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Idea to fix the Queue

sundance777sundance777 Member Posts: 1,097 Arc User
Im sure there might be much feedback on this idea, but I spend a fair amount of time using the public queue and non meta groups to try to clear dungeons and maybe some of my feedback will help solve some of the issues in the PvE side of the game. Things that I think are the issues that might be addressed by my feedback:
Power creep and the inability to scale dungeons to the power creep
Low use of the public queue
long wait times on queues
low variety of dungeons in use
non-realistic item levels and resulting failure of runs which creates the need to avoid the public queues

Examples: I grabbed (what I thought was) a meta group to run tomb of the nine and because the OP was not a power share variety, the dungeon took a very long time(3 hours). I grabbed 1 'healer', 1 tank and 3 dps for FBI, all around 14k+ and failed because we did not have enough dps or debuffs.

I spent some time thinking about this, the dungeons have a recommend role mix and play time and item level but they are scaled up, for the most part to way higher levels of hardness than the recommended class mix and item level. (and item level does not mean good - i dont have ideas on that)
Here are my ideas:
Eliminate the use of meta groups by requiring the 1 healer, 1 tank and 3 dps for all dungeons that provide rewards
Put the AD back on the public Q to allow player choice of dungeons and maybe make the private queue more of a practice no rewards place
Reduce the hardness of the dungeons so they can realistically be completed in the suggested time by a group with 1 heals, 1 tank and 3 dps - mostly the top 3 dungeons would probably just need a little less HP on the bosses for this to be realistic, and maybe drop the frost damage a bit in FBI - OR - Match the item level a bit more to reality if not making the dungeon more realistic, so around 2-3k higher on the top 3 dungeons.
Maybe restore the bonding stone stats if needed to make up for non-meta groups, that was a very unpopular change.

I feel like if the dungeons are run inside the intent of the original idea of the group and some basic buffs, they are too hard for a non-meta group and too easy for a meta group. One person that is a little low on item level and not running the 'correct' build can cause the run to fail and the real meta groups are bored, clearing content in minutes but skipping the pubic queue. Then we end up trying to nerf bat powers instead of dealing with I think is the root issue which is deviating from the required class mix.

I feel like if we could queue into a dungeon with a realistic chance to complete it in a decent time without out needing to build a meta group, the public queues would get used again and the random ques could be more fun for the time when you want variety.

Begin with the flaming and trolling....go
TR - Sun: 16000 IL
OP - Sunshine: 16000 IL

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Comments

  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    The thing about having random queues for "variety" is fairly moot, there needs to be a valid reward for doing them because random queues have always existed. You simply tick the box of multiple queues and see which one pops first.
    Variety is not the reason Random Queues exist. Its to funnel people into less popular content.

    The best way to sort the ERQ/ HA situation is to have another tier between them and revisit group composition for the higher end.
    Move FBI and MSP into a T3 queue that the Heroes Accord stuff would drop into, rather than having TONG in the same list as Tuern and Malabog. (Which is just ridiculous.)
    I know there is a call to extend this to having T1 T2 and T3 random queues, but you would need to reduce the RAD reward on each, meaning that even more extra random dungeons would need to be run to collect daily RAD.

    I'll be honest and admit I don't know the answer to group composition for the top tier stuff, TONG takes too long, and every time bar one that I've dropped FBI or MSPC through ERQ its ended in under a minute as someone takes the hit and insta quits.
    I've not run that content enough to know the best way to make them achievable for the lower end of the upper echelons and remain a challenge for the very top.
    There are better informed people who could come up with a solution.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    Random: Skirmish 69 below (Contains all the lil’ leveling Skirmishes.)

    Random: Skirmish
    <ul><li>Master of the Hunt
    <li>Dread Legion
    <li>Prophecy of Madness
    <li>Throne of Dwarven Gods
    <li>Kessell’s Retreat(Was a Skirmish still is a Skirmish even if the game says otherwise... cx )
    <li>The Shores of Tuern (this too... -w-) *Excludes Illusionist Gambit</ul>

    Random: Dungeon 69 below (Contains all the lil’ leveling Skirmishes.)

    Random: Dungeon
    <ul><li>Malabog’s Castle
    <li>Valindra’s Tower
    <li>Lair of Lostmauth</ul>

    Random: Epic Dungeon
    <ul><li>Cragmire Crypts
    <li>Gray Wolf Den
    <li>Temple of the Spider</ul>

    Random: Challenge Seeker
    <ul><li>Fangbreaker
    <li>Spellplague Caverns</ul>
    *Tomb of the Nine Gods Excluded, as well as the Skirmish due to being current content.

    Removed Raids simply because no one Q’s for it, since I’d rather play the raid I need than one I don’t

    Knocks it to 4 Q’s, with three of them likely to be played.

    Slight increase to the Rough AD granted to other 4 Q’s due to the exclusion of Raids RQ.


    Done : P
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