How do you do dungeons without dungeon finder queue? Manually asking in zone and guild? Not everyone you can find want to do the same dungeon as you for the roles you need and at the time you need.
Without the feature it’s like Stone Age gaming -_-
How do you do dungeons without dungeon finder queue? Manually asking in zone and guild?
No.
Because it will not solve the underlying issue
The issue is player population and creation of independent zones/instances. Group finder affects this because players use it to create instances of dungeons. But players who manually walk into dungeons were experiencing exactly the same long load screens and failures.
You can either improve the servers or cull the players
Or stop having events that draw players in....
Dusk_Coven wrote: »How do you do dungeons without dungeon finder queue? Manually asking in zone and guild?
Yes. It's obviously chancy for a lot of factors, but if people can get trial groups organized, surely a 4-person dungeon is not outside the realm of possibility. (Which is NOT to say that everyone is getting dungeon groups together whenever they want).
The actual bigger concern is getting people for the dungeon / mode you want. And right now, people are doing all sorts of workarounds even with group finder to avoid the ones they don't want anyway. Look at the threads -- calls for dlc to be removed from random normal, and people citing their strategy being to just leave and accept the deserter penalty.
When you put a group together, they know up front what they are getting into and you are more likely to have a successful group anyway.
But of course, a lot of variables involved in asking around.
After two years I would suggest that Zos brings in talent that can get the job done. Not knocking their people but they seem to not understand the path to a solution.
ForzaRammer wrote: »The current dungeon finder overload server.
So my question is, is it even worth to keep?
Dusk_Coven wrote: »How do you do dungeons without dungeon finder queue? Manually asking in zone and guild?
Yes. It's obviously chancy for a lot of factors, but if people can get trial groups organized, surely a 4-person dungeon is not outside the realm of possibility. (Which is NOT to say that everyone is getting dungeon groups together whenever they want).
The actual bigger concern is getting people for the dungeon / mode you want. And right now, people are doing all sorts of workarounds even with group finder to avoid the ones they don't want anyway. Look at the threads -- calls for dlc to be removed from random normal, and people citing their strategy being to just leave and accept the deserter penalty.
When you put a group together, they know up front what they are getting into and you are more likely to have a successful group anyway.
But of course, a lot of variables involved in asking around.
I only queue for vet Dlc dungeons nowadays, why? because nobody in zone or guild wanna do it. Why I queue for it? Cos it’s the only thing that’s still more interesting than non dlc dungeons that I’ve completed over a thousand times.
Paramedicus wrote: »Obviusly keep it. Asking for group in zone/guild all the time would be tedious - as is it for trails. But for trails, at least u have craglorn where everybody do it - for dungs you would have min. 3 zones (pledge quest givers). And that would be end game player perspective. Think about getting dung run if you were new player (below 50 lvl) in zone. Sry but cant help to think that this pull is tarded. Not everyone has 810cp with 30 chars in 5 guilds. This 'solution' would really nerf group experience for more-casual players.
ForzaRammer wrote: »The current dungeon finder overload server.
By subpar player you mean anyone who don't have whole map discovered? You understand that without finder you would have to manually go to zone where dungeons is? You understand that is case for most players? And do you understand that this would lower averange player skill significantly, since new players would run group dungeons much less frequently? So this soultion would annoy every player, those 'subpar', because they wouldn't be able to run fun stuff (you know, doing things in group, because it is a mmo) and those 'non-subpar', because random people getting into group content would be less skilled bacause of lack of practice.ForzaRammer wrote: »You are correct on remove dungeon finder will impact subpar player more than average players. It will definitely make subpar players harder to find / stay in a group. But this is not focus.
Subpar players get short changed doesn’t prove anything wrong with this poll. This is a legit attempt to see how much a % of players is ok to give up group finder for server performance.
ForzaRammer wrote: »The current dungeon finder overload server.
What? How?
Dungeon finder should be a separate server.
You queue, server calculates the best match, send players queue invite, if all accepted start activity session, which most likely runs on a completely other server.
Dungeon finder should not affect overland/cyro server performance.
Other than that..dungeon finder is probaly not needed in Cyro.