Generally my experience with Random Queues (RQs) is good. I mostly play random intermediate queue (RIQ), due to the current experience / item level of my toons. When I have spare time, I also play the random beginners queue (RBQ) - not really fun, just for the AD. Unfortunately, my experience with RBQ has been rather mixed. These are the situations that I encountered:
Problem 1:
Player X leaves the dungeon and quests elsewhere (Protectors Enclave for example)
The intent of X - obviously - is to get kicked by the other players after 5 min, thus avoiding the 30 min leaver penalty for abandoning the dungeon.
However, kicking X (after a forced 5 min wait) does not always work:
- You only have one chance every 4 hours to initiate a vote to kick a player.
- If one had to kick another player for the same reason in a previous dungeon run, one cannot initiate a kick vote in the next four hours
- If the other player(s) failed to vote (often happens because they use the 5 min forced inactivity for real life stuff), the vote fails.
In such cases it is impossible to proceed:
- all other players are taken hostage indefinitely by player X. Player X neither has the intent to return to the dungeon (in order to complete it), nor is willing to abandon the dungeon (taking the 30 min leaver penalty). In my experience tells that kindly ask the player to return are ignored.
This has already happened so many times and the frequency of these events seems to be increasing.
Possible solution:
- the (rational, but selfish) reason for the behavior of X is, that (s)he is rewarded with a much smaller "leaver penalty" (5 min vs. 30 min)
- the rational way to counter such and related behavior is to give the 30 min leaver penalty to everyone, who leaves a instance by any means
Problem 2:
2-3 characters join the RBQ as a team, but only one does the work (usually the other teamed players are on follow or afk)
The intent is obviously to gain twice or triple of the rewards with the same time investment, letting the other players do most of the work.
This usually happens in 5-man skirmishes.
Kicking a team of 2-3 controlled by just one active player (after 5 min) does not work, because the team can turn down any negative vote.
Furthermore, some dungeons (in particular skirmishes) are completed in less than 5 min.
This behavior happens more and more frequently.
It is most noticeable in the 5-man skirmishes (Master of the Hunt, Dread Legion, Illusionist Gambit).
It likely happens in the 3-man dungeons as well, we just don't happen to see it because a team of three that lands in a 3-man dungeon effectively has a private run.
Possible solutions:
- difficult, because it is not easy to determine whether a team of players is actually controlled by a single human being
- Private queuing for RBQ might be a solution, but this would defeat the purpose of the RQ to quickly fill up a requested (beginner's) dungeon
- one possible solution could be, that teamed players (queuing together) only get one vote. It is difficult to foresee, if this can be abused.
I find myself more and more only queuing for RIQ, because the intermediate dungeons seem to be less affected by the two above mentioned problems. However, in particular in the intermediate skirmishes (Merchant Prince Folly, Throne of the Dwarven Gods, Prophecy of Madness) I already noticed occasional occurrences of Problem 2)
In order to ensure a fruitful and rewarding experience for all players, it seems necessary that such behavior is curtailed. It seems to be currently on the rise.
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Comments
On the other issue you mentioned... that's tricky because people exploiting the game are notoriously hard to identify effectively. I've seen many cases where a toon was clearly a bot, and others where he's maybe a bot or maybe just not a very good player, and other cases where it did seem a few were running as a pack like you described. Lucky for me, though, I can solo any RLQ instance in a matter of minutes, so I don't need them. I do get annoyed, though, that I'm basically rewarding bad behavior. Once, when I was fairly sure all 4 other toons were bots, I just did nothing... interestingly, they all died repeatedly because their logic clearly depended on someone like me carrying them through. Once I was satisfied they were basically stuck, I dropped the instance, took the penalty, and did dailies on other alts for a while, happy in the fact that I, in some very small way, got to flip the bird at a cheater.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
If you leave the dungeon prematurely, you certainly should get the penalty.
If you have to be inside the dungeon anyways, it is probable most people will try to contribute or abandon.
They cannot force people to help. People needs to be willing to help instead. They need to give people incentive to help such as a bounty.
Put everything almost back to before RQ was introduced. Add a bounty system.
If a particular group has been waiting for a really long time for a special dungeon (say FBI), gives more AD like a bounty for someone to come to help. The bounty can be calculated based on the item level of the current party members and how long they have waited, etc. The bounty hunter knows which dungeon, how much AD bounty, average item level, party composition, before he decides to accept. First come first serve. If he decides to leave or AFK or ...., put him to a penalty box for a long while. He decided to accept bounty. He needs to live with it.
Player X rage quit at 2nd boss in FBI because team told him not to knock the runes off before turtle appeared. Thinking himself right, he cursed us out, and moved to PE. He waited. He told us to kick him over and over. And, we did not. Instead, I took screen shots of his conversation, made tickets in game and through Arc Support with his character name, handle, and time of play, with specific details as to his behavior. Then, we waited. Yes. You see, when the badly behaving player leaves, they want you to kick them so that they can keep on playing. But we did nothing. He raged more and more because he could not do anything. Then, this player logged off, we waited 5 minutes and abandoned the instance. We requeued without penalty and did FBI in 20min with another party.
Sometimes, you can teach them a lesson by waiting, and using the in-game reporting system.
Guild--And the Imaginary Friends
But you *can* make their time unproductive by not letting them leave the instance and do other stuff. Leaving instance should be treated like an abandon.
It is not a 100% solution, but it should contribute towards making people abandon instance or play.
Our current environment is the occurrence of people abusing kick to avoid penalty is much greater than unjust kicks. The solution is obvious, give penalty to remove the incentive to abuse.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
1. Remove random queues from the game. Public and private queues remain.
2. Remove rAD rewards from queues. Instead give every account 5-25k rAD (range arguable, but depending on the char with highest item level) daily at first login.
3. Remove kick timer.
4. Remove leaver penalty.
What about the RIQ, you ask? I'm glad you asked! I forget the number of days for each, but all we have seen, for at least the last month, has been Prophecy of Madness, Tiamat, and Merchant Prince's Folly, with the only exception being Demogorgon last night.
Do you really expect people to believe that those who are not queueing into a random queue are only queueing for one of those six dungeons? Somehow, their logic is giving preference to skirmishes. I think their logic is assembling the party before selecting the dungeon. So it sees there are currently 25 or more people queued and realizes it can clear or nearly clear the queue by dropping those suckers into Tiamat again. There is definitely something wrong when this is happening with such regularity that I can actually guess the dungeon it's going to drop us into with at least an 80% accuracy rate, and I would say I'm probably closer to 90% accurate.