Quote Originally Posted by Barboron View Post
You still don't get how averages work. If one GC is in demand, the queue times will be longer while those in a GC of lesser demand will have shorter queues. Also, the last person to queue will have an instant pop anyway and likely the few people before him. Although I do suspect that the system won't take into account your queue time if you withdraw your registration which would explain why average queue times would be a lot shorter in other cases where queues are 2hours+
Yes I didn't know that the estimated wait times were shared among GC's.

You really can't tell what other people are doing across several servers who are queued for the same GC. There is a tendency to AFK while in a queue for almost any instance, that explain why there are players missing from the start of a match. Players might also be in the middle of a craft and intentionally withdraw or allow the clock to run down, in cut scenes, or may have to afk just because of an emergency, door, food etc. Just because queues aren't popping for you right away, you can't say that the system is broken.
I do understand how the "withdraw" system works. It was actually included in a hotfix at the launch of Frontlines (because originally 72 people had to accept before a match would actually go through which was aggravating). I welcome the change, however the major reason I am saying they aren't functioning correctly is:

Player A signs up for duty.
Player B signs up for duty 5 mins later.
Player B gets a pop 10 mins later.
Player A is still waiting for 5+ mins.

This is not an uncommon occurrence. In fact we were spending the whole day and this would be true half the time. I will also add that both players (there was actually a third but I am keeping it at 2 for a simpler explanation) were all queued on the same class.

This is just one example of how the priority system is failing.

Is there a rank matching system in place as well?