I wish it would save your position in que if you dc, nothing worse than 40mins+ waiting followed by a dc :(
Printable View
I wish it would save your position in que if you dc, nothing worse than 40mins+ waiting followed by a dc :(
SE response please?
From a QoL standpoint when it comes to being able to commence, I think all these are justified, relatively straightforward changes which would give us the ability to safely do more things when queuing, and lead to less situations where people who want to commence are not allowed to. Not claiming credit for these ideas, just compiling what I see are the most common sense obvious ones that, if they were fixed, would greatly improve things.
1. If a CS is playing when queue pops, allow the person to hit commence, and end the cutscene. It will restart at the same beginning point as before when re-interacting with what kicked it off the first time. Having to cancel or rush a cutscenes to commence is major bummer, when you have to go find it at the inn to catch up that just takes you right out of the story. It especially sucks if you cancel a CS to commence but someone else withdraws anyway.
2. Reenable the option to use Teleport or Return in Open Worldwhen you have aggro so you can port and change class to commence when you're on another class that's surrounded by unshakable aggro such as in a fate in an area with aggressive enemies. You can't blame someone from being there if they've been queued up for a long time aready and want to work on another class vs stand around. This used to work, but it was purposefully changed with a patch at the request of, and the subsequent delight of, FREAKIN' NO ONE!!! It's not like people were abusing this to get out of situations where they would have been killed... either way they'd be porting back, vertically or horizontally.
3 At the time people register put a temp lock on their gearset where the current items they registered with can't be removed or swapped with lower lvl items, and when the queue pops they can hit commence from any other class and will change back to that gearset immediately since it's still there. At that point after they were switched and confirmed, they can update individual pieces under same rules in place for doing so now if they wish.
Camate you still here?
From what I've noticed most replies by Grekumah, Camate and Bayohne are actually translations of posts made by Japanese Community Reps, if you want any suggestion to be heard you will have to post it in the JP forums and then they will reply here, though don't translate text using Google, get someone who knows Japanese to make a similar thread there.
No, nope, no thanks, nuuuuuuuuuuuuuuu.
The timer was set at 45 seconds to give consideration to players who have already selected to commence the content, and as such we do not have any plans at the moment to increase this.
Thank you, if anything 45 seconds feels too long but that's mainly when someone withdraws/doesn't press commence and having to sit through it a second time. I do understand DPS have those longer queues and might be afk (I have suffered it too, tanks aren't as popular all the time as people assume).
Well then perhaps you need a warning before entering a cutscene that you are queued for a duty as you are taking the risk, not the 3+ other people.
if they up it to 60 seconds, then they'll have to make an official statement warning that they will never increase it further. because as it stands, any further increase than a minute, will just cause trolls to come out in force, and bots to get their way.
I'm a DPS and a healer, so I usually sit through an hour or two doing nothing while I wait for some instances. because I have nothing else to do. I'd prefer it if it actually is lowered to 30 seconds.
...what a world we live in. God forbid that people have to wait an entire 45 SECONDS in the first place <_< I really don't know how they manage to survive. Thank heavens for the "consideration" you gave to those people
I suppose if it was increased to 60 seconds, people would just stop queueing because waiting that extra 15 seconds is probably enough to kill somebody. Holy hell. How dare the public have to wait 15 extra seconds so that DPS who sit in queues for 30+ minutes can actually progress in their story quest and read the lore somebody worked so hard to make. Having people skip cutscenes and fail synths is clearly a better option than having those healers and tanks who get an instant queue to not have to wait 15 extra seconds.
How...considerate.
It's a wonder how some people manage to survive while waiting for their hot-pocket to heat up in the microwave.
/end sarcasm
No offense meant to anyone, however the very idea of some people thinking that waiting 60 seconds (or 45 for some) is too long in any situation...is sad.
The modern gaming community makes me sad.
Normally I am on your side in this argument if you check my post history (regarding the penalty for withdrawals). However, you are talking about 15 seconds...
3 people risking... fifteen... seconds...
My God, Oh the horror.
Let's make it so everyone queued needs to click a cutscene warning because you are too busy to "risk" waiting a "possible" 15 extra seconds. This is really what we've become?
I was thinking it might be easier to code to be able to register a gear set (that matches the queued class) that it could force-switch into when commence is clicked or when the commence window pops up:
http://forum.square-enix.com/ffxiv/t...To-Duty-Finder
There has to be a cutoff point and 45 seconds is fine. If you are queing, do not start something which you dont want to lose. Don't do 3 4 star crafts while queing. Don't start long cutscenes. Do those after the dungeon or do them before queing, or risk losing que or whatever it was you were doing.
Then let us commence when in a different Job, just force-switch it back!
As it is, you often can't get out of combat in time to switch & select commence.
This response is baffling.
Change your coding to preserve crafts or auto-switch Jobs upon selecting commence.
45 seconds usually isn't enough to exit combat & switch back to the Job you queued as (Sapsa).
It's so unreasonable to ask us to idle for over an hour in queue on the same Job, twiddling our thumbs as we wait.
Maybe if your time-estimations were even close or you listed a rough place in queue.
Leaving it as-is with the new withdrawal penalty system in place is silly.
HOW IS THE TIMER NOT SET AROUND WRAPPING UP WHAT YOU'RE DOING WHEN QUEUES ARE SOMETIMES UPWARDS OF TWO HOURS!!! YOU WANT US TO SIT AT THE EDGE OF OUR SEATS FOR TWO WHOLE HOURS DOING NOTHING???
Um... someone needs to switch to decaf... ._________.
Anyway, to address the rest of your post... Seriously, it's not hard. There's plenty of things to do that don't get you inextricably involved in something whether it be having your character deep in a zone that you know is full of aggressive monsters, or potentially losing the materials from a high end craft. Be smart about what you choose to do during the time you're queued, because the rest of us are waiting on you. Some of the players have probably already waited just as long as you. How is it fair to expect them to continue to wait?
I've never had a problem wrapping up what I'm doing to get into the queue. The few I've missed have been due to being afk or being tabbed out of the game and just plain not paying attention.
I just love the idea of needing to wait an additional length of time just for a person to not hit commence and start the crap all over again.
I for one have never had any of these problems with being able to commence my duty. I've had to spam and exit long cutscenes, get out of Fates with sprint, and had to take my controller with me because I could hear the DING! through it and commence and be in the dungeon by the time I was back at my keyboard...
...or was in yet another queue because someone didn't push it.
I've also had to blow through and hope for the best with my crafts. Stroke of bad luck that it happened while I was waiting in a queue I expected for 20+ minutes and it popped in under 10. However, if I'm queueing for any job other than dps, I'm asking for troubles if I start something and need to switch back quickly.
Because this game shouldn't cater to your specific needs over the needs of sometimes 23 others. It shouldn't even cater when you have to think of the other seven. The length of the queues is irrelevant when based on the fact that you are just one piece of the raid and those seven others are relying on you to be there for them. Not "Oh! I'm about to finish, just 10 more seconds! Oh wait, 20 more! OH WAIT! Gimme a minute!"
I've already been waiting in those same queues as you. Respect that I've been waiting and it's not about you.
Clearly, it is expected that if I'm really serious about playing FFXIV, I need to play less FFXIV. I guess when I have a three hour chunk of free time, if I want to run a dungeon to get the daily bonus, I have to queue DPS (my tanks/healer classes are 50 or very nearly there and don't need the exp boost) for low level roulette for the daily bonus and then minimize the game for two hours and find something else to do until the duty pops. Or, I could not queue and do other things in game for those three hours, but then I couldn't advance the classes I'm most interested in advancing right now.
I never knew that the low-level roulette daily bonus was only for hardcore players who are on all day. I always thought it was for casual players who only have a few hours in game so they didn't fall too far behind the hardcore players. Guess I was wrong...?
Meh, problem is, when I do minimize the game to do something else until the duty pops, by the time the duty pops, I've lost all interest in playing FFXIV for the night because I find other things to play that don't have stupid restrictions like this that encourage me to NOT play the game.
Whatever.
15 more seconds wouldn't kill someone.
And it's not like that 15 seconds would be used up every single time.
Usually getting out of combat to switch Jobs in Sapsa takes like 45.5 seconds.
So if people were waiting to the last second before for that last person to commence, they'd have to wait .5 seconds more OH NO.
It's just, there are too many occasions where 45 seconds is barely not enough.
Someone mentioned unskippable cutscenes or loadscreens even taking that long sometimes.
Leaving the timer at 45 seconds feels wrong.
I shouldn't have to wait around several minutes for people to time out each time, and then wait around 59 seconds for the slow guy. If you are slow enough to the point where you can't exit combat and switch jobs, you can easily get around this by playing the job you want to go in as while farming (which I don't really get why if you're in queue as DPS you wouldn't just stay on that job while farming open world, but whatever), or just put the job you're going to play as on your hotbars so you can change at the click of a button.
No reason I should have to wait around because people can't be bothered to even make the most basic effort to combat against the issue and instead just complain that SE should fix it. If I'm farming and something pops it takes me five seconds to get out of combat (Even in Sapsa like people are complaining about).
The only half valid point people have is the cutscene one, fifteen seconds isn't going to help you in most cases if you're actually reading the text or watching it. I don't think you should just idle around, but I think it's ridiculous that you set yourself up to fail.
^Job is on my hotbar, it's still nearly impossible to switch back in time in congested mob-regions.
To insist we have to stay on the Job we queue'd as is seems ludicrous too.
15 seconds won't kill you & it won't be used up every time.
Besides, with the withdrawal penalty in place, you hardly ever see a return-to-queue happen anymore.
Leaving the timer at 45 seconds in lieu of the changes to withdrawal feels wrong.
Other option is give us a "stall" button that bumps us down the queue a few places.
Since your time-estimates don't work, that would suffice.
The commencement message can alarm us that our time has finally arrived & we could postpone it briefly to ensure we don't miss out AND receive a penalty after waiting OVER 2 hours.
Anyway, major point being that something HAS to change SE.
My point is it's pretty unreasonable SE basically insist we don't enjoy the game while we wait in over 2 hour long queues.
45 seconds is just not enough & with harsher penalties at play now... it's worse.
You may have that kind of time on your hands but there are people who only have 2 1/2 hours to play in a day & don't wanna spend it running one dungeon & doing nothing else whatsoever.
Why is it ridiculous for you to play the class you queue as? If you're a DPS why would you switch off of DPS to go farm the open world? The only point you would have is low level roulette, and if you're leveling that way, you're probably awful.
EDIT: I also kind of want to watch you play now. It sounds hilarious to watch someone unable to escape combat or kill an open world target who's fighting you in that time. Using a level 1 weapon on a level 50 mob? Even then 45 seconds is a stretch..
Here, a proposal I made on another thread about this:
What about adding a third button to the queue pop dialog box: "Pass." Clicking it would cause the queue to ignore you for (time remaining on queue timer)+60 seconds without removing you from the queue. After that time passed, you would be back in the queue at the same place you were. Limit it to one pass per queue. Heck, allow you to pass before your duty even pops via the duty window interface, that way people can use it to go to the bathroom while in queue.
Then, you can shorten the commencement time to 30 seconds. This way, when someone is in one of those horrendous 120 minute queues and their duty pops while they're crafting or unable to lose aggro or in a cutscene, they can click the "Pass" button immediately, making it so the rest of the party doesn't have to wait even the 45 seconds for them they now have to wait. By adding the time remaining to the pass time, there's no advantage to waiting until the last second to pass. Then, the person who passed knows their queue is likely to pop soon, so they can get themselves ready and sit around. Now, instead of them having to sit around for two hours doing nothing, they have to sit around for 1-10 minutes.
The people who can't click commence immediately are benefited because they don't have to requeue and are not punished for withdrawing. The other people in the duty are benefited because they don't have to wait the full 45 seconds for people who can't click commence immediately to frantically try to get to safety. Everyone else in the queue is benefited because this will cause queues to move along quicker, meaning less time that healers and tanks sit in queues, which means more healer and tank time to run dungeons. People who like using bathrooms are benefited because they can pause their queue timer without exiting it. Everyone saves time. Everyone wins.
And despite not knowing their internal data structure, it can't be hard to insert an "ignore me for now" flag that the duty finder ignores, but which doesn't change someone's place. Already, if the person is of the wrong role, they're skipped over. This is just like setting their role to "afk" for a minute or so then putting it back.
Protip: it's usually faster to just kill the monster you aggro in a dense area than run through half the zone hoping they will leave you alone. 1 monster aggroed oh noes! Time to race through another 50 mobs to escape! Or just take 3 gcd to kill the offender and change jobs in the nearest corner.
Its not really all that bad. Maybe if they relaxed the first two missed queue penalties and then hit you on the third in 24 hours.
I still do stand by most of what I said on the first page, it could be a solution for further down the road but not something that could be implemented overnight.
We're not stupid. The Sapsa example you're usually in combat with more than one. Please don't assume we don't know that a single mob couldn't be killed in 45 seconds, it's insulting.
See but the withdrawal penalty isn't even the greatest issue... it's having to start a fresh 2 hour queue over again because SE's time-restraint is too limiting.
Unless you're FATE farming and fighting a FATE boss solo, or fighting four enemies three of whom are sleeped, or in a FATE where monsters are constantly spawning and you have to run out of the FATE (and, in some places like O'ghomorro, right into other mobs), or (most likely) you finish off the mob only to have another one suddenly turn and aggro onto you causing you to miss the queue... I mean, sure, these don't happen every time, but they do happen. To me. Five times this past week.
:P
I did read one example...I would agree that a commence should not happen until "Players A-D" are finished with Cutscenes. That is one thing that should be taken into consideration.
FATES, Crafting, Levequest...no.
-Tari
P.S. And 15 seconds extra is correct when it's only one person. But we have 20 servers with 2.5 million players...that is a lot of time added up. :)
There are no penalties for the 1st 2. The 3rd is the 1st time you get hit with a penalty. Not sure if you just worded that funny or you misunderstand the penalty system.
Insulting or not, I have now played this game virtually daily for over a year and have not once missed a cue because of over world mobs. Not once. I have from fates and other stuff but never just random over world aggro. If you somehow frequently have that problem then I can draw no other conclusion except that it's you.
So to get this straight, you purposely switch from one DPS to another DPS, then go to an area that (even though it's easy to get out of combat and you're just awful) you know you'd have trouble getting out of combat in FOURTY FIVE SECONDS (since you said you have your job switch on your hotbar), and that's SE's fault? Should every mob just be non agro for you too?
But having other players deal with a flow of people who are never ready is ok, even if it doubles the wait time?