allhailskippy wrote: »ForzaRammer wrote: »Yes, my solution will definitely result in longer que in non pledge dungeons. That’s by design to improve performance.
Slow things down to make them go faster. Got it.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.
Cool. You do that. Rest of us will carry on. Me, I'd like to see a queue for both of those places.
ForzaRammer wrote: »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
Yes, my solution will definitely result in longer que in non pledge dungeons. That’s by design to improve performance.
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.
In craglorn, the tank gets way more leverage on who to pick, higher skilled dd are way more likely to be chosen over lower skilled dd.
This is great, the least chosen role deserve the most leverage. The more capable player gets to go first.
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.
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.
Well if the queue is taking too long maybe find friends or guild mates to get into the dungeons faster
Dungeon grouping is a problem in that VERY experienced players are being grouped with novices.
How can anyone properly learn dungeons when high level characters are wiping the floor before others have a chance to participate?
There’s got to be a better way of grouping players based on level on CP.
You can’t group based on “skill” because an experienced player could still play a new character. But even if they’re grouped with players of similar level, it would not be as bad because they could actually be better to show the ropes - like ZOS had hoped experienced players would.
But what do you think?
———————————————————
Edit:
Point being that I think there is a problem and how the group finder is working out for players.
There is no denying the fact that the finder is often a new players first experience with dungeons AND that there has been reported problems of high level characters rushing low level dungeons ruining the experience for everyone else.
Would it not make sense that high-level players just be grouped together? This way there is less hindrance for the high-level and low level characters.
redspecter23 wrote: »The dungeon finder puts people together. It doesn't determine individual wants and needs.
redspecter23 wrote: »The dungeon finder puts people together. It doesn't determine individual wants and needs.
It doesn't. But it could, perhaps. Which is, I think, what OP is requesting.
It's always curious to me when people respond to posts with, "The game doesn't do X because the game doesn't do X." No kidding! The conversation is about whether it could or should do some particular thing.
redspecter23 wrote: »The dungeon finder puts people together. It doesn't determine individual wants and needs.
It doesn't. But it could, perhaps. Which is, I think, what OP is requesting.
It's always curious to me when people respond to posts with, "The game doesn't do X because the game doesn't do X." No kidding! The conversation is about whether it could or should do some particular thing.
Queue times are already long. Dividing the queue into different groups of needs would make the wait much longer. I still think a good solution to one problem is creating a story mode instance for each dungeon. You get to do the quest and bosses are approximately as powerful as the random mini dolman things that spawn in overland so solo is easy. That way a player can enjoy the story not slowing others down then later join groups without worrying about missing dialog.
Rewards in the story mode would be minimal. Basically same as overland.
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.
The problem being that the group finder is often a New Player’s avenue for their first experience in dungeons.
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.
redspecter23 wrote: »The dungeon finder puts people together. It doesn't determine individual wants and needs.
It doesn't. But it could, perhaps. Which is, I think, what OP is requesting.
It's always curious to me when people respond to posts with, "The game doesn't do X because the game doesn't do X." No kidding! The conversation is about whether it could or should do some particular thing.
Queue times are already long. Dividing the queue into different groups of needs would make the wait much longer. I still think a good solution to one problem is creating a story mode instance for each dungeon. You get to do the quest and bosses are approximately as powerful as the random mini dolman things that spawn in overland so solo is easy. That way a player can enjoy the story not slowing others down then later join groups without worrying about missing dialog.
Rewards in the story mode would be minimal. Basically same as overland.
ZOS has already made moves towards this with Companions, who would be adequate team mates for normal mode.
The idea being you can do a normal dungeon with a friend and 2 companions.
The next step (imo) would be to make the dungeon quests repeatable, with a daily reward from the quest giver - like a loot box with random item from a set in the dungeon.
I think that would solve the "Story Experience" issue.
but rushing is also an issue that pertains to rewards and participation. It is not just something that affects the story experience. People often complain about the lack of cooperation and overpowered character bombing a dungeon experience.
Hence why I proposed the idea of grouping players of similar level. A team mate may have better gear set-up but the playing field could be evened out when they are still around your level.
Putting the players in a position where they would be more inclined to cooperate. -which is what this is about.
How do you design a system that better puts players in a position to be inclined to cooperate?
redspecter23 wrote: »The dungeon finder puts people together. It doesn't determine individual wants and needs.
It doesn't. But it could, perhaps. Which is, I think, what OP is requesting.
It's always curious to me when people respond to posts with, "The game doesn't do X because the game doesn't do X." No kidding! The conversation is about whether it could or should do some particular thing.
Queue times are already long. Dividing the queue into different groups of needs would make the wait much longer. I still think a good solution to one problem is creating a story mode instance for each dungeon. You get to do the quest and bosses are approximately as powerful as the random mini dolman things that spawn in overland so solo is easy. That way a player can enjoy the story not slowing others down then later join groups without worrying about missing dialog.
Rewards in the story mode would be minimal. Basically same as overland.
ZOS has already made moves towards this with Companions, who would be adequate team mates for normal mode.
The idea being you can do a normal dungeon with a friend and 2 companions.
The next step (imo) would be to make the dungeon quests repeatable, with a daily reward from the quest giver - like a loot box with random item from a set in the dungeon.
I think that would solve the "Story Experience" issue.
but rushing is also an issue that pertains to rewards and participation. It is not just something that affects the story experience. People often complain about the lack of cooperation and overpowered character bombing a dungeon experience.
Hence why I proposed the idea of grouping players of similar level. A team mate may have better gear set-up but the playing field could be evened out when they are still around your level.
Putting the players in a position where they would be more inclined to cooperate. -which is what this is about.
How do you design a system that better puts players in a position to be inclined to cooperate?
I have a very unpopular suggestion that would fix some of this. Basically no skipping content in the dungeon. Every mob and every boss must be killed to get the reward. That would slow down those wanting to run to the end some.
Many people that want a story mode want to do more than just the quest given. They want to look in all the nooks and crannies. Take their time listening to the dialog then exploring around some before going to the next part of the story. Your idea would help some but I feel most players would activate the dialog then just burn through it without giving others a chance to read or listen. As is now if another member of the group accepts the quest before you've seen the dialog you are pretty much out of luck.
The problem I see with a story mode instance is that it creates an instance for that player. An instance that might be up for quite a while as the player roams around looking at things. I don't know if that would create server issues or not?
There are quite a few players who even with companions will not be able to complete a good number of the dungeons. They do like the stories though. Most don't even want/need a reward. They just want to enjoy the story. An overland level of difficulty instance of each dungeon would make these players very happy. Wouldn't hurt the queue any because they normally don't use the queue anyway.
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.
You know, you call it an issue but for some reason last night (so like 12 hours ago Aus time) when I was running through all my 50+ toons for the normie rando XP, for one DPS the queue popped immediately, and for another within a minute and that was scary. What's going on with the queue if it's popping that quick on a DPS???
My favourite though, was on my full healer getting Moon Hunter Keep with a tank who was a werewolf which is the biggest red flag. Yes, I know there's a set they could wear but the word is "could" and they definitely weren't. That dungeon is painful enough even on normal without the "tank" not taunting and the bosses being dragged all over the place, or me constantly getting aggro because I'm the healer.
On the other hand, we burned the shapes boss so quickly I got a PS trophy for it, so... ¯\_(ツ)_/¯
Group Finder: it's always a mixed bag.
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.
Wait, why should other people be punished just because YOU don't want to run [one specific dungeon]?
Why don't YOU just queue for specific dungeons in that case instead of wanting everyone else to be punished for a feature you don't even have to use?
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.
How does it put more stress on the server? And I am guessing from some of my wait times doing specific dungeons I don't get moved to the top because I selected a specific dungeon.
The random is there to fill groups for players who want a specific dungeon. Take away that feature and there is no reason to have a random queue.