FangOfTheTwoMoons wrote: »redlink1979 wrote: »No. If you need to find a group to run a trial, go to Craglorn.
A flushed out group finder
FangOfTheTwoMoons wrote: »redlink1979 wrote: »No. If you need to find a group to run a trial, go to Craglorn.
A flushed out group finder
This is the issue right here. There have been multiple iterations of the grouping tool. It has been rebuilt from the ground up. In both dungeons and dramatically more so for BGs, the system fails on even the most basic levels. It's great that FFXIV does it well, I wish the team at ZOS had solved whatever issues they struggle with over the years of trying to. But the reality is, they have not.
FangOfTheTwoMoons wrote: »FangOfTheTwoMoons wrote: »redlink1979 wrote: »No. If you need to find a group to run a trial, go to Craglorn.
A flushed out group finder
This is the issue right here. There have been multiple iterations of the grouping tool. It has been rebuilt from the ground up. In both dungeons and dramatically more so for BGs, the system fails on even the most basic levels. It's great that FFXIV does it well, I wish the team at ZOS had solved whatever issues they struggle with over the years of trying to. But the reality is, they have not.
It has not undergone a complete overhaul. I'm not talking about simplying checking a box and pressing queue. I'm talking about an actual listing of groups that you can see in real time. Level requirements, clear requirements, and custom class requirements for hardcore players.
We all know why the group finder sucks. It's a money issue.
ZOS_RichLambert wrote: »It’s time for the November update to our performance improvements roadmap. Before giving the update, we wanted to shed some more light on the recent issues related to the new Activity Finder so that you all have a better understanding of why these issues are happening. Note that completely replacing the old Activity Finder was something we had to do. It was not able to be easily updated and could not handle the load we see on the live servers.
Before launching the new Activity Finder, the team tried to put the system to as much internal load testing as possible by using automated bots. Even though bots cannot truly simulate player behavior, they are a good tool for identifying basic load problems, and we were able to get significantly more testing bots into the system than players on the live servers and still have the system run smoothly. This gave us confidence to push it to PTS for Update 24. On PTS, new problems were discovered and fixed, but we never saw player concurrencies on PTS as compared to Live. Once the system hit Live, well, we all know that what happened wasn’t good.
The core issue we’ve been having with the new Activity Finder is that it shares many of the same system resources as the rest of the game. This means that when the Activity Finder gets overloaded, everything else on the server starts to bog down – which is why players experience long loading times, timeouts/disconnects, and sluggish server response at these times. It’s been a challenge for us to identify and fix these issues as each time we go through a cycle of overload, we fix that particular problem, but then discover a new one as new concurrency levels are hit. It is very important to note that almost all of the server issues encountered over the last month were caused by the Activity Finder – it is not a hardware issue or a more widespread problem. The reason why this seems to happen the most on the PC EU server is because it’s our most populated server where people generally all play during the same core hours.
So, when the most recent Undaunted event started, we started to see server performance issues, even though we had already found and fixed Activity Finder problems during the Witches Festival event. We found and fixed issue after issue during the Undaunted event, but new ones kept cropping up. So we postponed the event and are taking our time now to ensure that we resolve this problem once and for all. We are testing a new build internally, and we fully expect to have this issue resolved.
I, along with everyone else, appreciate the irony of stating just last year that we wouldn’t have another in-game event focused on the Activity Finder until we were “100% sure” it would work. With the new Activity Finder, we were a lot more confident than with the old one. Obviously, we were wrong.
Even though it is a small consolation, I do want to make sure everyone understands that the issues you have been seeing are caused by one system going haywire and not a deep systemic or hardware problem. This Activity Finder issue has been plaguing us for over a year now and it is long past time that we fix it.
We all appreciate everyone’s patience on this, and hopefully we are approaching the end of this process. We haven’t exactly covered ourselves in glory--we know it, and we are doing everything we can to make it better.
FangOfTheTwoMoons wrote: »FangOfTheTwoMoons wrote: »redlink1979 wrote: »No. If you need to find a group to run a trial, go to Craglorn.
A flushed out group finder
This is the issue right here. There have been multiple iterations of the grouping tool. It has been rebuilt from the ground up. In both dungeons and dramatically more so for BGs, the system fails on even the most basic levels. It's great that FFXIV does it well, I wish the team at ZOS had solved whatever issues they struggle with over the years of trying to. But the reality is, they have not.
It has not undergone a complete overhaul. I'm not talking about simplying checking a box and pressing queue. I'm talking about an actual listing of groups that you can see in real time. Level requirements, clear requirements, and custom class requirements for hardcore players.
We all know why the group finder sucks. It's a money issue.ZOS_RichLambert wrote: »It’s time for the November update to our performance improvements roadmap. Before giving the update, we wanted to shed some more light on the recent issues related to the new Activity Finder so that you all have a better understanding of why these issues are happening. Note that completely replacing the old Activity Finder was something we had to do. It was not able to be easily updated and could not handle the load we see on the live servers.
Before launching the new Activity Finder, the team tried to put the system to as much internal load testing as possible by using automated bots. Even though bots cannot truly simulate player behavior, they are a good tool for identifying basic load problems, and we were able to get significantly more testing bots into the system than players on the live servers and still have the system run smoothly. This gave us confidence to push it to PTS for Update 24. On PTS, new problems were discovered and fixed, but we never saw player concurrencies on PTS as compared to Live. Once the system hit Live, well, we all know that what happened wasn’t good.
The core issue we’ve been having with the new Activity Finder is that it shares many of the same system resources as the rest of the game. This means that when the Activity Finder gets overloaded, everything else on the server starts to bog down – which is why players experience long loading times, timeouts/disconnects, and sluggish server response at these times. It’s been a challenge for us to identify and fix these issues as each time we go through a cycle of overload, we fix that particular problem, but then discover a new one as new concurrency levels are hit. It is very important to note that almost all of the server issues encountered over the last month were caused by the Activity Finder – it is not a hardware issue or a more widespread problem. The reason why this seems to happen the most on the PC EU server is because it’s our most populated server where people generally all play during the same core hours.
So, when the most recent Undaunted event started, we started to see server performance issues, even though we had already found and fixed Activity Finder problems during the Witches Festival event. We found and fixed issue after issue during the Undaunted event, but new ones kept cropping up. So we postponed the event and are taking our time now to ensure that we resolve this problem once and for all. We are testing a new build internally, and we fully expect to have this issue resolved.
I, along with everyone else, appreciate the irony of stating just last year that we wouldn’t have another in-game event focused on the Activity Finder until we were “100% sure” it would work. With the new Activity Finder, we were a lot more confident than with the old one. Obviously, we were wrong.
Even though it is a small consolation, I do want to make sure everyone understands that the issues you have been seeing are caused by one system going haywire and not a deep systemic or hardware problem. This Activity Finder issue has been plaguing us for over a year now and it is long past time that we fix it.
We all appreciate everyone’s patience on this, and hopefully we are approaching the end of this process. We haven’t exactly covered ourselves in glory--we know it, and we are doing everything we can to make it better.
MEBengalsFan2001 wrote: »LadyNalcarya wrote: »Maybe for normals, but even then I can see things like nHOF going horribly wrong due to lack of dps and communication and fake tanks/healers.
In other games I've done 8, 10, and 25 person random raids/trials and usually the completion rate is above 75%. Mics are a great tool to help newer players understand the mechanics. Also as a former guild leader in other games a trial finder can be used just like a dungeon finder to help recruit if most of the players in the run are from the same guild.
This feature should be added.
Been playing this game since launch and I don't even know what a trial is.
Yes
However.
It would be this:
1) Normal only
2) 200CP minimum (gear is junk under 160 anyway)
3) Higher CP unlocks harder trials. 200 = Crag. 250 = CR/AS/KA/SS. 300 = MOL. 350 = HOF.
4) Trials that require a split must force the group to split.
1 - Some crags are vet pug-able. Most are not. Vet would be a nightmare.
2 - I'm sure many players under 200CP can do it, it i just a benchmark.
3 - Trials like Hel Ra Cit will require the group to split into two groups and if this is messed up and you don't end up with a tank downstairs things can get messy. When the trial starts you are notified what group you are in. Group 1 includes 1 tank, 1 heal, 4 dps and they can only go downstairs. Group 2 is invisi-walled from entering downstairs. If somebody fails to get to their right spot they get ported to the right location similar to how new dungeons and trials operate when boss fights start.
Also nMOL regarding the two tanks. Group 1 - 1 tank 4 dps 1 heal is ported to other side of room. Group 2 - 1 tank 4 dps 1 heal remains at entrance.
People concerned about fake tanks. You'll probably only get a few that que as tank by accident or are really new. A trial finder will hoover up many DPS players. Especially if the daily XP reward was Random Dungeon OR Trial. You'll find fake tanks that fake tank dungeons will probably just DPS a random trial instead clearing up the backlog in the Dungeon que.
Don't forget, people can still form groups in craglorn, it just means that if you are waiting in craglorn for 3 dps and cannot find them, you simply que and it'll scoop them up from the finder. You'll probably find most trial groups will still be preformed for the most part.
I tank, I'd do it.
Also, half the normal trials don't even need a tank.
VaranisArano wrote: »Nope.
Trials and Arenas can be designed to be more difficult because they don't have to be balanced for a party of randoms.
Also, do we really think that ZOS can manage to implement one properly? Its only been around 6 months since they got the current Groupfinder working.
I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
FangOfTheTwoMoons wrote: »I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
What's the difference between spamming zone chat in Crag or a overall group finder that works across all zones? Finding a random group of PUGs in zone chat is literally the same as PUGing in a group finder. The difference is a group finder is 100x better. More players to pool from across all zones and you can do things while waiting for the queue. Finding a group in zone as a DPS can take over an hour sometimes so I really dont see the point you're trying to make.
FangOfTheTwoMoons wrote: »I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
What's the difference between spamming zone chat in Crag or a overall group finder that works across all zones? Finding a random group of PUGs in zone chat is literally the same as PUGing in a group finder. The difference is a group finder is 100x better. More players to pool from across all zones and you can do things while waiting for the queue. Finding a group in zone as a DPS can take over an hour sometimes so I really dont see the point you're trying to make.
FangOfTheTwoMoons wrote: »I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
What's the difference between spamming zone chat in Crag or a overall group finder that works across all zones? Finding a random group of PUGs in zone chat is literally the same as PUGing in a group finder. The difference is a group finder is 100x better. More players to pool from across all zones and you can do things while waiting for the queue. Finding a group in zone as a DPS can take over an hour sometimes so I really dont see the point you're trying to make.
One would think this is the case. However, when we are looking to fill a spot for a dungeon run we tend to get better results from Zone than GF. I think it has a lot to do with one method actually takes a little effort while the other is just clicking a button. That makes sense the biggest issue with GF groups is players not taking the time to figure things out such as the mechanics of dungeons (what they need to do) or even the basics of combat.
Further, other games have had to make changes because GF groups struggled greatly with their raids. SWTOR had nerf their normal raids so that mechanics were meaningless because GF groups could not handle it. WoW, afaik, created a system that added stacks of a buff for each time a GF grouped failed and wiped so that the more the group wiped the better chance they could power through and clear the raid. That is sad.
FangOfTheTwoMoons wrote: »I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
What's the difference between spamming zone chat in Crag or a overall group finder that works across all zones? Finding a random group of PUGs in zone chat is literally the same as PUGing in a group finder. The difference is a group finder is 100x better. More players to pool from across all zones and you can do things while waiting for the queue. Finding a group in zone as a DPS can take over an hour sometimes so I really dont see the point you're trying to make.
if you're a tank and mostly as healer you get to choose the groups you play with. It's a lot easier to be selective around the group when forming a pug than through the group finder, I would'nt play with anyone with less than 600 cp unless I know them. it's a lot harder to get into a random 12 man group and then asking to have half the dds kicked than simple saying you wont play with bad ones as the group is forming.
FangOfTheTwoMoons wrote: »FangOfTheTwoMoons wrote: »I find the argument of bad players(fake tanks, fake healers, bad DPS) to be complete garbage. If you have a fake tank or healer...vote to kick solves that real fast, getting a new tank or healer for a trial through queue is going to be much faster than a dungeon since the roles in a trial are closer to the actual player population than they are in a dungeon. The fact is, there is no downside at all to implementing this....those who don't use group finder for dungeons, wont use it for trials, and those that do will...it is EXACTLY THE SAME. Just like group finder for dungeons, you go in expecting to have a less-than-ideal run because just like group finder for dungeons you will run into players of varying skill levels. The hardest part of having a group finder for trials is that if the group has low DPS, it would be far harder to pinpoint the worst offenders...tank or healer would be obvious immediately, but that is more an inconvenience than anything else. If your attitude about group finder in general is a guaranteed clear....well, that is an attitude problem and has nothing to do with group finder.
you're assuming that tanks will actually want to queue with 11 randoms when they have an easy time just grouping with premades or zone pugs? atm LFR group finder in wow has more than 100x queue time on dd than healer or tanks, tanks always have instant que pop healers rarely more than a minute, and dds often 30-40 mins
What's the difference between spamming zone chat in Crag or a overall group finder that works across all zones? Finding a random group of PUGs in zone chat is literally the same as PUGing in a group finder. The difference is a group finder is 100x better. More players to pool from across all zones and you can do things while waiting for the queue. Finding a group in zone as a DPS can take over an hour sometimes so I really dont see the point you're trying to make.
One would think this is the case. However, when we are looking to fill a spot for a dungeon run we tend to get better results from Zone than GF. I think it has a lot to do with one method actually takes a little effort while the other is just clicking a button. That makes sense the biggest issue with GF groups is players not taking the time to figure things out such as the mechanics of dungeons (what they need to do) or even the basics of combat.
Further, other games have had to make changes because GF groups struggled greatly with their raids. SWTOR had nerf their normal raids so that mechanics were meaningless because GF groups could not handle it. WoW, afaik, created a system that added stacks of a buff for each time a GF grouped failed and wiped so that the more the group wiped the better chance they could power through and clear the raid. That is sad.
You're making it sound like getting PUGs in zone works out perfect. All the problems you mentioned arent alleviated by looking in zone. PUGs from zone chat are just as bad half the time.
For dungeons, I have gotten into some pretty good pugs. Granted, they were 3 man groups and ironically sometimes actual guild groups. However, you are right in noting pug groups face challenges which is exactly my point. In most cases, they already have two strikes against them because very few decent tanks are willing to pug, and most decent dps can prefer to run with the same guilds those decent tanks run with because they want to experience decent runs. It is, for this reason, other games have had to significantly nerf raids when they added them to their GF and that is bad for the game which is also why this type of suggestion does affect me even though I have no need for the GF because I took the time to find guilds to raid with.
So I stand by what I already stated and provided actual proof of from other games, that adding raids to the GF is bad for the game because it leads to nerfing the little challenge there is to the normal content.