


Odin here, marked as congested server. No queue before mass-boot, 526 after.
So no, don't think there was any benefit. Only disrupted my gaming.



Yeah but it only takes 5 mins in that 500 odd queue to get back in. Not 30 like it would usually. Everyone is trying to log in at the same time so there is going to be a counter to trickle them in. As long as it doesn't take hours and this is benefiting the players trying to log in later then I expect it is here to stay for now.
~Quit moping, get hoping~



Guess we'll see how it affects prime-time queues, but haven't really noticed any large/slow queue on Odin lately.Yeah but it only takes 5 mins in that 500 odd queue to get back in. Not 30 like it would usually. Everyone is trying to log in at the same time so there is going to be a counter to trickle them in. As long as it doesn't take hours and this is benefiting the players trying to log in later then I expect it is here to stay for now.
Number of players in the queue was not the problem this is intended to fix...
The problem is ther servers being at max capacity with people who are afk and will never get off.
This causes the queue to be unable to proceed since no one is getting off the server.
Dropping those afk people frees up server space for people who could actually be playing.
Making the queues move faster.
Are you referring to directly after the reset? Surely people understand that everyone can't enter the servers simultaneously. A *login queue* immediately following a server reset is a given: there's an expected delay as an overwhelming quantity of players are funneled through the login procedure. It is a different matter than a *capacity*-based queue, which is when you're literally waiting for one person to log off so another one can join a server with a current logged-in population that exceeds a set limit.
Case in point: immediately following the server reset, Balmung had a ~2500 login queue, which took 20 minutes to move through. That was because a large number of people were attempting to enter Balmung all at the same time. But within 30 minutes of the reset the login queue was gone and Balmung was working with an ongoing capacity queue in the double digits. Later that evening the capacity queue had grown to triple digits as more and more people began loitering online while AFK.
The game doesn't specify why you're in a queue (it just says "the world is full" in either case), so it's up to the player to use some common sense as to why the current line is there.


It's "full" means that the area you are trying to enter is being throttled. 1000 people entering the same map all at once would cause more stress on the server than sending them in 100 at a time. You'll note that in just about every case immediately after reset/maintenance, the queues start high, but count down in 100's.
If the queue never goes down, then that means there simply aren't enough people doing ... well anything. We all know SE can create instances if it wants to, but that does nothing for the underlying cross-realm support. Hence Rauhbahn EX and Pippen EX.
The queue is not map specific, else you would have an easier time entering the game by logging into specific zones (and your different characters would have wildly different queues, assuming they are logged off in different zones).It's "full" means that the area you are trying to enter is being throttled. 1000 people entering the same map all at once would cause more stress on the server than sending them in 100 at a time. You'll note that in just about every case immediately after reset/maintenance, the queues start high, but count down in 100's.
If the queue never goes down, then that means there simply aren't enough people doing ... well anything. We all know SE can create instances if it wants to, but that does nothing for the underlying cross-realm support. Hence Rauhbahn EX and Pippen EX.
And, yep, I'm aware that following a reset people are being granted entry to in waves. That's what I was describing above when I was discussing the difference between it and capacity-based queues. My point was the game doesn't let you know whether the queue you're in is capacity based (meaning you are literally waiting for other players to log off before you can advance further in the queue), or whether it's a result of throttled entry into the world (meaning room is available, but people are being brought in in waves to reduce stress on the system). The latter happens immediately following a reset, while the former tends to happen during prime-time hours on congested worlds. So, when people are complaining there's a queue immediately following these afternoon resets (even on worlds that normally don't have capacity-based queues) - I'm saying it's to be expected.
Last edited by Gyson; 06-30-2017 at 01:32 AM.
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