I see the community is mostly just bashing zos devs. I don't see anything wrong with paying customers do that.
But i don't think this will lead zos devs to anything useful. So i am here to actually give some suggestions.
Disclaimer: i am not a programmer, i just want to point out the obvious problems, and some potential fixes.
To reduces the computation resource used by the dungeon finder, one way to go is clean up the code.
However, before that, we the customers must think about 1 thing, do we even need all the functions?
Useless feature No1, daily random dungeons.
Clearly people qued random can be put together with the people qued pledge. we all know this.
This can be an issue because it is doing cross checking between the random que and the specific que.
Honestly, this is completely not needed. Why bother fix the logic, just remove the random dungeon function.
It is not like we players actually want 'oh surprise me with some long AF dlc dungeon' anyways.
Just put the w/e daily reward and exp to pledge quest, there is 3 pledges per day so everyone gets more.
If the lowbies can't access pledges, ez fix, lower the quest level so ppl can access pledge at level 15.
Useless feature No2, ready checks.
I am very certain ready checks break the dungeon finder. We all remember the problem last undaunted event.
Srsly you can't even use random dungeon with a whole group, when whole group is ready it put u back in que.
Honestly, why bother with the ready check anyways. Don't fix the logic, just get rid of the ready checks.
When players are put together, give them a check, whoever responds get port in after 30 seconds.
Sure the group half the time won't fill, just let them que for replacement. They can just w8 inside the dungeon.
How to structure the ques easily (if zos remove random dungeon and ready check).
Btw this is not exactly a basic que, players can be removed from the middle of the que (if they leave).
The dungeon finder need exactly 38(#dungeon)*2(normal/vet)*2(fresh/midway)*3(roles) ques.
This may seems like a lot, but if zos restrict # of dungeons a player can que at once, say 3 (#pledges).
When i player que, at most 18 (3 dungeon 3 role midway or fresh) que will be checked at most once.
And only a subset of it will need to be modified. Please note removing ready check is very important.
By the time next player use the que, w/e need to be done for the last player is already done.
I highly suspect the backtracking is what breaks the stupid dungeon finder all the time.
A more radical suggestion, remove que as group function.
And surprise surprise, 'que as 2 dps is faster than que as 1 dps' is not a feature it is a bug.
Zos is not getting it right, the only reason partial group is prioritized is coding gets easier.
I am not sure this is hurting the performance, but allow players cut the line is just wrong.
And honestly, it is annoying that 2 potatoes can block kick for each other, just remove it.
This will create inconvenience, but honestly if you can get 1 other person, you can get 3.
If you can get the whole group, just skip the finder and port to the dungeon directly.