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.
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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.
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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.
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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.
That's why I wrote that it's an example. You have to take into account that the notification and approval to the instance will already exist and then connect to an existing instance... anyway, this took me a few minutes... I don't see why SE couldn't do it with subs money in a few months
Gonna need you to pick a lane.That's why I wrote that it's an example. You have to take into account that the notification and approval to the instance will already exist and then connect to an existing instance... anyway, this took me a few minutes... I don't see why SE couldn't do it with subs money in a few months
the freedom to ask the party and re-queue with the ones that agree and remain in the instance. have you not played any other modern MMORPGs? grps deciding to continue running together just for fun or say its tues and we are farming x dung for tome cap...No one has still explained how this works when there are different ways of getting grouped. Given this scenario:
Tank queues as mentor.
Healer queues as leveling.
DPS1 queues directly for that specific dungeon.
DPS2 queues as 50/60/70/80.
What exactly are you expecting the next dungeon / roulette to be exactly?
you act like this option forces you to engage in it?
why does something you can actively not participate in affect you?
its a multiplayer game, let us make friends in instances and continue running with them if we want. you can just leave at the end and go back to what ever you want.
It affects me because resources for working on this would take away from other things they could be working on. When it comes to priority, I would imagine this would be pretty low on the list because the return on investment would more than likely not justify this. There are so many things people aren't thinking of when they ask for something and think it's just something so simple and should be quick. I get this all the time as a developer. Once you start enlightening people on just how involved it is, it opens their eyes that it's not as simple as it sounds.the freedom to ask the party and re-queue with the ones that agree and remain in the instance. have you not played any other modern MMORPGs? grps deciding to continue running together just for fun or say its tues and we are farming x dung for tome cap...
you act like this option forces you to engage in it?
why does something you can actively not participate in affect you?
its a multiplayer game, let us make friends in instances and continue running with them if we want. you can just leave at the end and go back to what ever you want.
its a multi billion dollar company, if they are not working on something you like its not because they dont have the funds, its because they dont care.It affects me because resources for working on this would take away from other things they could be working on. When it comes to priority, I would imagine this would be pretty low on the list because the return on investment would more than likely not justify this. There are so many things people aren't thinking of when they ask for something and think it's just something so simple and should be quick. I get this all the time as a developer. Once you start enlightening people on just how involved it is, it opens their eyes that it's not as simple as it sounds.
you get that your straw-man argument can be used with anything right? why are jobs getting stale and homogenized? because fixing them could take away from them doing something i want instead...
your "what if" is very convenient but not based in any fact or truth.
Last edited by Mostly_Raxus; 06-17-2024 at 07:04 AM.
If I may ask, how many software development projects have you worked on?its a multi billion dollar company, if they are not working on something you like its not because they dont have the funds, its because they dont care.
you get that your straw-man argument can be used with anything right? why are jobs getting stale and homogenized? because fixing them could take away from them doing something i want instead...
your "what if" is very convenient but not based in any fact or truth.
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.
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