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I'm not an expert but I'm pretty sure the role system is the thing hurting/killing the group finder.

  • idk
    idk
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    idk wrote: »
    Seeing OP has quoted Rich's recent statement concerning the AF issues. This quote seems to be part of their reply questing the role system but I see no mention from Rich that the role system is an issue.

    I ask so OP can shed light on how it relates since as it is this seems like nonsense.

    Don't need to be a genius to figure out the reason just got to have used the system. No the role system doesn't get mentioned true. But what causes the build up of players having to wait in the activity finder system I know the answer as do anyone that has used the system. Tank or healer holding it up in terms of pve queues. Rich doesn't even have to say it. That is the core of the issue. When you have thousands upon thousands of people waiting for the activity finder to go through. All because they have to wait for a tank or a healer no wonder its killing performance. Yes tanks being wary of using the system and no queuing up is a dps issue maybe. But without those tanks or healers the system can't work. Which means more lag, more disconnects and game breaking performance. Unless something changes which I doubt it will they got to do something about that. Which means the logical solution is to remove the forced roles from normal's. That would make the system be able to process things better.

    The game can handle the pvp event battlegrounds don't have the same issue though they mgiht down performance. They had the event before without having to cancel it. The reason is basically they just place you in a match and send you off to fight one another. There is no hold up other then players queueing up for it of course.

    Reading this response it is clear you do not understand what Rich is saying. Especially the part you made bold. He is speaking to the actual performance issues, the server and AF not able to handle the actual load. This has nothing to do with role selection. It would be a fabrication to suggest Rich is implying that.

    Dps having to wait for tanks and healer to queue up is unrelated to what Rich stated and considering they had to wait before we started experiencing GF performance issues it makes no sense they are correlated.

    The issue has always been decent tanks avoid the GF because they to often get paired with bad dps. As a result they usually form through their guilds and sometimes even zone.

    The other issue is DPS choose not setup an alt spec so they can tank and be part of the solution. It is easy to do.

    So your guess is clearly based on a false assumption. That much is very clear since the two situations are very unrelated.
  • Thevampirenight
    Thevampirenight
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    idk wrote: »
    idk wrote: »
    Seeing OP has quoted Rich's recent statement concerning the AF issues. This quote seems to be part of their reply questing the role system but I see no mention from Rich that the role system is an issue.

    I ask so OP can shed light on how it relates since as it is this seems like nonsense.

    Don't need to be a genius to figure out the reason just got to have used the system. No the role system doesn't get mentioned true. But what causes the build up of players having to wait in the activity finder system I know the answer as do anyone that has used the system. Tank or healer holding it up in terms of pve queues. Rich doesn't even have to say it. That is the core of the issue. When you have thousands upon thousands of people waiting for the activity finder to go through. All because they have to wait for a tank or a healer no wonder its killing performance. Yes tanks being wary of using the system and no queuing up is a dps issue maybe. But without those tanks or healers the system can't work. Which means more lag, more disconnects and game breaking performance. Unless something changes which I doubt it will they got to do something about that. Which means the logical solution is to remove the forced roles from normal's. That would make the system be able to process things better.

    The game can handle the pvp event battlegrounds don't have the same issue though they mgiht down performance. They had the event before without having to cancel it. The reason is basically they just place you in a match and send you off to fight one another. There is no hold up other then players queueing up for it of course.

    Reading this response it is clear you do not understand what Rich is saying. Especially the part you made bold. He is speaking to the actual performance issues, the server and AF not able to handle the actual load. This has nothing to do with role selection. It would be a fabrication to suggest Rich is implying that.

    Dps having to wait for tanks and healer to queue up is unrelated to what Rich stated and considering they had to wait before we started experiencing GF performance issues it makes no sense they are correlated.

    The issue has always been decent tanks avoid the GF because they to often get paired with bad dps. As a result they usually form through their guilds and sometimes even zone.

    The other issue is DPS choose not setup an alt spec so they can tank and be part of the solution. It is easy to do.

    So your guess is clearly based on a false assumption. That much is very clear since the two situations are very unrelated.

    Actually I think we are both right. We do not get these issues with the Midyear event. At least not in the scale where they had to cancel it. They only had these issues with the undaunted. If you read more into it. He talks about to many players being online at the same time. Where in america is spread out across time zones its not in the eu. To many players using the actiivity finder at once. Plus to many players online at the same time. He said all of it was activity and even said one of the causes was to much population. Got to much population waiting people are bound to stampede over one another trying to get in to dungeons. Causing the performance issues. To many people queueing can do it, to many people in the queue can do it.

    I do think your right about real tanks avoiding the queues and dps not doing enough. Getting people into dungeons lessen the strain on the finder is only one of the things they got to do to fix it. One way or another they got to fix it either the players have to fix it themselves or they have to fix it. Doesn't have to be fully removed can even remove the tank requirement. Many peoples solutions here are good. But one way or another its got to be done if they ever want to have a functioning Undaunted Event. All they can do is stop fix bandage a serious wound. They are not able to treat the wound for what it is. They need to stop temp bandaging and actually fixing these issues. Its not about good player or bad player its about streamlining the system. To where it works and doesn't boggle down performance.

    I'm not a coder but someone that is or knows it might tell you the issues of having to much code in one area at the same time boggling down performance plus to many people using that same code at the same time is bound to cause issues. Activity finder is extensively coded. Maybe one of the most extensively coded things in the game. Not only does it have to calculate which dungeons to send players into it also has to place people in pvp zones its got so many tasks its doing at once. Its got to place the right roles in the right group positions. Its got to handle the many requests at the same time. Its got a lot of stuff that it has to do all at once. When to many players are using it and being stuck in there for a long time that is just holding it back because it still got to calculate which roles go where. One of the things they could do is make more servers to take off the strain. That would cost more money and I think they want to keep what they have going.

    One way or another they got to reduce the strain. They either got to split the group finder in several parts or do something with it so the game can handle the many requests and other things. So the issue isn't just with roles but it I believe it plays a huge part into the activity finders calculations. As well it should because of what it has to do. Queuing for battlegrounds or pvp cyrodiil all it does is take you to a battleground. Maybe randomize where you end up. But that is all it has to do for that. Pve calculations are much more extensive because of the role system added onto the random elements. Its not just about removing roles its also about removing to many overbearing calculations and when players all in queue and the code is running for each and every one to get them in the right group dynamic that is bound to cause a lot of issues. As the random selection code and to many dungeons could contribute to it. It wouldn't be like the thousands of thousands of role grouping code running at the same time for each player in the pve queue. That is why I think they should remove it from the normal dungeons to reduce it.

    This could be the reason why they don't place people into roles for the battlegrounds system and just placed randomly I think they do know this is an issue in some way. If it is the issue which I can't see anything else doing it besides the way the rewards system works.
    Edited by Thevampirenight on January 9, 2020 6:38AM
    PC NA
    Please add Fangs to Vampires.
  • Huyen
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    DBZVelena wrote: »
    Anybody doing dungeons should have at least 1 self heal on their skill bar. So yes for normal, non-max level dungeons. there is no need for a "role" system at all.

    What of the system decides to place 4 tanks or 4 healers in a dungeon? It's all from a dps point of view...again.
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • Loves_guars
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    I guess you are a pvper and you want the rewards fast because otherwise I don't understand your posture. Many of us enjoy a dungeon playing a role with a team. If the GF has to go, then do it but what you propose goes against the very core of an RPG MMO. There are maaaany games out there where you can play solo or survival multiplayer, etc. Leave something for the rest of us :wink:
    I'm sure many dungeons are soloable and dont need healer or tank, but we still enjoy roles, because thats the beauty of being in a team, and sharing a victory where you weren't competing but actually cooperating with others.
    Edited by Loves_guars on January 9, 2020 8:19AM
  • bmnoble
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    Make a DPS benchmark test a requirement to unlock the option to queue as a DPS, not a large requirement like people expect to join trials, somewhere around 15K - 20K min damage per second once you hit CP160 that way you at least get 30- 40K group DPS from the Damage dealers instead of a combined 10K which I have experienced.

    Before that players reach CP160 they are exempt since they are still leveling and may not have all their skills yet.

    If people playing the support roles could know for certain that they were going to get 2 damage dealers capable of doing enough damage to clear the dungeon provided they do their support jobs right, then they would be more likely to use the group finder, hell it would be good even if you got a fake healer for the tank to know the group they will get will be able to do the content fairly well.


    What drives them away is groups that struggle to clear the trash mobs, struggle with each boss fight, due to low DPS making a dungeon a slog that might not even be finished thus a waste of time.



    For example, been farming Sanctuary set pieces on my tank, did a run through of Banished Cells 2 not too long ago:

    Got a fake healer, no big issue I have a resto back bar, so I both tanked and healed the dungeon, the group struggles on every boss, I keep the bosses focused on me, keep them all healed provide resources with orbs, debuff the boss, group the ads, takes a bit of time but we get through all the bosses till the last one.

    I keep the boss focused on me and all the Daedroths he summons focused on me, while keeping these 3 DPS alive.

    Of course you would expect everything to go fine based on what I have said, 3 DPS and a tank/healer.

    Things don't go fine, the DPS don't seem to have a clue about the orbs that heal the boss, even after explaining it to them in chat, they expect me to deal with them, and for awhile I do, that is until I have about 12 Daedroths focused on me and can't even see the dam things anymore.

    Anyway I carried on kept these 3 alive the lowest they manage to get the bosses health to is 70%, around that point I am no longer able to deal with the orbs, despite me keeping the boss as far away as I can from where the orbs spawn, so they should have plenty of time to intercept them.

    I keep the Daedroths focused on me as well as the bosses, provide heals when a stray Daedroth reks one of the DPS who managed to aggro it.

    None of the DPS have died at all during the fight, mind you, they either develop tunnel vision on the boss or start trying to kill some of the Daedroths (which spawn faster than this lot can kill them)

    Eventually though gets to about 18 Daedroths by this point I cant even see them to be able to target them to draw them to me so a handful of Daedroths start killing these 3 DPS off, none of them bothers to trying to rez anyone, so I do, each DPS dies at least once but I get them back up fairly quick.

    The problem is while I am wasting time reviving this lot, I start to lose control of more of the Daedroths and the DPS start dropping like flies.

    Once all three are down, I can't rez them fast enough to prevent them being killed again, eventually the enemies overwhelm my tank and the group wipes.

    That last fight was around 30 minutes, in addition to about the 25 minutes clearing the rest of the dungeon before hand. None of them died till the last 5 minutes of that 30 minutes they were active and supposedly doing damage the whole time.

    Group refused to kick anyone after this, I give them one more shot in the hopes that they have learnt something.

    Same exact crap happening again, DPS ignoring the orbs, same tunnel vision on the boss or the Daedroths no real progress on either.

    15 minutes into this second attempt at the final boss, I cut my losses, telling them in chat the DPS was way to low and leaving group. God help the tank that got brought in as a replacement afterwards.


    Now had this been Vet I could have understood low DPS, but this was on NORMAL, all three DPS were above CP160, the lower level groups I had, during the day before this did not struggle as much.


    I have had similar bad runs to this but most of those were in DLC dungeons but every now and then I am surprised to have something like this happen in one of the base game dungeons. (couple other examples DPS who did not know how to break free in Direfrost's last boss, seems to happen a lot and a group of CP810's that took an hour to clear City of Ash 2 due to low DPS)


    This kinda stuff drives people away from using the group finder, I still do on occasion because I still get plenty of good groups but having a few bad groups waste an hour or more of your time, even if it only happens once in a day of play, let alone the unlucky days when it happens repeatedly, does nothing to make people want to use the group finder more often.
  • Anotherone773
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    Or they could just make all groups 5 person. tank healer 3 dps. And make playing a healer or tank more rewarding. Especially playing a tank. Tanking in this game is a horrible mess. The problem is everyone wants to play a DPS, a few people want to play a healer and no sane person wants to be the tank.

    That wouldn't work out so great for those serious tanks there would be more that would just fake tank it because fake tanking it rewards better then dpsing or healing. That makes it unfair for the other two roles plus causes the same issues. If the rewards are so great everyone would queue for tank and be fake tanks but all dps in reality or healers. That could just invert things or change things around with more people wanting to be fake tanks then dps or healer it would likely not solve it. But I could be wrong. The role system just doesn't need to be there for normal dungeons. Its holding the group finder back. That is how I see it. Adding an extra dps might help a little bit but still wouldn't fix anything. It would be a temp fix at best. But with events like the undaunted event it wouldn't do much if anything because there would still be overflowing numbers of people queued up and not enough tanks or healers.

    Works great in other games.
  • Rinthetharmo
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    No thx, its great the way it is now with the role system. I alr dislike when ppl sign as fake tanks and the wholle group struggles because of it, not all normals can handle this without effort. Suck it up if ur not a tank or healer, and ask around for a group instead.
  • wolfbone
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    The Role system places players in a group based on a role. Of course not always players true to the roles. Some players just select one role just to get into a group faster. Here is the core of the problem with the group finder and whats holding it back and causing great strain on it. There are more players waiting then dungeons getting filled. Under this system. Group dynamic. is something like 2 dps, one tank one healer a system that isn't optional. Because there is many that just want to fast kill things and get their daily reward. There are far more dps then there are tanks or healers this boggles up the system forcing groups to have a healer or a tank. This causes long waiting periods, Unless you queue up as a tank or healer. Then its faster because there is more need for tanks and healers then there is for dps. To fix the issue will require removing the role system requirements all together for Normal dungeons maybe keep it for the vet dungeons.

    What this would do is prevent the system from being so boggled down with requests as there will always be more dps then healers or tanks. So it would all be random but because of the dynamics you will likely see a lot more of groups consisting of four players all dps and for normal dungeons this might be all that needed anyway. As tanks and healers are not as important as the most harder content they have in the game. I know players might not like this idea but I think it has to be done to make the group finder work and also make events like the undaunted event even possible.

    So boons from removal of role requirements for normal difficulty version of the group finder.
    System isn't boggled down by requests
    Dungeons queue a lot faster placing less strain on the group finder.
    Lag might be reduced because the system isn't as overloaded with players trying to get into a queue they would already be in the dungeons they queued up with the role requirements removed.
    Group Finder will be more functional and it wouldn't be boggled down as it is now.

    Cons
    Content might be more difficult without a healer or tank in some cases but not as needed in Normal dungeons. So removing the group requirements for normal dungeons might leader to it being slightly more difficult depending on the content.
    Players might rage quit queues because they might consider the dynamic unfair.

    it's really not. the real problem are people who que as a role knowing full well they can not do that role.
  • Muizer
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    Personally I would like to have a "opt out" for role requirements.

    It's a relatively simple change that would allow better self-regulation amongst players.

    Chances are if such an option were available, those 'opting in' would include pretty much all tanks and healers and dedicated dps anyway.
    Those opting out would probably be impatient dps and multi-functional builds.

    I'm saying this as someone who mains a build that's designed for self-sufficiency. I've always found it uncomfortable to list myself as 'dps', when I know I've willingly given up dps for survivability (self heal / sustain). I'd like to do the group content, but not 'competitively' so to speak and an opt-out-of roles would pretty much ensure that.

    Edited by Muizer on January 9, 2020 9:27AM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • FierceSam
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    bmnoble wrote: »
    Make a DPS benchmark test a requirement to unlock the option to queue as a DPS, not a large requirement like people expect to join trials, somewhere around 15K - 20K min damage per second once you hit CP160 that way you at least get 30- 40K group DPS from the Damage dealers instead of a combined 10K which I have experienced.

    Before that players reach CP160 they are exempt since they are still leveling and may not have all their skills yet.

    If people playing the support roles could know for certain that they were going to get 2 damage dealers capable of doing enough damage to clear the dungeon provided they do their support jobs right, then they would be more likely to use the group finder, hell it would be good even if you got a fake healer for the tank to know the group they will get will be able to do the content fairly well.


    What drives them away is groups that struggle to clear the trash mobs, struggle with each boss fight, due to low DPS making a dungeon a slog that might not even be finished thus a waste of time.



    For example, been farming Sanctuary set pieces on my tank, did a run through of Banished Cells 2 not too long ago:

    Got a fake healer, no big issue I have a resto back bar, so I both tanked and healed the dungeon, the group struggles on every boss, I keep the bosses focused on me, keep them all healed provide resources with orbs, debuff the boss, group the ads, takes a bit of time but we get through all the bosses till the last one.

    I keep the boss focused on me and all the Daedroths he summons focused on me, while keeping these 3 DPS alive.

    Of course you would expect everything to go fine based on what I have said, 3 DPS and a tank/healer.

    Things don't go fine, the DPS don't seem to have a clue about the orbs that heal the boss, even after explaining it to them in chat, they expect me to deal with them, and for awhile I do, that is until I have about 12 Daedroths focused on me and can't even see the dam things anymore.

    Anyway I carried on kept these 3 alive the lowest they manage to get the bosses health to is 70%, around that point I am no longer able to deal with the orbs, despite me keeping the boss as far away as I can from where the orbs spawn, so they should have plenty of time to intercept them.

    I keep the Daedroths focused on me as well as the bosses, provide heals when a stray Daedroth reks one of the DPS who managed to aggro it.

    None of the DPS have died at all during the fight, mind you, they either develop tunnel vision on the boss or start trying to kill some of the Daedroths (which spawn faster than this lot can kill them)

    Eventually though gets to about 18 Daedroths by this point I cant even see them to be able to target them to draw them to me so a handful of Daedroths start killing these 3 DPS off, none of them bothers to trying to rez anyone, so I do, each DPS dies at least once but I get them back up fairly quick.

    The problem is while I am wasting time reviving this lot, I start to lose control of more of the Daedroths and the DPS start dropping like flies.

    Once all three are down, I can't rez them fast enough to prevent them being killed again, eventually the enemies overwhelm my tank and the group wipes.

    That last fight was around 30 minutes, in addition to about the 25 minutes clearing the rest of the dungeon before hand. None of them died till the last 5 minutes of that 30 minutes they were active and supposedly doing damage the whole time.

    Group refused to kick anyone after this, I give them one more shot in the hopes that they have learnt something.

    Same exact crap happening again, DPS ignoring the orbs, same tunnel vision on the boss or the Daedroths no real progress on either.

    15 minutes into this second attempt at the final boss, I cut my losses, telling them in chat the DPS was way to low and leaving group. God help the tank that got brought in as a replacement afterwards.


    Now had this been Vet I could have understood low DPS, but this was on NORMAL, all three DPS were above CP160, the lower level groups I had, during the day before this did not struggle as much.


    I have had similar bad runs to this but most of those were in DLC dungeons but every now and then I am surprised to have something like this happen in one of the base game dungeons. (couple other examples DPS who did not know how to break free in Direfrost's last boss, seems to happen a lot and a group of CP810's that took an hour to clear City of Ash 2 due to low DPS)


    This kinda stuff drives people away from using the group finder, I still do on occasion because I still get plenty of good groups but having a few bad groups waste an hour or more of your time, even if it only happens once in a day of play, let alone the unlucky days when it happens repeatedly, does nothing to make people want to use the group finder more often.

    I agree, although BC2 is quite an extreme example. Like the other ‘2’ dungeons it has deliberately complex final boss mechanics, so it can be a challenge even for more experienced groups on normal.

    The issue with the group finder is that you will get a random group of players, with random abilities, in a random dungeon. You have never played with them, they may never have played that dungeon before, they may be way more/less experienced than you are, and CP is no indication at all of ability. If we accept the random challenge, then we need to accept that sometimes it’s going to be harder than other times, especially with normal dungeons.

    I’m not sure how players are supposed to learn how to run dungeons if they’re not going to do normal dungeons.

    I agree that as a Tank it can be annoying when your group has low dps, but in most cases (and BC2 is not one of them) you can overcome bosses by playing the mechanics. Sometimes it just takes a few more tries than you’d like.

    That said, the main reasons you see fewer tanks in the group finder is that unless you enjoy the role there is fundamentally no reason for players to be tanks and any good tanks will be immediately co-opted into guilds where they will find more than enough players ready to form premade groups so they don’t have to search for random players.
  • Greevir
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    Sure, remove role requirements. But also remove the ability to kick players so that when I, as a healer, do *** dps, I don't get kicked.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • MerguezMan
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    I see 2 issues:
    - the queues take wayyyyy too long, probably because the GF can't find 1 tank, 1 healer and 2 dds to pair together. Or because the GF is deeply broken.
    - players enlist as fake tanks or healers, which can make the dungeon way harder.

    There are several ways to fix this:
    - Add an option for disabling roles. You do understand the possible results and accept to attempt the dungeon as 4 whatever-role players. Maybe 4 tanks, or 4 healers, who knows ? (the next thing you would ask would probably be "disable penalty for leaving role-disabled group", but hey, you did accept the full random thing as a start, eat it up !)
    - Add a "meter" displayed before queueing, that shows how many tanks, healers and dds are currently doing and/or searching dungeons (something like Alliance player meters before entering pvp campaign), so you know which role to enlist as for fast(er) matching.
    - Add conditions to enlist in search as a given role (you need at least 1 taunt skill to be tank, 1 group heal to be healer - and more statistics on veteran mode)
  • TheGreatBlackBear
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    I miss the days when you could queue as all three roles. So you didn't know if you were going to be fake tank or fake healer until you got in. I remember running through vet scalecaller in a group of four stamblades. Makes me nostalgic for a simpler time.
  • idk
    idk
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    MerguezMan wrote: »
    I see 2 issues:
    - the queues take wayyyyy too long, probably because the GF can't find 1 tank, 1 healer and 2 dds to pair together. Or because the GF is deeply broken.
    - players enlist as fake tanks or healers, which can make the dungeon way harder.

    There are several ways to fix this:
    - Add an option for disabling roles. You do understand the possible results and accept to attempt the dungeon as 4 whatever-role players. Maybe 4 tanks, or 4 healers, who knows ? (the next thing you would ask would probably be "disable penalty for leaving role-disabled group", but hey, you did accept the full random thing as a start, eat it up !)
    - Add a "meter" displayed before queueing, that shows how many tanks, healers and dds are currently doing and/or searching dungeons (something like Alliance player meters before entering pvp campaign), so you know which role to enlist as for fast(er) matching.
    - Add conditions to enlist in search as a given role (you need at least 1 taunt skill to be tank, 1 group heal to be healer - and more statistics on veteran mode)

    1. There already is a means to disable roles. Form your own group. Being that even with a full group in queue the GF has not placed them in a dungeons when it has not been performing properly. That totally debunks OPs baseless claim that roles are the issue concerning the actual performance issue as they claim.
    2. Besides the meter adding more load to the GF and server itself it really does not serve a significant benefit as a DPS can pretty much guess they are waiting for a tank or healer. If they are not bothering to form their own group that data servers no purpose.
    3. Granted, having a single taunt and single group heal is the only real requirement for being a tank or healer in any dungeon including vet DLCs. But that really solves nothing as it does not require the player to use it. The only means we have against fake tanks is forming ones own group (best option) or kicking fake tanks and healers.

    But again, being that when the GF has had actual performance issues during the past couple years full groups have not been placed into dungeons or greatly hindered so the role requirement has nothing to do with the actual performance issues Zos has been attempting to fix. That is a fact and debunks OPs guessing.
  • Agenericname
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    x48rph wrote: »
    It's only 4 people not 5 in a group but I would not be opposed to this if it was limited to non dlc normal dungeons.

    Sorry corrected that.
    Well some players might not like having dlc dungeons placed into the system but that is a seperate issue that isn't related to the group finder mess that is going on right now. The issue could be solved I think just by making it so there isn't as many lines to get into a dungeon.

    Even preformed groups are having issues with the queue, so it seems like the problem with the GF is more than simply being clogged by too many DPs.

    Edited by Agenericname on January 9, 2020 3:22PM
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