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  1. #1
    Player
    NyarukoW's Avatar
    Join Date
    Jul 2014
    Posts
    842
    Character
    Ai Hana
    World
    Faerie
    Main Class
    Archer Lv 60
    Quote Originally Posted by Eidolon View Post
    Well, this is going to suck when you're trying to ask one of your friends to join the instance after your tank/healer bailed. They'll try once, then give up. =/
    ....
    How is this related to clicking withdraw or not clicking when the DF pops? They can still join progress. And if they joined the wrong one, they can ask for vote kick or leave and join again and never have to incur a withdraw strike for not commencing with the DF. Seriously this is completely unrelated.
    (0)

  2. #2
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by NyarukoW View Post
    How is this related to clicking withdraw or not clicking when the DF pops? They can still join progress. And if they joined the wrong one, they can ask for vote kick or leave and join again and never have to incur a withdraw strike for not commencing with the DF. Seriously this is completely unrelated.
    1. There's a 5 minute lockout for votekicking someone from the start of the duty.
    2. How rude are you to join someone else's instance and say, "Hey, sorry, this wasn't the duty I wanted - Can you kick me?" and thus penalize these people as a vital role such as this?

    It is 100% connected to clicking / not clicking withdraw. Because sometimes we try to 'que fish' because for whatever reason, the que without a single Tank/healer/DPS isn't getting que'd into. And me askin my friends to join is now a liability to them, because if they click wtihdraw, they are now building their own penalty by it.
    (3)

  3. #3
    Player
    Fornix's Avatar
    Join Date
    Aug 2013
    Posts
    645
    Character
    Fornix Amygdala
    World
    Odin
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by NyarukoW View Post
    How is this related to clicking withdraw or not clicking when the DF pops? They can still join progress. And if they joined the wrong one, they can ask for vote kick or leave and join again and never have to incur a withdraw strike for not commencing with the DF. Seriously this is completely unrelated.
    Because the join in progress toggle means not "join in progress only". But rather it means "join new or in progress".

    Whenever FC mates would ask for a tank after theirs ditched them, I would frequently get in the range of 10 ~ 20 new runs prior to getting an ongoing run. Often being the one my guildies were in.

    Don't ask me why the join in progress toggle doesn't allow players to join in for only in progress runs. SE logic I guess. Just as much logic as such a penalty as this over missing 3 pops in an entire 24 hours. When it comes to the way the DF functions, there's a lot left to be desired. And these sort of updates aren't making it any better.

    Once I've capped all my leveling classes to 50, I'll be letting it pass completely in its current state.
    (2)

  4. #4
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Fornix View Post
    Whenever FC mates would ask for a tank after theirs ditched them, I would frequently get in the range of 10 ~ 20 new runs prior to getting an ongoing run. Often being the one my guildies were in.
    The solution to this problem is not to to add an "In Progress Only" button. The solution is to make in-progress runs the priority when the "Join In Progress" checkbox is selected. The way it SHOULD work:

    1. Player selects "Join In Progress" checkbox and signs up.
    2. System checks for in-progress runs that require the player's current class. If it finds some, the player is added to the in-progress run that has waited for a member the longest.
    3. If there are no in-progress runs that require the player's current class, it checks for new runs that require the player's current class. If it finds some, the player is added to the new run that has waited for a member the longest.
    4. If there are no eligable runs, the player is added to the wait queue.

    It is frankly astonishing to me that SE did not code it this way; for in-progress runs, the dungeon clock is ticking and empty slots should be filled as a top priority, well beyond new runs. Nevertheless, this does not warrant the addition of an "In Progress Only" button, it warrants a correction on how duty finder matching works.

    Quote Originally Posted by LittleArrow View Post
    Well that's a relief to hear. So is it a 30minute lockout everytime you leave the duty? I don't understand how the 24hr lockout works with that.
    My presumption: You get two penalty-free withdrawls per day. Beyond that, each time you withdraw incurs a 30-minute penalty until the 24-hour lockout expires, at which point you get two more freebie withdrawls to spend.
    (2)
    Last edited by LineageRazor; 10-28-2014 at 10:56 PM.

  5. #5
    Player
    LittleArrow's Avatar
    Join Date
    Apr 2011
    Posts
    681
    Character
    Little Sprinkles
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by LineageRazor View Post
    ...My presumption: You get two penalty-free withdrawls per day. Beyond that, each time you withdraw incurs a 30-minute penalty until the 24-hour lockout expires, at which point you get two more freebie withdrawls to spend.
    Ok that makes sense. Thanks so much ^^
    (0)

  6. #6
    Player
    Seraphyna's Avatar
    Join Date
    Aug 2013
    Posts
    185
    Character
    Sianne Rose
    World
    Cactuar
    Main Class
    Paladin Lv 31
    Quote Originally Posted by LittleArrow View Post
    Ok that makes sense. Thanks so much ^^
    There is no "free try lockout". We made a server party (4 man). Had to back out because one of the parties kids started to cry. Got hit with a 30 minute lock-out. Hadn't backed out of anything/withdrawn from anything.

    This was one of the perks of making server parties. You could leave when needed. This is just a problem now.
    (0)

  7. #7
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by LineageRazor View Post
    The solution to this problem is not to to add an "In Progress Only" button. The solution is to make in-progress runs the priority when the "Join In Progress" checkbox is selected. The way it SHOULD work:

    1. Player selects "Join In Progress" checkbox and signs up.
    2. System checks for in-progress runs that require the player's current class. If it finds some, the player is added to the in-progress run that has waited for a member the longest.
    3. If there are no in-progress runs that require the player's current class, it checks for new runs that require the player's current class. If it finds some, the player is added to the new run that has waited for a member the longest.
    4. If there are no eligable runs, the player is added to the wait queue.

    It is frankly astonishing to me that SE did not code it this way; for in-progress runs, the dungeon clock is ticking and empty slots should be filled as a top priority, well beyond new runs. Nevertheless, this does not warrant the addition of an "In Progress Only" button, it warrants a correction on how duty finder matching works.
    I'm pretty sure it works like this, actually. Often when I get in progress runs, the queue pop is *instant*, there is literally no down time, I just hit queue and it pops. Even when I'm queuing as a tank, the matchmaker never pops that fast for a fresh run. If you're getting in a situation where you're trying to join a friend's group, it may be that the matchmaker has already offered that in progress run to another person in the queue, and won't offer it again until that person drops the queue. During that time, it will still pop fresh instances for those in the front of the line.

    In progress only is a more elegant solution than this 3 withdraws in a day penalty because it gets all of the major offenders (in progress queue fishers) and puts them in their own matchmaking pool away from everyone else. And it doesn't really reward them as they will be stuck queuing against each other for probably longer than it would have taken for them to just join a fresh run.

    Although, even with an in progress only option, I still think there should be a withdrawl penalty, but I think it should be a much shorter time span (1-3hrs) and for a shorter duration (10-15min).
    (0)
    Last edited by Giantbane; 10-29-2014 at 07:35 AM.

  8. #8
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by LineageRazor View Post
    It is frankly astonishing to me that SE did not code it this way; for in-progress runs, the dungeon clock is ticking and empty slots should be filled as a top priority, well beyond new runs. Nevertheless, this does not warrant the addition of an "In Progress Only" button, it warrants a correction on how duty finder matching works.
    Actually, it used to work that way, but when enough people complained about progress fishing, SE fiddled with it a bit. Near as I can tell it still treats in-progress runs as highest priority when you specifically select the dungeon, but in-progress is given last priority for roulette queues.
    (0)

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