I play around like 5pm-10pm PST and Primal is completely dead now.
Like, 4 High end duty groups up vs 150-200 on Aether.
Something has to be done about this sooner than later.
Printable View
I play around like 5pm-10pm PST and Primal is completely dead now.
Like, 4 High end duty groups up vs 150-200 on Aether.
Something has to be done about this sooner than later.
Welcome to prisoner's dilemma with DC travel.
You have to DC travel to Aether because everyone else is too.
We're either gonna wind up with cross-DC duty/party finder...
or reward incentives to reverse DC travel to low pop DCs.
https://cdn.britannica.com/55/91955-...n-strategy.jpg
Square enix and implementing features without thinking them all the way through
Name a more iconic duo
WoW and Blizzard not QA'ing. SE might do things awkward but at least evergreened stuff isn't broken like anything more than 2 years old in WoW.
They couldn't even add the Garrosh skip to Siege of Orgrimmar correctly the other month. It d/c's you when you use it.
The skip is also present in wing 1 of LFR SoO... which should be impossible, because there is no Garrosh in wing 1 LFR...
Yes, if you're interested in how that paradox plays out you indeed do get trapped and teleported to an empty room with no boss.
Check WoW forums for d/cing complaints.
Also check wing 1 of LFR siege of orgrimmar for lulz.
I'm also still waiting on them to fix the memory leak in the crafting UI they added in 10.0 as well. If you try to afk craft a few thousand things with the "create all" button it leaks over a gigabyte per hour.
Disable DC travel. Problem solved.
Amusingly enough, I've never been able to use DC travel at all. I'm assuming it has something to do with my ping being very high. I can make characters on other DCs just fine, but the feature itself curls up and dies if I attempt it.
The DC travel issue isn't something that QA would have caught because it's not a bug. It's players using the system in a way that SE did not anticipate.
I'm not certain it's something that any development team would have anticipated. They're thinking about what the system is intended to accomplish.
Players are the ones who think in terms of "how can I use this to my greater advantage" . Get a couple of hundred players together for a brainstorming session so they can bounce ideas around and they would have hit on all players congregating on a single data center before long.
The ability to play with friends on other DCs is a feature of high value. Disabling it outright would do more harm than good, even with the PF issues.
They could mitigate it by only allowing people to post listings on their home DC. There would still be people switching DCs to look for PFs to join, but without the ability to create new PFs more people would stay on their home DCs.
Maybe also only allow people who are on their home DC can queue their party, so at least one person has to be from the DC. This further addresses queue starvation problems on lower population DCs where people leave just for faster queues.
The DC travel feature is great for playing with friends who are on other DCs. The problems we're currently facing with DC visit are primarily a side effect of people using DC travel not to play with friends on other DCs but just to leave their DCs. Leaving because of fewer PF listings or slower queue times only decreases the PF listings and increases queue times even more, making more people leave because of fewer PF listings or slower queue times.
Raiders gathering in one data center which you can access easily is bad.
^i can imagine that would just make it worse, there is already way too many people who will join parties but won’t make them, people will still flood to aether because of its dubious reputation and now you just have the same number of people trying for less parties (this may even give the feeling that parties fill faster so even further encourage moving to aether)
Or alternatively it may just encourage people to actually transfer to aether
I see it unlikely that they'll disable DC Travel just because of high end PF. There are many other reasons people DC Travel.
Maybe they can utilize the carrot and focus on incentives for staying on your DC. But they'll need to be good enough to mitigate the advantages that players are seeing now. Either that, or they can implement the stick like I've seen some suggest and give penalties or not being on your home DC in regards to PF. One suggestion I saw was that only someone from the home DC can start a PF. So that way people can still have the other reasons they use DC Travel but mitigate some of the effect on the PFs.
I played anemos on content and I still have no idea how the devs expected people would interact with anemos considering they made it very clear they didn’t like fate trains
But the way they made pagos to break up fate trains also makes the only other feasible way I can imagine the devs thinking eureka working (that of 20 or so small groups each trying to pop a different fate) is also ruined by the fact that pagos NM’s block each other from spawning
Between the hostility towards how the playerbase interacted with anemos and how they designed pagos I have literally zero idea how the devs wanted us to interact with eureka
The ability to move waymarks during combat was a feature of high value, but people used it in a way that negatively impacted the game so it was taken away.
I doubt SE would actually disable DC travel, but if they did I would have no sympathy for players having to lay in the bed that they made.
Imagine if they made an FC buff that is just a +5 to all loot rolls.
The ability to move waymarks during combat was abusable in ways that greatly reduced the difficulty of content that was intended to be difficult, and there was no way to eliminate that possibility of abuse except to take it away entirely, so of course it was taken away. DC travel doesn't directly affect the difficulty of fights, just how quickly one can assemble a party in PF or DF, and that can be partly or mostly fixed without taking the feature away entirely.