Last edited by Shneibel; 11-21-2014 at 08:48 PM.
As people have mentioned, this was not the intent of the lockout. It was more to prevent something like this;
This was for Chimera for relic...and I was one of the tanks. We needed a healer and someone went on doing this for about 10 minutes. Another thing it'd prevent is fishing for progress dungeons.
Plus the penalty is only for 30 minutes; it's the 3-strike rule that resets 24 hours. What I don't like about this is that if you get locked out, it prevents you from using DF to enter dungeons as a full party (and at this stage of the game, the only dungeon that doesn't utilize the DF panel is final coil)
Wowwwwwwwwwwwww. No. What? How is being penalized for trolling the duty finder queue even remotely like the fatigue system? Just. No.
It takes like a whole 2 seconds -okay maybe more like 15 for slower people- of thinking ahead of time to plan carefully and actually pay attention and queue for a duty when you actually have the time to devote to running the duty.
A 30 minute time out is a SMALL price to pay for the INCONVENIENCE and INCONSIDERATION caused by selfishly trolling the duty finder queue for in progress or withdrawing from a duty for umpteen number of tiny excuses.
In any situation where it's important to leave the duty (emergencies, whatnot) thirty minutes is probably how long it would take to deal with real life business anyway.
A VERY LARGE NUMBER OF PLAYERS asked for this lockout to be put into place. SE took a very long time to implement it. I feel they carefully considered things (unlike those who withdraw from duties flippantly) before they implemented the very lenient 30 minute lockout after 3 strikes.
BE GRATEFUL IT'S NOT STRICTER. If it were up to me, it would be 2 hours.
Last edited by RakaMaimhov; 11-21-2014 at 11:00 PM. Reason: char limits
Oh but it's not just one anecdote. Spend a moment and search back through the forums and you'll find THREAD AFTER THREAD complaining about duty finder withdrawals.
Withdrawals ARE a big deal, to a lot of people.
I feel most of the people on this thread complaining about the lockout are very likely the fishers who have had their trolly inconsiderate methods thwarted. Habitually putting ones self before others is precisely the reason why this lockout was implemented. Because people JUST DON'T CARE if they are inconveniencing others. This is supposed to be a multi-player, cooperative game. That means there are other people here. People who deserve just as much as you do to enjoy the game and not have to sit through a 30 minute queue, followed by 15 minutes of "...finding new member" spam. Just to have someone drop out within 5 seconds anyway because it "wasn't the one they wanted".
Last edited by RakaMaimhov; 11-21-2014 at 11:10 PM. Reason: char limit, this aint twitter what's the deal?
We got the penalty once because of almost a comedy of errors, but it was deserved. The thing I love about this system is that duty's pop more often and we don't get the failed pop messages 95% of the time (for larger content) with these changes, I'm very happy.
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As great as that sounds it really is not fair. The life of a DPS player in queue is either a busy one or a damn near unproductive one, and I say that as someone who primarily queues as a Tank. The problem is queue times, not players.
It really is no one else but Square Enix's fault that no one wants to play a Tank (which makes any lengthy queue time issue their fault by association) because they contribute nothing to a group with the level of survivability afforded by the game's content and no adequate tradeoff of unnecessary survivability for damage.
People always come up with their bullshit reasons for why they don't want to play a tank but put up with the same reasons playing their DPS when it simply comes down to the fact that they either do not like heavy armor classes/the archetype of the heavy armor classes available and prefer a character of a different class or that they do not find tanking fun or rewarding in any way shape or form.
Last edited by Delorean; 11-21-2014 at 11:34 PM.
It's not SE's fault. It's an industry/genre thing. Unless a game is specifically designed to "break the triad" every game with a healer, tank, and DPS role will always have its population heavily skewed towards DPS. It's the "preferred" method for people to play, and there's no practical way to make them more appealing without diminishing the usefulness of the other two roles.It really is no one else but Square Enix's fault that no one wants to play a Tank (which makes any lengthy queue time issue their fault by association) because they contribute nothing to a group with the level of survivability afforded by the game's content and no adequate tradeoff of unnecessary survivability for damage.
But as for contributing nothing to a group...uhhh, I'd think holding hate and positioning the mobs so the paper thin DPS can do their jobs is a pretty hefty contribution. The problem is that the role's contribution is via mechanics and not super frenetic high damage. This is similar to the reason why we don't have a "control/utility" role and why its basically become abandoned in many games in favor of the trinity.
Am I the only one who just assume this was a troll post? I thought this part made it pretty obvious...
I do not understand why this was added. People generally don't queue the duty finder, wait a few minutes and click withdrawl over and over again. When a player queues for a duty it's because they WANT to participate in one. I mean "DUH!". And I see no evidence this has had any impact on the number of withdrawls...
This is a frankly bizarre statement to hear coming from someone with Marauder listed as their main class. With the possible exception of a few of the lowest level dungeons, pretty much all the instanced content in the game features mobs that will chew up and spit out non-tanks in short order. Tanks are a vital and necessary part of the team, particularly in endgame raids.It really is no one else but Square Enix's fault that no one wants to play a Tank (which makes any lengthy queue time issue their fault by association) because they contribute nothing to a group with the level of survivability afforded by the game's content and no adequate tradeoff of unnecessary survivability for damage.
While it's true that tanks are unattractive to people, and it's true that this is in part because they don't put out the big numbahs, it is not because they don't contribute. Another big factor turning people away is the onus of responsibility; many endgame battles and raids can be completed even if a DPS or even a healer dies on occasion. Things tend to get a lot harier if it's a tank that dies.
Something definitely needed to be done to penalize players who were taking advantage of the queueing system to fish for cherry in-progress instances. The solution SE provided is an adequate one, if not ideal. (Me, I would've started by removing the "in-progress" information from the commencement window - there's no good reason why a queuer should need to know whether it's a partial run before they're placed into the instance! SE was practically begging for abuse by including this information in the commencement window.)
3 strikes per hour instead of day would've taken care of in-progress fishing just fine, without punishing anyone else.
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