After about 10x getting the message we cannot queue at this time, and then going through the cycle of forming group, back in queue, etc. I realized what I stated before seems to be correct.
Before I hypothesized that the issue with the queue is the related server is overloaded.
I realized tonight that the quasi fix Zos implemented a few days ago was to prevent a total overload of the queue hence we get blocked from queueing.
So the question is, will Zos actually fix this?
John_Falstaff wrote: »To be frank, I'm finding it harder and harder to believe in "broken group finder". I strongly suspect that finder works fine and never had bugs in it. It's a simple piece of software that should handle any sort of queue without breaking a sweat - what can be simpler to match four people from four role queues. What I suspect is, the server simply doesn't have enough resources to run enough dungeon instances during rush hours, and the shortage of resources is masqueraded as "someone declined" group finder errors. Because it's much easier to get away with "our software engineers work day and night trying to find bugs in complex piece of software, just wait a little more" than with "sorry, we know we need more performant servers, but we really like all that money we're getting and we don't want to lower our revenue".
nerfworthy wrote: »I just have to say, it was working over the weekend but last night after work I was COMPLETELY UNABLE to use dungeon finder. Even if I was able to get past the "cannot queue at this time" error message, I would get hit with the "someone has declined" bug.
I couldn't get my 3 tickets yesterday.
John_Falstaff wrote: »snip
I too believe this is less of a software issue and more of a server capacity issue. Hence why the problem escalates when an event is organised around the group finder. And yes you are probably correct in that ZOS aren't going put resources into it unless they absolutely have to, BUT my issue is that they must have known this was going to happen. There were plenty of alternatives they could have used other than straining the group finder, but they went ahead anyway and organised the event where the reward was based on ability to access a bugged system tool. It is that decision that I find inexcusable, not the bugs, not the down time and not the inevitable silence that will follow. Somebody made the decision to structure the event like this and a team somewhere up the ladder approved it. The fact that it is an identical repeat of last year shows that there is ineffective accountability here. That's the bit that annoys me, the sheer predictability of this issue.
I know that in my job, if I were to preside over a repeat project disaster that caused this much customer grief, I would be sweating bricks on Sunday night before going in on Monday to face some tough questions from my CEO. I just couldn't begin to imagine a scenario where I would tell him "yup, I did it this way last year and it was a mess so this year I ran it the exact same way and had a repeat of issues!"
FlyingSwan wrote: »... It's even plausible they don't have any developers who know how to fix it. The game was a total car crash at launch, and one thing I and many others said is that if they don't deal with the core game issues there and then, normal staff churn will happen, skills will erode, other pressures will come into play, and they will never deal with those issues.