation, if someone queues for T or H without meeting the absolute minimum pre-requisite: decline the queuing and provide some information why
(2) Filter for T, H and D, which dungeons they are eligible for.
This is already done for the non-vet dungeons and low(er) level players, however at least one additional rules should apply, i.e. you need to have done the content on non-vet at least once, before even being (able to) queue for the vet content.
This is to ensure that folks on vet have a basic understanding of the content and know (some of) the basic mechanics already.
Even if you have done this hundred times on another character unless your new character is a 1:1 copy, some things will be different in play-style and doing ONE non-vet run before going to vet should be a non-issue, really.
It might also be worthwhile to have some of the harder veteran dungeons only unlock after having achieved some general achievements, like Dungeon Blocker/Marauder/Healer to be achieved before being able to run vet for those dungeons given by Glirion the Redbeard, and Greater Dungeon Blocker/Marauder/Healer required for those dungeons given by Urgarlag to become available in veteran. Obviously, non-vet is open for all veterans.
This mostly to ensure that folks which have fast-tracked an alt to level 50, can't just jump into any of the harder vet dungeons without having the basic skills leveled as well and/or the skill points spent or even skill lines unlocked.
(3) Availability of hard-mode: Only those who have completed the 'normal vet mode' at least once, should be eligible to activate hard mode in veteran content. (So if they got a great group, they can do it even the first time around for some of them, but not accidentally with a group that already struggled with fighting the trash mobs before, because someone just wanted to read 'that' book, whatever )
For some (if not all) dungeons, it might be even an idea to lock this behind further requirements, like having unlocked certain achievements for that specific dungeon (slayer, i.e. having done this a couple of times / lots of times already, or speed challenge for D's, i.e. having the DPS to do this quickly in non-hard mode, come to mind), as well as any who have done it already once in hard-mode (death challenge completed).
All of this would just improve the in-game experience of running the dungeons, once you are there, but not solve the issue of getting there. This needs a bit of behind the scenes implementation, i.e. think "Tetris" with blue and green squares (T & H) and red L's (D) forming a line on a match. The idea is to match up quickly and make room for new blocks coming in, fast!
and that for each individual dungeon (aka simultaneous multi-screen Tetris)
- Implement dedicated 'consumer' queues for each dungeon instance (non-vet, vet).
- Implement dedicated 'provider' queues for T, H, and Ds
- On enlist and with (1) checked, place T, H, and Ds in their respective queue and set a timer (max waiting time, like 1 min)
- With (2) implemented, place each T, H, and D 'on enlist' into whichever dungeon queue they are eligible for or opted for, i.e. those who queue for specific dungeons only end up in those queues.
- Now starting from the actual dailies and then from hardest to easiest dungeon loop through the list of dungeons
- Pick T, H, and 2 Ds, remove their listing from all the other dungeons (easily implemented with pointer lists) and send the group into this dungeon. Prefer pre-made groups (instant sent) or semi-groups, pick a missing role from the respective queue.
- If no group is available due to complete lack of eligible players go to the next dungeon
- If more than one T or one H or two Ds are available, try to pick a valid "good enough" combination, prefer those who have waited longest.
The goal of this good enough combination should be that only a minimum amount of inexperienced players, i.e. those who haven't done this content before, is placed into any group if possible.
For the good enough combination one could implement something like the following merit functionA group is valid if merit function is > 3. If current pick is not valid, move to next available player in the queues (..., H, D, T, D, ... )
- 0 points if never done it before (inexperienced)
- 1 point if completed already at least once (casual)
- 1.5 points if completed veteran in hard mode at least once (experienced)
- when evaluating the merit function for each player add (waited/60 seconds) points, but limited to +1 if longer than 60s
With let's say a normal setting 1 experienced, 2 casuals and 1 inexperienced, that group is good to go (3.5) right away, the same for 4 casuals (4). With 3 casuals and 1 inexperienced, they are good to go after 25 seconds of waiting (each)
If there are only inexperienced around, like e.g. with a new dungeon, they are still good to go after 1 minute of waiting (each)
If three inexperienced are waiting, they can only be grouped if at least one casual joins and they waited for 1 minute or longer. The wait can be shorter if an experienced player joins / is available. It still can be very long if no players are available at all though.
All of this can be done fast and in linear time (loop through dungeon queue, with a loop through enqueued available players for each dungeon, which will be removed from queue if a match is found)
This is just a suggestion, so certainly other different implementations are possible.
i'm sure they capped the queue based on roles, a cap for who joins as tank, a cap for who joins as healer, a cap for who joins as dd
ZOS_GinaBruno wrote: »When you see the message that you’re unable to queue, please just keep trying until you enter the queue...
ZOS_GinaBruno wrote: »When you see the message that you’re unable to queue, please just keep trying until you enter the queue. We understand this situation is far from ideal, but it does at least cycle people through the