I'd just like a way to prevent long strings of the same dungeon. I've had thirteen days of Aurum Vale on two separate occasions.
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I'd just like a way to prevent long strings of the same dungeon. I've had thirteen days of Aurum Vale on two separate occasions.
For me the worst part of Alliance roulette is when you know you probably only got that one because enough people qued up for it solo because of WT. At least that's what I blame when it's weeks of Crystal tower stuff except on monday or tuesday when people go oh yeah WT and you finally break the streak with a Dun Scaith that has a first time bonus attached to it.
The only think I'd like being done with DF is get a notice when "adventurer in need" changes.
I'm these days "fishing" for dps or healer just to break a bit from tanking, and now I need check statuses manually every now and then.
Yea I get excited when it's dps. I can set back and relax a bit during a dungeon instead of having to contend with direction the mobs are facing, who's taking damage, who's pulling threat, where the pats are etc. etc. All I have to worry about is staying out of the aoes and killing what needs to be killed.
I get that. But they already made PF tags so they acknowledge that people are going to use that for preform. I know its primarily relief for DPS who's ques are 10+ minutes, but still. Maybe if they just made the option available if you are queuing inside the FC workshop, like how you can for diadem. And not make it a guaranteed dungeon. More like if your overall level average is greater than 61, you'll get anything between 51 to 61 depending on what your lowest level party member allows. Only with full preform. Its convoluted enough that most wont bother but available for those who want to go through the trouble. I honestly don't think that would impact the system that negatively. My old FC preformed almost exclusively, and I'm sure others do too.
If that was the case, DPS line would not be so horrendously long. As it is, DPS + healer/tank is going to be queued almost instantly for leveling roulette. That means that all those DPS's in the DPS line are solo players or DPS duo players. That means that they don't even have a healer or tank to party with, for whatever reason.
There is zero reason for Square Enix to bother implementing some convoluted mechanism for players to be able to bypass their simple solution to never-filling queues for old dungeons. That's going through a lot of effort to sabotage themselves, while the roulettes work fine and they work as intended. There's nothing broken here, there's nothing to fix here. The only problems that the roulettes have are related to the community, things like class distribution and such.
Party finder tags are there to simplify forming parties. That's obvious, yes, but I seem to need to state the obvious. Nowhere in the party finder does it state that by using it you can receive some sort of preferential treatment. The point still stands. If you want a specific dungeon (like a dungeon at your level range) then run that dungeon. The bonus that the roulette gives is there to incentivize you into running something you may not want to run, which then can be taken advantage to fill in the queues if necessary. It's not to progress you faster every day through your levels. That's the outcome, not the point of it.
By the posts I'm gathering that most people would like:
A.) A better adventurer in need system. One that notifies you and updates more regularly.
B.) A Better DF. One that includes things like group character level in deciding what dungeon it puts you into (no more sastasha runs for parties consisting of all level 40+).
c.) A DF that doesn't string you into the same dungeon over and over (if there is an option).
The only issue I can foresee is in C. If you're in queue and you've done 4 runs of copperbell back to back and someone needs copperbell and you're the only tank in queue I don't think it's fair to pass that DPS or healer by to the next one in line just because someone has done a string of dungeons. Of course that situation would be one in a million unless there is an influx of new players.
Funny thing is I remember a few years ago these same things being suggested. I am impressed by the progress they've made but I wonder why something that "SHOULD" be easy to code is not being implemented. I guess it all depends on what their management team says because even a first year intern should be able to write something that could accomplish both A and B in 30 minutes or so.