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The queue system for dungeons. Does it need to be fixed or replaced.


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#1 HappyDays

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Posted 14 May 2015 - 17:51

We have had many a talk about it. Maybe it is time for another. A discussion on how you the players who visit these forums feel about it for getting dungeons. Do you like it, find it useful, unuseful, do you hate it. Any ideas if you do find something wrong with it, on how to fix it.  Would you like hcs to work on this and fix it ??

 

I will go first. From my point of view it is very unhelpful. Back when I first started people did queue and I used to use it for dungeons. As time wore on, less and less were using it as people would all be ported especially when it came to lvl 40 dungeon, realise we did not have the means to finish said dungeon and leave. Over time from my point of view people just stopped using it because it was not reliable at all, it was useless. Even when the player base was somewhat stable.

 

So it became a relic in the corner to give the mirage that you could click on it and get a group. You can't anymore, no one uses the queue and I personally feel it needs a big overhaul and hcs need to start fixing it and not just having it for easy porting around.

 

I believe and only in my personal opinion to players who try to use it and no one joins queues that it screams dead game and could be a potential factor people leave the game early.  I think hcs should look into it and COMMUNICATE WITH THE POPULATION and come up with something together we think could work.

 

I am really interested to see if anyone comes up with some fresh ideas or pulls the ones from old threads so we can look at them and discuss.

 

For me, with how the population collapsed again, I am beginning to see tanks and healers as not the way forward in the queue system. The queue system needs to be more versatile in how it responds when one of those classes or both are not in the 5 man/woman group.

 

Either it needs to buff the group as a whole to withstand missing certain char type or providing some  artificial intelligence players to lend a hand for maybe a slight loot decrease.

 

Or do you think something should replace the queue system  or have some ideas opinions yourselves in thread. Sound off below. Hopefully if thread gets some decent bebate and input, hcs will post and dicsuss with us and really listen. Better to finally replace or fix the queue if people think something is wrong, and could stem having to keep creating new routes for players who can't find groups in chat etc.

 

 

 

 



#2 Anameisaname

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Posted 14 May 2015 - 18:54

I think i suggested this plus the multiple talent system a few times but it doesn't seem like they care, it looks like eldevin is just a dying game for them that they want to milk off while they still can.

 

Lol i saw this in the article 

 

"Stewart said that the company has invested more than $1.6 million to develop Eldevin."

 

I wonder where that money went.. Quests probably, the useless thing most people skip over just to reach max level, if they spent that money on end game dungeons and gameplay.. Even if all quests were "kill 10 rats" it'd still be a lot better game :/

 

They gotta fix their priorities.. They worked months on a friendlist revamp, which most of us don't really give a damn about.. Sure being able to track where sd is would be neat but otherwise useless because we already know our friend's alt names... 



#3 KeS

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Posted 14 May 2015 - 20:27

replace the system; it really have no use other than  queuing to the dunegon


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#4 ultramus

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Posted 14 May 2015 - 20:56

For the queue system to work properly the group creator should be able to specify what they are looking for, and then the system should display a list of available openings and what is needed (tank, healer, or dps). Players could then sift through a list of available groups and then fill out the spots. 

 

Future dungeons could probably be designed without the necessity for a templar/healer combo as well. Like a dual-scenario where the dps have to keep attackers from breaching or climbing the walls and the other option to storm the enemy camp below with a tank/healer group.



#5 ComradeLewis

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Posted 15 May 2015 - 04:22

I know all the elitists are going to hate this answer, but there is no player base for making this more complicated and more versatile. What they need to do at this point is decrease the difficulty of dungeons so that any random group of players can queue for a dungeon and complete it.

 

Tanks and Healers should be a class that makes dungeon runs faster, not essential for completion. It should be a viable option for 5 rangers, or 4 assassins and a mage to finish any dungeon, only at a slower pace. Then you would see people use the queue system, because you wouldn't ask yourself "do we have the right composition of 1 tank 1 healer and 3 dps for this?" It would be, "we have 5 guys? okay, let's go."


Edited by ComradeLewis, 15 May 2015 - 04:22.

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#6 Bigfoot

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Posted 15 May 2015 - 05:51

Yes, would be nice to see some changes.


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#7 Huxtable

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Posted 15 May 2015 - 07:54

Let players decide which role(s) they want to fill when joining, and (as I and a few other have suggested) give us a dual-spec option.

Letting players choose a role or two (dps, heal, tank) is probably more useful at lower levels when players are learning their class and/or have a few points in multiple talent trees.

Dual-spec, among its many other advantages, would help alleviate situations where, for example, 2 tanks and 3 dps are looking to group for the same instance--one of the tanks could switch to warrior dps, one dps could switch to healer. Just as an example... Both of these would speed up getting a group, take some of the strain off of the smaller player-base, and make the LFG system more useful.

 

@ComradeLewis I don't hate your idea, in fact I don't want to like it as much as I do. It helps solves a problem, sure, but people get into very bad habits when they don't take the time to learn dungeon mechanics and class roles. And conversely, rather than have 5 dps be the norm, I think it should be more of a rarity to finish a dungeon with, say, 4 mages and a tank, or other unusual combos.



#8 Ant

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Posted 15 May 2015 - 22:14

I feel bad for anyone who actually tries using it, especially new players. I know some players may sit there for a hour or two waiting for a group and the waiting time is pretty deceiving.

 

Maybe it would be nice if you could choose from LFG, inspect them and select who suits and you won't end up in a group with someone you don't get on with either.

 

Currently it's more like a group tele service, any improvements would make life better for us all and maybe help new/old players make friends easier as not everyone likes to talk in global chat.

 

How soon until something will be done though it's anyones guess.


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#9 rowbet

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Posted 16 May 2015 - 08:23

... and (as I and a few other have suggested) give us a dual-spec option.

 

I think a better way to achieve the same thing is to make all the dungeon rewards (especially relics, but excluding quest items) account-bound rather than character-bound. 

 

Dual-spec solves some things. But there are three major classes needed for dungeons and so dual-spec is still limiting. And, we already have the scope to be hexadeca-spec'd - provided we can reallocate the rewards appropriately.

 

Let players decide which role(s) they want to fill when joining

 

Fully agree with this. Making the group system account-aware rather than just character-aware would achieve this end too.


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