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Suggested Improvement for the Dungeon Queue Timer

Ellimist_Entreri
Ellimist_Entreri
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As there are numerous issues causing the queue to incorrectly activate a timer (See the threads regarding normal queues & below 50 chars being stuck in vet instances, as well as those about ready checks failing or hanging and causing a penalty timer even though you accepted) I think it would be beneficial to the end user if the Dungeon Queue Timer (15 mins penalty) was not applied until after a character correctly zoned into an instance of a dungeon.

Stopping the timer from activating until fully zoned in would prevent it from being an issue both when users fail to transition into a zone as well as when the Ready Check fails while also ensuring the timer continues to have the effect intended. While this wouldn't solve any of the underlying issues of the Dungeon Finder/Ready Check system, it would keep users from being slapped with a penalty for something that is quite clearly a series of well known game bugs.

Update:
The only issue I could see with it applying at that point would be if a user saw a load screen for a dungeon they didn't want to do and closed the game client - this could easily be addressed by leaving the timer where it is, but adding checks to ensure the ready check and dungeon jump both succeeded prior to being set. It is some additional code, and therefore overhead, however it would help while also keeping the timer being set when it currently is.
Edited by Ellimist_Entreri on November 2, 2020 6:25PM
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