Sorry bad quote...it was ment to be on Equitable Remedy
Sorry bad quote...it was ment to be on Equitable Remedy
I am really looking forward to your contributions on the development team. Seems like with your coding skills, we'll be getting all kinds of features in no time!Who are you to make anyone wonder if it's worth giving any resources according to you? Out of nothing? Just build it on top of an existing que system. Just like they created any que for any instance before, it just prints the condition
If character X press button YES than ... blah blah like in c++
I also think. Don't worry i got u! :*
#include <iostream>
#include <string>
// Simulation of press button "Yes"
void simulateButtonPress() {
std::cout << "Button press Yes." << std::endl;
}
//Functions to join a player to a group
void connectToGroup(const std::string& groupName) {
std::cout << "Player joins group: " << groupName << std::endl;
}
int main() {
//Simulation of the previous prompt and pressing the "Yes" button
simulateButtonPress();
//Joining a player to a group "Continue roulette"
connectToGroup("Continue roulette");
//Automatically connect to an instance
"Leveling dungeons"
std::cout << "The player has been automatically connected to an instance of : Leveling dungeons" << std::endl;
return 0;
}
And of course you need to have some "instance" made for this ...or you can just use connection to already instance in game wich will use connect to already existing function for que
This is just example but go make fun from anyone else :*
As a software developer lead, this has so many logic holes that I don't even know where to begin. If I ever saw a PR like this, I would have that developer walked out on the spot.#include <iostream>
#include <string>
// Simulation of press button "Yes"
void simulateButtonPress() {
std::cout << "Button press Yes." << std::endl;
}
//Functions to join a player to a group
void connectToGroup(const std::string& groupName) {
std::cout << "Player joins group: " << groupName << std::endl;
}
int main() {
//Simulation of the previous prompt and pressing the "Yes" button
simulateButtonPress();
//Joining a player to a group "Continue roulette"
connectToGroup("Continue roulette");
//Automatically connect to an instance
"Leveling dungeons"
std::cout << "The player has been automatically connected to an instance of : Leveling dungeons" << std::endl;
return 0;
}
And of course you need to have some "instance" made for this ...or you can just use connection to already instance in game wich will use connect to already existing function for que
This is just example but go make fun from anyone else :*




Could you kindly not pull the pointless strawman of, You're not the one in charge, so you can't really make those decisions.
When you aren't either.
Also, many would find it disingenuous how you use a convenient point about SE/CSIII making the normal amount of Multiple Player Content as compared to previous expansions.
To something that is both very niche, and many who push it don't understand how it'd work either.
______________________________________________
Those who said, "we ain't devs, don't talk about the Lil details, the devs should work on it."
That's again disregarding the valid points and concerns others have, and the lack of value it has overall.
To the immediately inject to the finish line that it should be done without convincing anyone it should.
Just Cause you all Say So?
Unlike games that have both arenas or specifically small zones partitioned to small repeatable content that has less variables, or lockable variables. That all players have from 0.
(Rather than farmed, upgraded, melded, crafted. Like it is in more complex games like XIV.
adjacent to this topic. it's why the Min ilvl/Lvl Sync has slowly deteriorated over a decade. to where it needs updating and fine tuning.)
One example of one such game would be the "Deathmatches" / PVP modes of Shooters.
Where you can easily lock certain equipment, certain Camera Views, certain amount of players and other factors.
And the game play is the same no matter what, cause the game works in that specific way.
______________________________________________
This is one of the big reasons why it would be way larger than most expect.
It contradicts the already existing Roulette queues, and has too many points of contention it needs to resolve.
Unlike those game types I mentioned, Which after a match/session/activity. They can have a drop down menu of activities they can do. that everyone can vote on.
(Now hold your horses, this cannot work in the way you all want, if you're doing it for Roulette, tomes, or Just Direct Queuing. Cause the Point of all these things, is the progression of SPECIFIC content. Payouts that are meant to be from aiding/filling queues of others. Or continually running the same content. Which would be wasted resources when most players have a Existing way to do so. with less data or conflict resolutions to deal with.)
If it ever did, it would be so limited on how big your party can be as stated in previous comment. and players all have many contents locked/unlocked. that it automatically disregards many of it. funneling players into the only content they have in common, which may end up being no content in common.
or one they all dislike.
______________________________________________
TLDR: This is practically a smaller scale version of how other excessively larger implementation fail.
(Just like how some games are basically what Corps Claim is the "Big New Thing" but it's just rebranding the wheel.)
Doesn't need "fixing"
Last edited by GTK0HLK; 06-15-2024 at 09:17 AM.
It's not necessary.
The devs aren't going to introduce unnecessary code into the system. The more code added, the more chance of something breaking.
With cross-DC travel available now, any party can just travel to whatever server and meet at an agreed location and party up from there.


have u thought about the logistics of this? firstly. its fantasy. if people wanted it that badly they reach out themselves. most ppl myself included just do it then leave because its NOT where i wanna be. this is simply a feature in the game that wouldnt work. 99% would opt out making it useless. also. if some hit yes.. what would happen. would they need to rush.. or would every1 else need to wait. it just doesnt work
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