They added withdraw penalties to queues but I still watched my CT queue restart 5 times yesterday. You overestimate peoples patience and willingness to avoid the punishment.Well, people bailing on Pharos Sirius is one of the reasons that the 30-minute bail penalty was implemented. With the exception of a bare handful of dungeons, even with undergeared newbies along the dungeon can be completed in under 30 minutes. A speedrunning might groan, but they are unlikely to outright quit. They have the choice of sticking it out and guiding the newbie through, or leaving, waiting 30 minutes to try again, and possibly finding themselves in ANOTHER newbie group.
While it's been hard on speedrunners, the 30-minute penalty has done much to improve the lot of newbies - and I believe that it will continue to do so. With that as a stick, and first-time bonuses as a carrot, impatient players have a lot of incentive to stick things out. These bonuses and penalties can always be adjusted whenever the balance shifts.
Withdrawing from queues is another matter entirely, and has nothing to do with the issues being discussed here. After all, if you withdrew from your queue it's not because you saw that there wasn't going to be a speed run. When you withdraw from queue, you have no idea what your party composition is like. There are sensible reasons for withdrawing from a queue (in the middle of a lengthy and expensive synthesis, that FATE you've been waiting hours for just popped, queued up for different dungeon and forgot you still had this one selected) and shady reasons for withdrawing from a queue (fishing for a partial run), but none of that has anything to do with leaving because, omg, n00bs.
Additionally, in the case of CT, those are some of the few instances in the game that might possibly take longer than a half hour EVEN IF performed competently. It's why I think that the withdrawl penalty should be equal to the duration of the instance (60 min for trials, 90 min for dungeons, 120 min for CT, etc) rather than the 30 min we have now. A player could enter CT, see newbies, bail, and actually save time, as opposed to the case of dungeons where they're probably losing time by eating the penalty. The bail penalty is meant to be a punishment, and if it's actually preferable to the alternative it's not serving its purpose.
In your zest to respond you completely missed the point of my entire message. The point was simply this. Negative consequences for your actions isn't enough to sway everyone. You're kidding yourself if you think people wouldn't back out regardless of the penalty. What I said was completely relevant because like this situation there is a punishment to the player for performing an undesirable action. Just like quitting dungeons. Same exact idea implemented in two different places. Just as you listed reasons someone might back out of the queue here is a reason someone might leave a dungeon. Maybe I only have 20-25 minutes and was trying to squeeze the dungeon in real fast and now that I see the newbie level sync I can't possibly complete it in time. Who knows. People WILL quit and the reason will be because the dungeon run will now take far too long. Why that person doesn't have time may very but it is just as realistic as your list of reasons for backing out of a queue. See how easy it is to make valid reasons for backing out of a dungeon too? Excuses for leaving either the queue or the dungeon work both ways because both are similar punishments.
Neither is making the dungeon run more punishing than the penalty. Which is how some people will see this.
I like how a few pages back there was some actually reasonable debate of a few ideas to meet in the middle. Now it's all my way or the high way again. Way to backslide.
Last edited by Tiggy; 02-12-2015 at 06:38 AM.
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