Just blame the players for abusing the system that was designed to allow players open for entering a in progress dungeon to help out a party that lost a member for whatever reason, not to fish for your own personal benefit.
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I'm still confused as to how Join a party in progress also = new group.
I think the basic fix and function to the issue is right there.
this is a cause and effect situation. the effect is people fishing which is annoying, yes. but the cause is CT itself. the raid came out at a time that is less than optimal. personally, my main is almost full 90 while my back-up (and only other job) uses CT for gear. after finding out which piece drops by which boss, i then cater my run towards that particular goal. i am a fisher but not for a 2/4 or 3/4. the only items i need are from the 1st two bosses and myth tomes are easier to get then candy. moral of the story, not everyone who fishes is looking to swoop in on the last guy. sadly, i only see it getting worse in the future which is why after 2 more weeks or 1 week and 1 lucky coil, i will be able to avoid that entire mess until 2.3!
i don't see how that would limit Fishers in any way, that would actually seem to GREATLY ENCOURAGE it unless there was a lotting restriction on join in progress such as Greed Lot only or something, why should a last minute entry into a dungeon get the same lotting access as those who did all of the legwork to get to Achgeron
It's not designed for you to only get an in-progress dungeon. It's designed to ALLOW in-progress instance if they come up before a new lease does. Square does not (nor should they) want you to be able to selectively queue for dungeons that are half completed. Do you have any idea what that would do to queue times for CT?
before anyone gets more warped ideas
What they really want you to do with the in-progress option (9:00-11:00)
all they have to do is put in a 30 or 60 second cooldown on missed or ignored queue pops and it would fix the entire problem.
for people playing normally and something comes up that causes them to have to miss a queue it would be completely negligible
for people that queue 50 times in 5 minutes looking for an almost finished dungeon it would turn that 5 minutes into 25/50 minutes completely destroying the reason they're doing it to begin with
Why do people want to finish dungeons faster by getting last boss ?
Because the game isn't fun and they only want the myth tomes for gear ?
Solution : Make game more fun .
http://forum.square-enix.com/ffxiv/t...86#post1784586
Like it, get it asked. Stick it in the OP too.
Fragmenting the queue is bad for the overall health of the game. Supporting players that want to skip content is also the last thing that should ever be done in an MMO.
Your example is perfect. If the player community was really so willing to help other players without being encouraged by an incentive, then we wouldn't have needed the duty roulette in the first place. We'd see experienced players clicking on each of the lower level dungeons manually and jumping in to the queue without the duty roulette bonus.
Obviously, that didn't happen. And it wouldn't happen, because people simply aren't altruistic.
Do I wish that we didn't need incentives for people to be nice to each other? Of course.
Do I think selfishness will disappear if we just sit down and wish it away? Not a chance.
I don't think you're understanding my post at all.
There is no such thing as a "life calling" to play DPS. Players weren't born with an orientation towards playing the DPS roles. Players make a conscious decision to play something that they know (or soon realize while leveling up) is an over-popular and undesired role for party content (i.e. a vast majority of this game.
I never said you do not have the "freedom of action" to play DPS. Of course you can.
I only object to the idea that the problems shared by DPS players (long queues and being victims of fishers) is the net result of their own choice to play DPS, and no other reason. The nature of their collective existence is what produces these so-called "problems" they encounter.
Players in these roles do not have the right to have their complaints addressed when the problem is created by them and can only be solved by themselves.
Having players join in-progress parties that are the furthest progressed in a dungeon is the best-case solution. It benefits one player greatly because they can skip the previous content, and the rest of the alliance because they very likely need to fill out their party. I'm sure you've been in a situation where you're standing around waiting to begin at the entrance of Behemoth, Acheron, etc waiting for the last tank or healer to join in. How is it possibly not beneficial to everyone to prioritize this 2/4 or 3/4 progress alliance to the top of the queue, and for fishers to actively seek those alliances?
Fishers are absolutely in the right here, because they are needed the most by parties who are hung up waiting to fill up their alliance.
There is no problem in the system. The only "problem" is the complaining by players who are frustrated by clicking on commence duty and having others withdraw. Again, read my previous post to see how this is a problem generated by the imbalance of roles and the active choice of individuals to play undesired roles.
even though you say you are new to mmo's this is the best suggestion i've seen in this entire thread. just cripple the rewards the fisher get depending on how far into the dungeon you are. if you queue into a party that's on the second boss and you are able to engage and help defeat the second and third boss you only get 2/3 of the normal rewards. say with wp you get 30 myth for beating all 3, but if you join and fight pudding and king you'd get 20 tomes on completion. i just don't think the idea of giving the full reward for joining on the final boss of an entire dungeon leads to a cohesive community.
your idea seems to be the most efficient i've seen to combat the current issue.
I did not read all of the replies, so if someone already said this please disregard, but I would suggest that instead of doing this... just seperate the queues so people who want to join in-progress ONLY get prompted when an instance in-progress pops, so they don't have to keep declining the ones that are just starting.
Problem solved, and everyone gets what they want.
You know what? Those groups will still get filled up with or without you being able to see if its in progress and without a dedicated queue. If you don't like it stick to Party Finder or learn to cooperate with your fellow players that are just so insufferable you can't bear being in a full run with. The game isn't going to bend over for you because you want a shortcut.
I don't understand why you would not only want to take away shortcuts for players who are playing desired roles, but asking players who are selfish to abandon the duty finder.
If we are so incensed about the problem of queue fishing and long queues in general, why would we want to marginalize players who are in it for the loot (i.e. the vast majority of players)? Are we really so convinced, despite the overwhelming evidence not only in this game but other MMOs, that players are really willing to help out just for the sake of helping out?
I can't tell if you're incredibly short-sighted or just completely ignorant of the reality: either you need to cater ("bend over") for players in desired roles, or greatly discourage people from imbalancing the role make-up (punishing DPS).
We can't have our cake (have everyone play DPS) and eat it too (expect everything to work smoothly for DPS and punish non-DPS for expecting incentives).
This is ultimately what it boils down to. Stop blaming queue fishers for trying to reap a benefit they deserve. If you want queue fishing to stop, either stop playing DPS or start playing tanks and healers.
if the window pops up then you withdraw should be 5 min wait to queue again.
No. This is completely unnecessary. There is an extremely simple solution that I keep posting and people keep ignoring.
We don't need lockouts, we don't need to hide progress, or anything else.
All we need is one simple thing: Have the "Join in Progress" button actually do what it says 100% of the time. People who check this box should simply not be matched with new parties. How hard could that be? They get to join in progress like they want, people who lost members in a dungeon still get replacements, and new parties do not get bothered or annoyed by queue withdrawals.
Everybody wins this way. I don't know why people aren't seeing it.
This would be the best way to go about it. Separate the queues completely. Win/Win for everyone.
But I warn you; this idea is logical and is, within reason, relatively easy to be able to account for and code. Tread lightly as Square detests both of these things seemingly.
2 queues is the only fair solution that also doesn't punish anyone which is always a good way to go.
This has everything to do with DPS queues. Granted, balancing role population would not eliminate in-progress fishing. However, if tanks (and to a lesser extent, healers) did not get instant queues, then they would not fish as often or agressively. And the reason that fishers get instant queues is because of the role imbalance due primarily to a preponderance of DPS players.
Players who play desired roles such as tanks and healers can and should be encouraged with incentives.
I never said I was a "special snowflake" and deserved anything. The personal attacks are not appreciated. Just because I'm defending others doesn't mean I'm inviting character attacks. Let's debate the issue and not each other's motivations.
Your personal anecdote is certainly valid. However, I contend that more people would play tanks (and still be cooperative, nice players) if we gave them more incentives. Although you don't need more incentives to continue playing a tank, other players do.
1) Yes too much players in mmos play dds roles.
2) No it does not mean the incentive should be able to skip parts of dungeons whenever they want.
Abusing a bad system. DCUO has this issue as well so they just decided to buff every party member with a defense buff when no tanks were present. Con- made tank feel pretty useless at times.
I've read this entire thread. My gut instinct was that obscuring the dungeon progress from players was the best solution because I don't like the idea of people being rewarded for being lazy (the fishers).
Now I've had time to read both sides, I agree that separating the queues is the best solution.
Say 100 lazy people queue for in progress, that's 100 people that need to leave a dungeon in progress before all of them get a spot. This is going to be way longer than completing a dungeon from start to finish.
Eventually there will reach an equilibrium between waiting specifically for a dungeon in progress and finishing a dungeon from start to finish. Certain people will prefer one or the other.
Here an actual personal attack (from you).
Here's the special snowflake.
Here's the idea you deserve anything for a role.
You know what would happen if they hid in progress dungeons? Life would go on, just like it already is in other games. Games that have the same role imbalances. Games that didn't need separated queues to fix a problem that only exists because you can see its in progress.
There's little if any discussion coming from you. Just inflated self worth over a role that doesn't want a problem fixed because:
Welcome to online games, enjoy your stay!
Let them fish for a party in progress it is their choice. Either way you will have to wait regardless. If they took out the join in progress those players will more than likely just form a pre made and guess what that's less players join your solo or duo or trio Q. Personally when I do something its always in a pre-made so I dont have to worry about other player's that dont wanna perform or be carried thru a run.
That's fine, have them stop joining. At least I don't have to switch to my main class and wait as the stupid window pops up 200 times forcing me to wait it out and not let me continue on with what I was doing before. I would RATHER WAIT longer and keep on doing what I was before.
People are mostly greedy lazy dicks. All the people complaining in this thread about queue fishers just want to finish the dungeons faster and get their rewards more easily. That makes them greedy lazy dicks, too.
There shouldn't be any punishment for being greedy or lazy.
Ok, so I had a wonderful CT queuing experience this morning. My PLD is fully geared up, but my BRD is in only DL, so I queued him up this morning for CT. I only had 2hrs to play, but hoped it would be enough. It took 30 mins for the queue to pop (was leveling my DRG while waiting). Fair enough. Down to 1.5 hrs. Then for the next 30 minutes it was an endless tank fishing operation. Twice, it sent the party/alliance construction process back to zero, to start all over again. At the 1hr mark I realized I no longer had enough time to ensure completion, which would have been unfair to my party even if it popped for real right away, so I withdrew from DF.
So for all those who fish, please consider what you are doing to the playing time of those who are facing time limitations and would like to run the raid as intended.
That is your problem and decision. The fact is, you'll be punished with 30 minutes of not being able to register again. And that will not only affect you. It will also spare the other 7 people you screwed over from having to endure another of your drops for the next 30 minutes.
I'm a little curious why people think separating 'in progress' from 'new start' dungeon would affect anyone other than 'in progress' fishers. They insist it's because people will join 'in progress' dungeons alone, and then no one will que for a fresh dungeon.
But that's not the way that would work at all. Simply put, by making it so they would only que in progress, you would effectively remove people who are already negatively affecting the que. The people who are que fishing aren't genuinely part of the que - they aren't there to help, they are simply seeking to serve themselves and are NOT making que times better.
The best plans are posted throughout this thread.
Hide the que progress
Disadvantage: Tanks will still happily join -> Quit and eat a 30 minute debuff when it's not at 2nd / 3rd boss. There's enough to do in this game as-is. This also has the issue of the fact that if you get the que fisher and he just leaves, then you are now stranded at the very start of the dungeon without a tank. Most tanks at that point that joined in progress will continue to leave, thus you may very well have wasted your entire que for nothing.
Separate the que's
There's really no disadvantage to this that I can see. If you say it's because 'people will no longer que for a fresh dungeon', I think you're wrong. I think people will happily que a new dungeon, and will be happy they don't have to deal with fishers withdrawing 50 times anymore.
Moar buttons!
Why not make more buttons? Why not make it so that you get two buttons button - 'Join in Progress Only' and 'New Dungeon or Join In Progress' that determines which que you get put into? That way, Fishers don't have to fish, and fresh starters can start fresh, and those caught in between will not be affected.
It's not just a simple matter of being greedy or lazy; the current system allows certain players (tanks) to actively disrupt, bother, and even harm other players, and they can do this anonymously and indefinitely. At least two good suggestions have been made here as to how to fix this while hurting nobody, and other methods would also work. There's absolutely no reason to leave the system in its current form unless you just like hurting the dps players. I mean, there are fixes that would make it better for the "fishers", too. I'd rather a purely mechanical fix than a system that outright punishes people, but if that's what it takes, then that's what it takes.