Have been leveling some characters with random dungeons on PC NA this week. Haven't had any issues with the random dungeon queues, the wait times are usually about 3-7 minutes for dps. All seems fine to me, never dropped out of queue for it to pop.
Could it maybe be an add-on causing this behaviour?
I don't think the long wait times are a bug, unfortunately. I think either there aren't enough dungeon instances being spun up, or the population doing dungeons is low and hence the long wait times.
Hypertionb14_ESO wrote: »not long after i made this, i saw it happen.
all normal indicators of the ready screen were missing but the mission indicator on the top right..
things that failed for me include,
- Screen fade
- F to ready prompt
- Sound effect notification
the only indication I had until it dumped me out of the que was that the mission had changed from "Queued" to "Ready". I had about 5 seconds from when I noticed that change and when it dumped me out of the que.
Hypertionb14_ESO wrote: »not long after i made this, i saw it happen.
all normal indicators of the ready screen were missing but the mission indicator on the top right..
things that failed for me include,
- Screen fade
- F to ready prompt
- Sound effect notification
the only indication I had until it dumped me out of the que was that the mission had changed from "Queued" to "Ready". I had about 5 seconds from when I noticed that change and when it dumped me out of the que.
It depends on what you're doing when the queue pops. The prompt doesn't always stay on the screen. It can go away, and all that's left is a notification indicator. I don't know what makes that happen, but it's happened to me a few times. The notification indicator is easy to miss because it's tiny, and the audio cue when the queue pops is also easy to miss because it's pretty soft, especially if you're in a busy area. It gets lost in the noise.
I was in combat once, doing a WB with other players, and I didn't even notice the queue had popped until the WB went down and I saw that I wasn't in the queue anymore. There were a lot of combat effects and I was firing skills, so I'm guessing the prompt quickly went to a notification and the audio cue that came with the prompt was drowned out by all the combat effects. ZOS should make the queue popping more obvious. Nothing obnoxious, but a "whoosh" doesn't cut it, and something should be left on the screen that's noticeable.
ETA: I wasn't grouped when doing the WB. Grouping automatically drops you from the queue.
katanagirl1 wrote: »On console at least, if you are in combat you will not see notifications for the queue pop or for group invites. They don’t show until you leave combat, if you are lucky enough to do so before the timer expires. At least the group invite has a sound effect you can hear though you still don’t get the prompt for accepting. (This is in Cyrodiil.)
Yeah, the soft “woosh” sound is too soft, they should use the same “cha ching” sound when the Cyrodiil queue pops for the group dungeon queue pop.
katanagirl1 wrote: »On console at least, if you are in combat you will not see notifications for the queue pop or for group invites. They don’t show until you leave combat, if you are lucky enough to do so before the timer expires. At least the group invite has a sound effect you can hear though you still don’t get the prompt for accepting. (This is in Cyrodiil.)
Yeah, the soft “woosh” sound is too soft, they should use the same “cha ching” sound when the Cyrodiil queue pops for the group dungeon queue pop.
I didn't know that. The WB fight was long (it was Deepreave Quag? the one in Apocrypha - one of the worst in the game) so it's entirely possible that it went straight to a notification, which is easy to miss. I'll be in combat a lot when I'm in the queue. With queue times upwards of 30 minutes (sometimes more) for DPS, does ZOS expect us to just sit around and wait? The prompt really does need to be made more obvious, even when in combat. I would have left for the dungeon and gone back for the WB another time, especially if I'd been in the queue for a while.
The queues times are likely long for DPS (especially when queueing for a specific dungeon) because there just aren't enough players queueing for randoms. Another reason for ZOS to finally add scaling to instances.