Page 3 of 3 FirstFirst 1 2 3
Results 21 to 24 of 24
  1. #21
    Player
    HONK's Avatar
    Join Date
    Aug 2013
    Posts
    14
    Character
    Jimbo Babimbo
    World
    Odin
    Main Class
    Dragoon Lv 52
    i haven't read through the thread so i don't know if someone already suggested this. i just thought of a very simple solution for this problem: just don't show whether you join a dungeon in progress or not. if you've checked the box you know that you can join a game in progress so no need to tell you right before joining. it's so easy that i really have to wonder why the devs haven't thought of that yet. unless i've overlooked something of course. if there is some problem with my suggestion the other solution would be to make an extra queue for those who only want to join a duty in progress.
    (0)

  2. #22
    Player
    Raestloz's Avatar
    Join Date
    Dec 2013
    Posts
    274
    Character
    Vonelis Heischield
    World
    Tiamat
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Niwashi View Post
    Of course you can still do other things while queuing. Just stop doing them once the queue pops. If you're going to queue for a duty, then you need to give that duty priority over those other activities you do while you wait for it. As soon as it comes up you leave whatever else you were doing and run the duty that you queued for.

    If something's too important to leave in the middle, then it's not suitable for filling that queue-waiting time. That still leaves quests, FATEs, hunting log, leves, and most crafting as suitable activities while you wait. (About the only thing I can think of that's not suitable is some of the more involved high-level crafting processes using rare hard-to-obtain items. If you want to craft, use the queue-waiting time to churn out a bunch of basic materials, and save the more involved and difficult crafting for some other time that you're not in queue.)

    If by the time it pops you've changed your mind and want to give priority to some other activity and no longer want to run the dungeon now, well, that's fine too. But in that case, you're deciding you don't want to be in the queue, so not being able to queue again immediately doesn't affect you.
    I honestly actually don't see the issue. If I somehow missed the Commence, I'll be re-queued immediately. If I withdraw, I won't be queued. Unless your formed party is missing exactly one member from GO and I'm the only one queuing, someone else, probably will "commit" to it, will fill my position. If I am indeed the last member you need, then your party is at my mercy, not the other way around.

    What, exactly, does punishing me, the guy you'll most likely won't see again (and indeed, won't even know about until the party actually goes to the dungeon) will achieve?

    Someone withdrawing in and out is annoying, but you don't fight pirates with SecuROM. You're trying to hit a nail with a cannonball. The legitimate players who didn't intend to grief you will be hit, while the griefers won't convert to a life of Enlightenment when they see his mechanism. Anybody here ever accidentally choose the wrong dungeon?
    (0)

  3. #23
    Player
    HEC's Avatar
    Join Date
    Aug 2013
    Posts
    1,620
    Character
    M'ete'leskum B'leskum
    World
    Moogle
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Raestloz View Post
    I honestly actually don't see the issue.
    Then you're either extremely lucky or never have queued up as DPS or for CT. Try to re-read the posts above ...

    Quote Originally Posted by Raestloz View Post
    The legitimate players who didn't intend to grief you will be hit
    Would you mind elaborating HOW exactly the legimite players will be hit? What legimit player re-queues 20 - 50 times in 2 minutes to DF?? The suggestion here is to have no (or very low - lets say 1 - 3 minutes) penalty after first withdraw which should accomodate for any IRL as well as ingame reasons for withdraw and every consequent one for more - so for example 2, 5, 10, 30 minutes. This will STOP forever all the sleazy bastards trying to parasite on the backs of other players with zero impact on the regular players.

    Quote Originally Posted by Raestloz View Post
    while the griefers won't convert to a life of Enlightenment when they see his mechanism.
    Who cares what they'll convert or not to as long as they'll stop actually GRIEVING us?

    I'm sorry to say so but I feel that those who opose this are mainly those who missuse the system or never queued for CT or as DPS. Having the gradually increasing penalty will not affect the regular players, it will actually benefit them as those who now need to wait 30 - 60 minutes to get in will be not constantly interrupted by DF pop-ups just to be cancelled few seconds after.
    (1)
    Last edited by HEC; 04-03-2014 at 05:52 PM.

  4. #24
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Raestloz View Post
    The legitimate players who didn't intend to grief you will be hit
    Can you (or anyone) give a single possible way in which a legitimate player could be hit by this? Because so far nobody else has. All anyone has come up with is to say that real-life issues could come up and they don't want to be penalized if they decide they don't have time to run the dungeon right now. But the only affect being suggested is that if they withdraw then they wouldn't be able to run the dungeon right now. In other words, they're only being given what they say they want, and nobody has pointed out any way in which that could count as being "penalized".

    If this proposal were enacted, I can see only four possibilities of what could happen:
    1. The queue pops and you're ready to run the dungeon. You accept and go run it. There's no withdrawing in this case, so the proposed change doesn't come into play. You're not penalized.
    2. The queue pops and you're legitimately not ready to run the dungeon. You withdraw. Since you're not ready to run the dungeon, you wouldn't be queuing again for a while anyway, so whether the game would have allowed you to is irrelevant. You're not penalized.
    3. The queue pops and you're ready to run the dungeon, but even though you wanted to accept, either you clicked the wrong button or the game misinterpreted a chat keystroke, or some other glitch occurred making the game decide that you had withdrawn even though you didn't intend to withdraw. This is the reason most people asking for this have suggested it only take place if someone withdraws twice in a row. The glitched "withdrawal" that wasn't intended as a withdrawal wouldn't get a penalty.
      (Or in HEC's version, it's a gradually increasing system with the first withdrawal giving a completely trivial penalty, though personally I think that's more complicated then necessary.)
    4. The queue pops and you're ready to run the dungeon, but are hoping for a better group if you keep trying over and over again. You withdraw just to queue again immediately, interrupting the rest of the team's game over and over again. This is the case where the penalty comes into play. The proposed rule wouldn't allow you to keep queuing over and over like that, so such griefing would be prevented.
    The fourth one there is the only case with a penalty, and that's where we want the penalty. Those are the players who are griefing the rest of the community and need to be stopped. Can you think of a fifth case, one where a legitimate, non-griefing player would be penalized by this system? If so, let us know what it is so we can discuss it. Perhaps a variant of the proposed new rule could accomodate whatever circumstance that is (just as the proposed caveat that it only affect a second or subsequent withdrawal was added to accommodate accidental mis-clicks and glitches).
    (1)
    Last edited by Niwashi; 04-03-2014 at 02:49 AM.

Page 3 of 3 FirstFirst 1 2 3