ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
ForzaRammer wrote: »On top of this, it also put more stress on the server.
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Group Finder is not the place to learn dungeons. It's simply a tool to find a group to run a dungeon. Nothing more, nothing less.
If anything expects anything beyond this, they are in for disappointment.
If your goal is to actually learn a dungeon, join a guild or make friends with the same goal. Don't expect three strangers from GF to do what you want to do.
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
Only issue I have with group finder is if you’re a DD it’s takes forever to queue. If you’re a tank or a healer, instant pick up. Only issue I have with who I’m grouped with is fake tanks, fake healers. Like, tired of getting “healers” with bows shooting light attacks and acid spray and not actually playing the role they queued for. Or Tanks who are actually DD’s for pvp and no taunts. And lately, for whatever reason, DD’s using S&B.
Dps queues suddenly become much longer, outside of that pushing fakes into veteran will not be pleasant.ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
So your solution is to let players only
1. Select only one dungeon
2. Wait until 3 other people have also selected said dungeon
3. Field infinite amounts of anger generated by these 2 decisions.
How about this?
Do what you suggested, but instead also have a "I'll play whatever" queue. That will fill these empty spots quickly instead of waiting for hours for your 4th dps to show up. Maybe call it... "Random Dungeon" queue or something like that.
By taking that queue away, you increase wait times.
Regardless of the actual mechanics of how the dungeon finder actually work. Your suggestions will by their nature make it more difficult to match with people. And I'm certain that this system is far more complex than you might think, because if there was a "simple fix" they'd have done it by now.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
So your solution is to let players only
1. Select only one dungeon
2. Wait until 3 other people have also selected said dungeon
3. Field infinite amounts of anger generated by these 2 decisions.
How about this?
Do what you suggested, but instead also have a "I'll play whatever" queue. That will fill these empty spots quickly instead of waiting for hours for your 4th dps to show up. Maybe call it... "Random Dungeon" queue or something like that.
By taking that queue away, you increase wait times.
Regardless of the actual mechanics of how the dungeon finder actually work. Your suggestions will by their nature make it more difficult to match with people. And I'm certain that this system is far more complex than you might think, because if there was a "simple fix" they'd have done it by now.
It’s by design to make it harder to match for LOM to achieve performance gain, as well as stop people who specifically que it waste my time.
Remove features completely is a great way reduce computation. Select only 1 dungeon is perfect fine for those who just want to do the pledge dungeon anyways.
A feature work to my disadvantage is a feature I advocate to remove.
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
So your solution is to let players only
1. Select only one dungeon
2. Wait until 3 other people have also selected said dungeon
3. Field infinite amounts of anger generated by these 2 decisions.
How about this?
Do what you suggested, but instead also have a "I'll play whatever" queue. That will fill these empty spots quickly instead of waiting for hours for your 4th dps to show up. Maybe call it... "Random Dungeon" queue or something like that.
By taking that queue away, you increase wait times.
Regardless of the actual mechanics of how the dungeon finder actually work. Your suggestions will by their nature make it more difficult to match with people. And I'm certain that this system is far more complex than you might think, because if there was a "simple fix" they'd have done it by now.
It’s by design to make it harder to match for LOM to achieve performance gain, as well as stop people who specifically que it waste my time.
Remove features completely is a great way reduce computation. Select only 1 dungeon is perfect fine for those who just want to do the pledge dungeon anyways.
A feature work to my disadvantage is a feature I advocate to remove.
Ok. Clearly this isn't about queues. Or performance.
You're just complaining because you don't want to do hard content. And you want to be rewarded for that.
Too bad.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
So your solution is to let players only
1. Select only one dungeon
2. Wait until 3 other people have also selected said dungeon
3. Field infinite amounts of anger generated by these 2 decisions.
How about this?
Do what you suggested, but instead also have a "I'll play whatever" queue. That will fill these empty spots quickly instead of waiting for hours for your 4th dps to show up. Maybe call it... "Random Dungeon" queue or something like that.
By taking that queue away, you increase wait times.
Regardless of the actual mechanics of how the dungeon finder actually work. Your suggestions will by their nature make it more difficult to match with people. And I'm certain that this system is far more complex than you might think, because if there was a "simple fix" they'd have done it by now.
It’s by design to make it harder to match for LOM to achieve performance gain, as well as stop people who specifically que it waste my time.
Remove features completely is a great way reduce computation. Select only 1 dungeon is perfect fine for those who just want to do the pledge dungeon anyways.
A feature work to my disadvantage is a feature I advocate to remove.
Ok. Clearly this isn't about queues. Or performance.
You're just complaining because you don't want to do hard content. And you want to be rewarded for that.
Too bad.
Too bad for you because the last poll i saw, majority of player don’t want dlc dungeon from random.
allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »Zos’s spaghetti code is not even running smooth with this basic feature, op requested unnecessary features will negatively impact game performance.
If anything zos should remove random dungeon completely, just move the exp elsewhere, like pledge. This will not only stop people getting liar of massalork from que, and also reduce server load.
What player is like ‘oh please surprise me with a dungeon, I don’t even know what dungeon I want’?
Me? I like that.
Perfect, then randomly sample a dungeon name.
If you are too lazy to write 4 lines of code. Here is what zos can do.
Add something called random dungeon sampler, basically sort dungeon name alphabetically. Sample an integer in the index range. Display that name of dungeon at that index.
Then player can proceed to que that dungeon via specific que.
The benefit of doing random is that you potentially get paired with people who want to do specific dungeons. Filling roles they need to do that.
Me just putting in a single dungeon only matches me in the event that I happen to pick that specific dungeon.
I don't know if you've ever tried that for a specific dungeon, but the wait time is bad. Like. Really bad. Do not recommend.
So you are saying just because you qued just lair of massalork, 3 other people who happen to que random at same time, must do lair of massalork or waste 15 min.
On top of this, it also put more stress on the server.
Damn right people who qued LOM should be only matched with people who qued LOM.
Why? Random dungeon is just = don't care which dungeon. I definitely prefer something like Lair vs Fungal 1, but I'll take either when I chose random. That's the point of random.
So to you, a truly uniformly random selection is bad? But letting some dude who qued specific dungeon (thus pick the dungeon) at the same time as me queing random que is good?
What you like is not truly random index. It’s a constant value index that I am not shown.
I'm saying that I'd rather have a group get built. Using the GROUP FINDER than wait forever because you don't like LOM.
Do you want increased wait times? Because that's how you increase wait times.
What increased wait times? Certainly not for FG1.ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
So your solution is to let players only
1. Select only one dungeon
2. Wait until 3 other people have also selected said dungeon
3. Field infinite amounts of anger generated by these 2 decisions.
How about this?
Do what you suggested, but instead also have a "I'll play whatever" queue. That will fill these empty spots quickly instead of waiting for hours for your 4th dps to show up. Maybe call it... "Random Dungeon" queue or something like that.
By taking that queue away, you increase wait times.
Regardless of the actual mechanics of how the dungeon finder actually work. Your suggestions will by their nature make it more difficult to match with people. And I'm certain that this system is far more complex than you might think, because if there was a "simple fix" they'd have done it by now.
It’s by design to make it harder to match for LOM to achieve performance gain, as well as stop people who specifically que it waste my time.
Remove features completely is a great way reduce computation. Select only 1 dungeon is perfect fine for those who just want to do the pledge dungeon anyways.
A feature work to my disadvantage is a feature I advocate to remove.
Ok. Clearly this isn't about queues. Or performance.
You're just complaining because you don't want to do hard content. And you want to be rewarded for that.
Too bad.
Too bad for you because the last poll i saw, majority of player don’t want dlc dungeon from random.
Polls or not. ZoS makes the call. And they want people playing their new content.
ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
El_Borracho wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »allhailskippy wrote: »ForzaRammer wrote: »On top of this, it also put more stress on the server.
You're gonna have to back that one up.
Before i explain, i must ask, do you code at all? I am mediocre at best on coding, but i understand how simple que works, and only remove from the head the que is less computation than allowing removing from middle of the que.
Yup. Professionally.
Please also factor 3 distinct roles in your queue explanation.
And the fact that there are 20 something dungeons to select from.
Essentially my solution is 6 simply que for each dungeon, 2 for each role, low prio and high prio, no cross check between different dungeon, only check if que is empty with in same dungeon. To encourage behaviour lower ram usage, only allowing que 1 dungeon at a time, player can sit in more than 1, but pre ready check check should be auto fail.
On your screen you can see if you are qued, which means server is already tracking it. When a player que a dungeon, an obj is added to a the end of the low prio que based on role, check the other 5 que. If at least 1 que for all 3 role is non empty, select the first element in que, high prio over low prio.
Player who ready checked but did not join dungeon is moved to the back of high prio que. player who failed ready check is not in that que anymore. No need to remove player from the middle of anyque, simply auto fail the ready check when 1 of the player status does not meet requirements.
Tell me, how exactly can the current system not do cross check between different dungeons?
Dude.... what?
Right now, it takes much, much longer to queue for individual dungeons than it does through the group finder. Now, imagine adding in having to find a player at or near my CP level
HARD PASS
ForzaRammer wrote: »Yes, my solution will definitely result in longer que in non pledge dungeons. That’s by design to improve performance.
ForzaRammer wrote: »Why not just form your own group for non pledge dungeons? There is no que for vdsa or vbrp anyways, I honestly don’t mind removing dungeon finder completely.