I have been in queue for 3 hours... this is a new personal record, and i have no way to tell when the dungeon queue is going to appear, so if i go and take some water, i might miss it... I know ZoS is working hard to fix the group finder problems, but even so, i want to give my idea.
We all know the current group finder tool is broken, and long queue times are a real problem, we also know it takes a lot of resources from the server, causing lag... So here is a proposal:
The idea comes from how chess matchmaking works: There are multiple tables with 2 chairs each, One person comes and sits on a chair, when there are 2 people in a table (Or game room), the game starts... And this is perfect because you know when you will have to wait for an opponent, or if the game is going to start right away, even before queueing.
In order to "sit" you only need to click on the role, next to "Waiting for [Role]..."
By using this alternative GUI, you would fix the following problems:
- Long queues: The people would be able to join dungeons faster.
- Queue uncertainity: Sometimes when you queue, you dont know if the queue is going to pop right away or in 1 hour from now, however, with this GUI, they would know the queue is going to be long if they choose to play a dungeon with no rooms active.
- Server load: This could help reduce the server's stress, because instead of a complex matchmaking system, it would be the user's work to find a group.
- Queue void: This would get rid of the infinite queue bug.
- Team uncertainity: Users would be able to see the nicknames and the levels of the users BEFORE queueing.
Possible problems with this system:
- Level discrimination: Maybe the users will choose to not queue for a dungeon because of a cp 300 tank for example.
- Hard to use GUI: I am not a GUI designer, and i understand some people would have problems understanding the new GUI, but this could be mitigated if the GUI was actually designed by an expert.
- Implementation with random dungeons: This GUI cant help reduce the complexity of the algoritm in random dungeons for obvious reasons. (Edit: This can be easily implemented by adding a "Random" in the room list, as if it was a dungeon, the only problem is that it would make it hard for unfinished dungeons to find team members).
What are your toughts? Should ZoS consider this? Thanks for reading, and sorry for my bad english and my bad editing skills.
Edited by Drako_Ei on December 25, 2019 1:36AM