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  1. #1
    Player deadman1204's Avatar
    Join Date
    Feb 2019
    Posts
    285
    Character
    Fransisco Acutus
    World
    Ultros
    Main Class
    Dragoon Lv 90
    Abuse issues aside, this would make the queue SUPER complicated and WAY more system heavy. It would become impossible to give legitimate time estimates with players at all levels locking and unlocking in the queue. I see WAY to many downsides for SE to do this compared to the small upsides.
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by deadman1204 View Post
    Abuse issues aside, this would make the queue SUPER complicated and WAY more system heavy. It would become impossible to give legitimate time estimates with players at all levels locking and unlocking in the queue. I see WAY to many downsides for SE to do this compared to the small upsides.
    If I recall correctly, the time estimates are already made based on recent party entries rather than any real estimate of how quickly the bottleneck role will enter the queue, and actual entry times can swing pretty wildly from their estimates; after all it's a matter of, say, a tank joining or not joining, potentially for hours. Even if one previously joined every 10 minutes or so, at any time there could be many more in the typical interval or none for several such intervals. Many of the swings towards the short end are further varied by non-bottleneck roles dropping out.

    Again, if anyone has seen GDC explanations, etc., of queues or worked on any themselves, I'd love some insight on how heavy the code would actually be, but so far I'm not sure why the number of user complications through added factors of complexity so outweighing those we already see (e.g. sudden upward movement already seen in long-estimate queues when non-bottleneck roles drop queue due to inactivity).
    (1)