


Have you not been reading ANY other threads? Several people have offered workarounds and solutions. Have you judged all those solutions as unviable solutions? What I say would just be a complete repeat as other people have suggested.


Allowing us to queue for it, in order to create a line to help it smoothly play out.
Allowing players to bypass this mission for this one, which'll let players progress without this block that's also sending too much server data.
If neither of those, some compensation at least. We got locked out of 90% of the content because of this. People are upset, and because of it, will actually end up NOT enjoying it once it's fixed, only making the problem hurt the game.



There's no existing individual queue system. Nor has there ever been an expressed need for one at this point. Individual queues were never a bottleneck in heavenward nor have they crashed the servers previously. Duty Finder itself, on Instanced Duties HAVE crashed the servers and the workload presented - so they were likely prioritized in the limited development time/staff they have. You're claiming foresight on hindsight which, honestly does not work. They've stress tested the Duty Finder server before this brake (likely automated) and did not find this break before Stormblood. It would take time to construct this fix, meanwhile they need to keep the servers running.
Allowing players to bypass the mission one, compromises the story, and makes it impossible to flag again, denying what most players of the game want, and two, also requires a full server/client shutdown. What they're trying to do, is keep the servers running and what maintenance they're likely to do to fix the bottle neck possibly won't affect main clinent side but have a small duty-server downtime for the update.
Meanwhile, players are still getting through. Not at a rate you wish for, but it's still happening.
As far as compensation, that decision has to go through financing first. This is early access, so corporate is likely to say no as it's considered 'bonus time'. That decision is out of Yoshi-p's hands entirely, and he's probably already pitched the idea.
Point being -they're just as screwed in this situation as we are. You can be critical of the matter in hindsight, but you're not working in the trenches. This is an issue every MMO has to deal with ever, and none of them ever get it right. There's always something that breaks in this situation. Be patient.
Last edited by Hyrist; 06-17-2017 at 10:23 AM.


Your own stupidity has proven you wrong.


No individual queue system, right? (Even though you actually get the queue icon when you accept)There's no existing individual queue system. Nor has there ever been an expressed need for one at this point. Individual queues were never a bottleneck in heavenward nor have they crashed the servers previously. Duty Finder itself, on Instanced Duties HAVE crashed the servers and the workload presented - so they were likely prioritized in the limited development time/staff they have. You're claiming foresight on hindsight which, honestly does not work. They've stress tested the Duty Finder server before this brake (likely automated) and did not find this break before Stormblood. It would take time to construct this fix, meanwhile they need to keep the servers running.
Allowing players to bypass the mission one, compromises the story, and makes it impossible to flag again, denying what most players of the game want, and two, also requires a full server/client shutdown. What they're trying to do, is keep the servers running and what maintenance they're likely to do to fix the bottle neck possibly won't affect main clinent side but have a small duty-server downtime for the update.
Meanwhile, players are still getting through. Not at a rate you wish for, but it's still happening.
As far as compensation, that decision has to go through financing first. This is early access, so corporate is likely to say no as it's considered 'bonus time'. That decision is out of Yoshi-p's hands entirely, and he's probably already pitched the idea.
Point being -they're just as screwed in this situation as we are. You can be critical of the matter in hindsight, but you're not working in the trenches. This is an issue every MMO has to deal with ever, and none of them ever get it right. There's always something that breaks in this situation. Be patient.
Heavensward didn't shove 100% of Stormblood's playerbase into a mission 30 minutes in. Stormblood required people to level up and continue a good bit into the zone, enough for people to log out. This separated progression, instead of putting it together. That's why it's a bottleneck.
They prioritized duty finder queue's and palace because they cover more done content than solo duties.
As for compromising the story, you can still give us the cutscenes. You can allow the player to return to it once it's fixed, and once it's fixed, it can go back to requirement.
Also, about people getting through, yes. People are getting through. At such a slot rate that the highest level on Balmung is a CARPENTER.
Lastly, it's bonus time we paid ahead of time for. People took time off of work for this. Result? Staring at a dude for 12 hours.



Ugh, there went the post in a missclick.
In summary.
FFXI never used a true queue system until after Rapsodies. (And never had a real instance system until after Promathia for that matter, and even that's debatable compared to what's considered true instancing these days.)
FFXIV only ever had one single-layer bottleneck issue, that was during Beta - duty finder system has had several upgrades since and again, they've already had to push this through an automated stress test if they're following industry standards.
The icon shows for all 'in duty' systems - its a dumb umbrella status that really needs to be properly defined - but it's their catch-all to prevent direct tells in instances. Instances are produced on duty finder services but 'queues' have only been produced to slot players in parties, which, all party-instance queues come up with brief "Members ready for instance" even though there's only one queuing (think undersized party unsycned). Ideally, they should operate on separate systems but, like most things hampering production teams, the money is likely not there.
Third, you paid for extra time on game,but not exclusively for storyline. It's not Yoshida you have to worry about, he understands the frustration. It's the corporate penny pinches who are going to say "But you have so much other content to play while the congestion dies down."
I hate playing the devils advocate, but these are common frustrations for developers, analysts, programmers and anyone in IT have to deal with, on top of the heated rhetoric by the end user. It's a war on two fronts, and it can really get people down. Thankfully, PR can shield some of it but keep in mind a lot of these people are players too.
Last edited by Hyrist; 06-17-2017 at 10:53 AM.
It seems they opened the floodgates, because a ton of players were able to progress the MSQ simultaneously.
The server blew up not long after, though, so I can sort of understand why they imposed that limitation.



Yeah I'm going to have to avoid Frontlines for a while, because it seems whenever I get queued into one I disconnect and it's back to a multi-thousand Balmung queue.
This situation sucks all around. The players can't play the game properly, the developers feel like they get caught with their pants down after busting their butts off for a year and a half - and something that's pretty effing common in the industry gets treated like it's own unique snowflake disaster, all over again.
It'd be great if everyone in development had all the time in the world to anticipate every major issue coming through, and Single Player instancing (hell the game's instancing in general) could use some serious looking at. But combat/content overhaul were the big sticking points throughout the entirety of Heavensward and it looks like that was the development focus. Along with the inventory system expansion (which... ok let's be honest here, I don't know what they were thinking about the way they handle inventory and character data. You simply don't need that level of data backup - that's where the bulk of all this server traffic and development bog-down comes form). And they are massive undertakings. Reworking the instancing system properly is going to take some ground-up work. And usually there's never enough time/staff to cover everything you've got planed, let alone the extra unanticipated stuff.
I'm probably a bit oversensitive in the matter too, but my department just got through a pretty large layoff when everyone was already heavily inundated. And it's just amazing how, well dismissive of the difficulties people who are critical really are be it of ignorance, frustration or just plain heartlessness.
I'm not entirely sure if a bandaid level queue is going to hold up to this level of demand either, but here's hoping.
Last edited by Hyrist; 06-17-2017 at 11:06 AM.
Sorry but my days are being consumed , i have 22 days left, and then after all this is gone which if i count the early access weekend days 3 then the whole of next week fixing problems, which we know will happen, 7 days,
As far as compensation, that decision has to go through financing first. This is early access, so corporate is likely to say no as it's considered 'bonus time'. That decision is out of Yoshi-p's hands entirely, and he's probably already pitched the idea.
Point being -they're just as screwed in this situation as we are. You can be critical of the matter in hindsight, but you're not working in the trenches. This is an issue every MMO has to deal with ever, and none of them ever get it right. There's always something that breaks in this situation. Be patient.
Those are 10 days lost, I can tolerate 3 days, but once the other people without early access comes, that's when the real problem will come.
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