When a dungeon ends, give us the option to queue for another dungeon with the same people, instead of saying 'good game' and disappearing just to sit in the queue again for 10 minutes.
cheers
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When a dungeon ends, give us the option to queue for another dungeon with the same people, instead of saying 'good game' and disappearing just to sit in the queue again for 10 minutes.
cheers
That is not realistic. Some of the individuals may have queued for it directly to try and clear it for a quest or other reason, and not need another dungeon. Some individuals may have come from a specific dungeon roulette and want to do other roulettes. Some individuals may have queued via mentor roulette and that may be the only one they want to do (and it's a solo queue). Some individuals may be below level 50 and only have access to 1-2 roulettes.
What you can do is type /contactlist to find out which world they were on, world visit to their server and /tell them. Or you can directly add them to your friends list and /tell them. This way, you can form a party with them and become friends.
Its realistic. Just make pop up window with text "Do you want to continue with same people in next dungeon runs ?" Yes or not. After you press yes you will be automatic. invited to system made party
I think it's a fine idea. If everyone clicks yes, then it will proceed to the next dungeon with exactly the same group.
If someone clicks no, then it disbands as usual.
Not sure why it wouldn't work. As long as it can queue for another type of Roulette. For example, your group just finished Main Scenario Roulette, and then with the same group, you will be queued for the next Roulette, such as Expert Roulette.
Otherwise, if it's only for the same type of roulette, everyone will just click disband, because mostly people are only there for the daily bonus roulette. No one is keen, for example, to do another Main Scenario Roulette more than 1 time per day lol.
If there are other incentives, then maybe they will stay.
Party finder already exists if you want to run multiple dungeons in a row with the same people.
There may be a simple system for this. One chooses in advance what "yes" will mean and what all kinds of instances one will want. So even if he clicks "yes" and it is something he doesn't want, it will disconnect him right away.
And for some, seeing a constant popup will be annoying.
I know it will for me if it isn't with people i know.
And it's always fun when I run into people in the next roulette two - three times consecutively.
In the end, what you're asking for is a Drop me into the Roulette Gauntlet with the same four ppl. and then the last few will be all content that requires 8 ppl. (But roulettes are meant to help people in need of players for content. removing the purpose and the reason they get paid for running it. Thus it'll only be for 2-3 Players and them 4-6 for 8-man content)
But doing so with people you randomly meet in a random roulette that isn't a forced roulette Gauntlet as an example of above. May not work.
More so if it's not a roulette they want/planned to do. Like PVP FL, or any other roulette for pvp they may get in the future. (Or if they even have their hotbars ready in the first place)
Limits the amount of content you can do, cause as others said. New Players are more likely now a days to not have new/old side content unlocked.
And then we also have to think.
How will this interfere with existing systems and mechanics.
For one it may end up being used to ferry people into CT with one player being a CT only account.
The System would need to be reasonable. and not bloat itself or other systems.
We also have to think for who this is for.
and then for who it isn't.
and what players could potentially use it for against their or others will.
Exactly because of this, the system can automatically detect what people are missing from the roulette and then link them up after they click that they wish to continue. How simple. And the popup with the yes or no option can be turned off in the settings.
But that doesn't change the fact that automatically selecting people with common roulette skills that they haven't met yet and then joining them into a party after asking if they do or don't is a great idea and a lot of people would make friends that way. Plus it simplifies interaction between players and a lot of people don't want to just invite someone and make up in an instance where everyone disappears in seconds at the end.
Stop looking for reasons why it can't be done, but ways how it can be done.
This one in particular is quite simple and could be programmed with a simple command.
My main method of making friends in mmos when I'm jumping in alone is by queue chaining after a really good dungeon run with random strangers. The contacts list is unfortunately not enough to facilitate this kind of thing.
+1 from me on this.
Unless I'm out of my gourd, World of Warcraft has a feature like this. If, at the end of a dungeon, the party leader goes into their version of the Duty Finder and queues for pretty much any other dungeon (within their level range--their Duty Finder doesn't let them queue for non-current content stuff, you gotta walk to the entrance for anything else or get thrown in there via roulette), it will prompt everyone else in their group to accept or decline the queue. If someone declines, cool, wait till they leave or get kicked and queue again, and your party will automatically get filled.
Might be a holdover from WoW's ancient partying system, but something like it wouldn't be out of place in FFXIV.
WoW has that feature. When a group completes a dungeon, whoever wants to leave leaves, and if the rest of the group wants to run another, they can queue up together and fill any empty slots with the duty finder.
Did I stumble into alternate reality? Besides rare moogle events, dungeons are one and done for roulette bonus. For anything else PF system exists.
I'm not sure based on what you said it's "Not realistic" because WoW does it and even better, so it's very realistic and useful practically. For example, you can queue for Ifrit, and after the trial is over, you can "Queue as a party" into any other content. If all party members agree, you get into the next instance without having to leave or disband. You just straight up get into the next instance together.
I'd also like for FFXIV to introduce a QoL from WoW as well where I can queue for multiple instances and get into one, and once it's done, I'm back in the queue for the other instances. I really like that WoW allows me to queue for multiple dungeons and raids, and once I finish one, there's a big chance the ones I queue for earlier are ready so I can get right into them and press "Accept".
FFXIV still got some QoLs that it can learn from other games
I think the tricky thing for implementing something like this is how duties work in XIV. With WoW you can actually queue up for new dungeons while still in the last one after finishing it because they function a bit more like normal areas. Allowing us to select and queue for new duties while still in one might be either extremely difficult or impossible in XIV.
It might be possible to at least allow us to have the party stay formed after leaving. You could have a thing to select and party members get a pop up asking if they'd like to stay in the party after leaving the duty. That would at least help with moments where a party was nice and you, for example, want to do more roulettes with that group.
Sure you can do that with contacts but if possible, that would ease the process and would be a bit of extra quality of life.
Based on understanding the game.
Other games achieve it because you can send tells outside of dungeons because either it all happens on one server or they are better connected than SE's physical servers are.Quote:
WoW does it and even better, so it's very realistic and useful practically.
There also aren't necessarily the issues with story spoilers because, for example, WoW players don't care for story as much as content.
Nor are there necessarily different reasons for being in the dungeon in these other games. Roulettes exist to supply dungeons that people queue directly for. Again, if I am entering via Mentor Roulette, I don't care for another run or to "run the next dungeon". Some people won't even be high enough level to "run the next dungeon".
To do that, the party would need to convert into a cross-world party. They would also need access to Duty Finder, which they don't have because they are already in a duty. Part of their being is partially on their homeworld (sometimes in a party there simoultenously) and part of it is on the duty server (in a party on the duty server), which could create further headaches for SE to deal with.Quote:
For example, you can queue for Ifrit, and after the trial is over, you can "Queue as a party" into any other content.
Define next instance. Next instance for me is... nothing, because I am a mentor. Next instance for a sprout after Sastasha is Tam-tara (but they might not have access yet). Next instance for a person leveling up might be the exact same dungeon because they are leveling via farming the same dungeon. Next dungeon for someone farming a minion is the same dungeon.Quote:
next instance without having to leave or disband.
You can literally queue for 5 in FFXIV.Quote:
I'd also like for FFXIV to introduce a QoL from WoW as well where I can queue for multiple instances and get into one
Can just open Duty Finder and queue again after you finish.Quote:
once it's done, I'm back in the queue for the other instances.
What if the queue needs you then and there, while doing the other duty? You'd be griefing to make them wait. So it doesn't keep you in the queue.Quote:
there's a big chance the ones I queue for earlier are ready
Why is this discussion even getting bigger? The system already exists! It's called making a party! Invite people to a party and do content with them. It's a MMO. You can talk to them.
But that's not what you want, is it? What you want is to play with the same people without having to talk to them.
So no, this is unrealistic.
Just fu** the forum of this game. Better make posts on reddit with ideas for improvement.
You can come up with the best idea you want, but there will always be a lot of people looking for reasons why it won't work, even if they don't see the development and know absolutely nothing about how the game is programmed.
Congratulations to this community
Nope, it would not be hard implement that because it works same as any other que,it will just match another criterion.
Nope it will not be hard make that in already existing instance.
You already have system of party outside of instance with your friends + with randoms in duty with same party wich work like layer.
This is very realistic, practical and a much needed feature.
Sometimes i just want to quickly speed through roulettes to level up my jobs on a new expansion release.
Likeminded people will recognize each other and further communication isn't necessary.
Would rather reque solo before wasting time on communication.
They could simply allow us to checkmark multiple roulettes and if the reque prompt pops up for the other group members, they can select which of those they also intend to run, with the option to just leave.
Just to take this a step further what happens if someone completed an instance for the 1st time? Normally the game goes oh here now that you're out of there we'll teleport you to right outside of the place or back to the instanced zone you probably qued from, but now the game will be asked to load you into another encounter of some kind. We all know that in the past the game has had trouble loading people back into separate for everyone type instances by itself. At least back in Stormblood there was when it came to post Lakshmi where people had been sitting on or laying on top of things while waiting for their que to pop. Not to mention when would this continue with this party screen pop up? A lot of people dip out and que up for something right away and could already be in another instance all depending on what they qued for and as what. Then there is the rare time when exiting a dungeon for the 1st time the story tosses you right into a cutscene.
That's a good point. When you exit a dungeon, often a cutscene begins for the MSQ and teleports you to a specific location. I think the suggested fix by SE if this process goes wrong is to return to the area it was supposed to teleport you to, but I've seen it completely bug someone's quest long-term when they've run into an error while exiting. Alternatively, not exiting could result in it not counting towards the MSQ so that they have to do it all over again.
It would be a simple solution to this to introduce this only for daily roulette or everywhere but with the caveat that if there are msq players who start a cutscene after the instance ends they will not be able to use the continue option in that case as well as those who refuse.
Or they could make an additional npc in each main city that would be able to play the video sequence for the dungeon quest...aka all cutscenes after the dungeon is over. Which would also be no problem to add a button to play cutscene to each dungeon in the duty finder itself. It would just pull that particular cutscene for that dungeon from the game data and play it. For players who want a flashback or memory refresher, that would be great too.
The opposition in this thread over the mere suggestion of being asked if you wanna do another dungeon/roulette explains why nothing will even improve in this game, there are to many players in this game that dont want to play a mmorpg and it shows... please gatekeep your interests more people..
No one has still explained how this works when there are different ways of getting grouped. Given this scenario:
Tank queues as mentor.
Healer queues as leveling.
DPS1 queues directly for that specific dungeon.
DPS2 queues as 50/60/70/80.
What exactly are you expecting the next dungeon / roulette to be exactly?
I'm not gonna go into "easy to implement" because, honestly, I doubt it would be. I'm not a programmer, I just find it extremely unlikely that one line of code would solve it.
But other people have brought up a lot of good, valid concerns.
Mainly, I agree with what counts as "Next" one, though I do see that the original post says "Another" which could be anything.
That said, I'm also in agreement with how you can simply ask someone if they want to help you in more roulettes/MSQ at the end of the dungeon. If people are leaving too fast for you to ask, clearly they have no interest in staying.
Secondly, people who are looking for a consistent group of the same people can do it via Party Finder.
And as it has been pointed out, we have the contacts section where you can find someone you just went into a dungeon with. I don't really see how that is not enough to reach out to the people you've just ran content with, I've added friends and messaged people (And in one specific case, invited them to an Eternal Bonding Ceremony lol) through the contacts. But perhaps someone who finds it lacking could explain further what exactly are its shortcomings that I'm missing?
Overall, I find this a very redundant system at best. Disruptive at worst for example when you're going through MSQ, in the middle of cutscenes, or just need to go. Though I would love to hear suggestions of implementation to improve on those concerns that, honestly, go beyond "It can be done because WoW does it"
Oh, 'cause that's a job for the devs to figure out with their libraries and resources and development pipelines, not for random forumgoers to argue out the intricate details in a forum interface that barely exceeds 2000s era forum organization/function with spotty information based on how things feel to them.
Half this forum can't describe the difference between 2 pictures in a constructive manner, and you expect us to pour over spreadsheets, flowcharts, and brainstorming boards before a player's desire for a QoL feature can be deemed worthy of the devs' gaze?
Also.
If we want to handle it similarly to how WoW handles it, change the dutyfinder interface within instances to have the same functionality as it has outside of an instance. Allow the party leader to queue the existing party and its remaining members for a duty as if they were outside of the instance already grouped. They can add a readycheck-like function on queuing to get consent from the individual partymembers. Those who deny are removed from the party and those who accept are queued in with the leader.
Or, if we want to simplify it to be more comfortable for XIV's current interface, just have a choice on exiting the dungeon to remain in the crossworld party for ease of continuing on with the people you were running with so we don't have to stop the groove by having a post instance discussion of if we want to continue and how to set up the group afterwards and then have to root through the contacts list or fiddle with finding/creating a PF. Basically just a button for "automatically invite/join a crossworld party with previous group". Like this is a really tame QoL request???
And I see a lot of confusion surrounding the term "next dungeon". It does not mean some instance that is somehow predetermined by the game for the group to be queued into. It's a stand in for the answer "Hey guys, that was fun, wanna run some more, if so what do you want to run next?"
Sorry, FFXIV is MMORPG and even Yoshi said in videos about Dawntrail they leading game this way. And its what is it. End.
idk bout asking but why not just let us Reque for another dungeon once the dungeon is complete. I know in WoW you just que for dungeon again after one is done and everyone that is there can vote yes or no, its not that hard to do and if someone votes no they generally leave fairly quick and the rest que. This would actually be really nice for leveling jobs / alts, just click que leveling it pops up QUE for Leveling dungeon with a timer (think WoW is 1 minute)...and you select yea or no.
This is one of those features where I would be fine with it and I'm fine without it. However, I don't think that I would favor diverting development resources from almost anything else to this.
I don't think automatically queueing into the "next" dungeon (how would the system even determine that on its own without some sort of input from the team) is feasible but turning the party into a cross-world party upon exit for those who choose not to leave, maybe? It would all depend how things work on the backend when someone exits an instance. But they do have the Contact list so there is some precedent that the game remembers you were together and that might be something to build on. All dependent upon how the database and code works together currently and none of us really know that.
Who are you to make anyone wonder if it's worth giving any resources according to you? Out of nothing? Just build it on top of an existing que system. Just like they created any que for any instance before, it just prints the condition
If character X press button YES than ... blah blah like in c++
Sorry bad quote...it was ment to be on Equitable Remedy
I also think. Don't worry i got u! :*
#include <iostream>
#include <string>
// Simulation of press button "Yes"
void simulateButtonPress() {
std::cout << "Button press Yes." << std::endl;
}
//Functions to join a player to a group
void connectToGroup(const std::string& groupName) {
std::cout << "Player joins group: " << groupName << std::endl;
}
int main() {
//Simulation of the previous prompt and pressing the "Yes" button
simulateButtonPress();
//Joining a player to a group "Continue roulette"
connectToGroup("Continue roulette");
//Automatically connect to an instance
"Leveling dungeons"
std::cout << "The player has been automatically connected to an instance of : Leveling dungeons" << std::endl;
return 0;
}
And of course you need to have some "instance" made for this ...or you can just use connection to already instance in game wich will use connect to already existing function for que
This is just example but go make fun from anyone else :*