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Idea + Alternative GUI for Group Finder Tool

Drako_Ei
Drako_Ei
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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:
Sin-t-tulo-1.jpg

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
  • RefLiberty
    RefLiberty
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    Only problems that can see with your long Q are:
    1. Queue for specific dungeon
    2. Veteran
    3. Not a problem but a fact: Not a matchmaking fault that no tanks/healers queued for specifically Veteran Fungal Grotto.

    Also, you would need a half of a average zone map filled with desks and chairs to cover all of the Specific dungeons so you can choose and sit on the one that you would like to play (???)
  • richo262
    richo262
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    Would be nice, but the problem is, this doesn't solve the long wait times, it merely shows you why you're going to wait hours.

    The ability for a character to hold multiple builds, multiple sets of skills, attributes, CP, mundus, gear and possible even merging two characters to have multiple racial passives would allow people to be much more malleable when it comes to setting themselves as tank. The wait is due to a tank shortage, it is that simple.

    Most don't want to make a tank because most find them boring, and they cannot do overland content well.

    If you have a 'Tank Profile', 'DPS profile', 'Healer Profile', 'PVP profile' etc, then the game can automatically configure you for that role. If you have a Tank profile and a DPS profile you should be able to select Tank AND DPS in the queue finder and the game will swap you to your appropriate build on the fly.

    The queue finder has a traffic problem, more signage won't solve the problem, but a clever way of allowing the traffic to flow more efficiently would.

    Another thing that would speed up the dungeon finder is a trial finder. Most trials only require 1 tank (on normal) but they would scoop up many DPS with them as they form a trial.
  • Drako_Ei
    Drako_Ei
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    RefLiberty wrote: »
    Only problems that can see with your long Q are:
    1. Queue for specific dungeon
    2. Veteran
    3. Not a problem but a fact: Not a matchmaking fault that no tanks/healers queued for specifically Veteran Fungal Grotto.

    Also, you would need a half of a average zone map filled with desks and chairs to cover all of the Specific dungeons so you can choose and sit on the one that you would like to play (???)

    In the example "Razum-Dar" is queued for a specific dungeon as DPS, and the normal/veteran can be dropdown menus (Just like live server), I put a dropdrown symbol next to veteran.

    As for your 3rd point, yeah.. unfortunately we cant solve this one with algoritms/GUI's

    There is already a "half of a average zone map filled with desks and chairs" in server's memory/databases, the difference is that right now, they are not visible to the players
    Edited by Drako_Ei on December 25, 2019 3:00AM
  • Drako_Ei
    Drako_Ei
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    richo262 wrote: »
    Would be nice, but the problem is, this doesn't solve the long wait times, it merely shows you why you're going to wait hours.

    Maybe.. but at least, you now can decide if wait or do something else, i would have never queued for my dungeon today if i knew the timmer would hit 3 hours (Not even kidding!).

    Also you could decide in which game room to enter, instead of letting the algorithm decide for you.
    It would change the dungeon finder from "queue, you have to wait" to.. "first come, first served... or queue if you prefer"
    Edited by Drako_Ei on December 25, 2019 3:06AM
  • Drako_Ei
    Drako_Ei
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    I have been 2 hours in queue... again...
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