Greetings Adventurers!
As part of this preview build, we’re releasing a whole new Match Server! The Match Server will replace the old Queue Server and at the same time provide many new features players have been waiting for, i.e. Large Group Queuing. Players will now be able to queue up with no max group size requirement and participate in contents like Demogorgon and Tiamat as a whole group!
AccessPress ‘K’ to bring up the new Match window and you are good to go!
Features
- Large Group Queuing – Players can form a Match Request Group with any numbers of players prior to queuing and queue for any contents that are valid to the group. The same requirements still apply to the new system, i.e. Level, Group Composition, Gear Score, Event, etc.
- Private Mode – With a Match Request Group size the same as the queue size, players now have the choice to use private mode instead of normal queues. The group can skip the queuing process and the group composition requirement (i.e. 1 tank 1 healer) and start the instance immediately.
- Queue For Multiple Contents – Players can now queue up for multiple contents at the same time and get matched faster!
- Auto-Transfer – When players get matched for an instance, there will be a 10 second timer before everyone gets transferred to the instance. There will be no declining the match, and the only way out is abandoning, which will result in leaver penalty for certain contents.
Known Issues
- Private Mode: On the bottom right of the Match window there will be a checkbox marked Private. It is used to filter contents that the Match Request Group is valid for in the private mode. It is currently not functioning, but is going to be fixed soon.
- Auto-Transfer vs. Accept/Decline – For this preview build, the queuing process will be using Auto-Transfer mode as mentioned above for all contents. However, for M9 launch, there will also be an Accept/Decline mode just like the Queue Server. We will be using Auto-Transfer for casual contents or large group content like Tiamat and Accept/Decline for epic dungeons and PVP to ensure quality gameplay.
Feedback DesiredWe are interested in your opinions of the Match window UI and how intuitive/unintuitive the whole queuing process is. In addition, we want to know how you feel about Auto-Transfer, i.e. how you like it or what problems you think it would result in. At last, we of course are eager to know if there is any bug that blocks you from getting into the queue or getting matched.
Type: Bug/Feedback (Please only choose one)
Spec: (Please enter the spec that you are providing feedback for here)
Please use “Bold” face text for the Type & Spec then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
(Concise Feedback & Screen Shots are much appreciated)
Examples:Bug: Match Window UI: Private Mode checkbox not working
I had the checkbox checked, have 3 players in my Match Request Group, queued for a 3 man content, and got a error message “Match Request Group failed to join queue”.
Bug: Match Server: Group never got matched
I have a 4 man Match Request Group queuing that matched every requirement for a 5 man content but never got matched after being in the queue for 30 minutes.Feedback: Match Window UI: joining a queue feels unintuitive
It feels weird that after checking the content I want to queue for I have to also click the join queue button. It is also hard to tell from the UI if I am actually in queue or not.
Comments
Since one left CN to go PE and buy IK, cause on test server we have no vip and get injured, was unable to return to instance in any way. No option gave such ability. Returning/transfering/inviting once inside instance does not work at all.
Bug: Changing leadership
Once we enter instance, other (random? weakier?) party member gets leadership while it should remain to the person who was leader before entering instance.
Feedback: Assistant
It would be nice to add "Assistant" mode so more assistants can also invite, kick and queue.
Useful for a party of 2/3/4 (guild)mates searching for 3/2/1 more random player.
Feedback: Assistant for all
It would be nice to add "Assistant for all" mode so every existing and futher member gain Assistant ability and Leader can still can check/uncheck this option. Useful for guild/friend multiruns with changing members.
Master of Flame Renegade guide: Burn with me!
Yes, I know how this works, but it is confusing. There will be a lot of bewildered players when they try the new system for the first time.
I have no idea why this is a necessary feature. Why would you queue for anything while partied with someone who didn't want to run that content with you? I guess maybe queueing for PvP and enduring the endless wait (so I hear), you might want to run quests with a friend who doesn't PvP. That's really all I can think of.
But overall, if you are queued and in a party that is not queued, aren't you basically assuming you're going to leave them in the lurch at some point?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
- In the available queue, Kessel's is showing as a dungeon instead of a skirmish.
- In the same queue, Shores of Tuern is not listed at all, nor are the no-item level skirmishes (Dread Legion, Master of the Hunt, etc.)
FEEDBACK: (ditto on the colour)
- the ability to select multiple dungeons or skirmishes to queue for is FANTASTIC (and long overdue), thank you - very much needed. However, while they seem to be somewhat arranged in terms of dungeons -> skirmishes -> PvP -> epic trial (eDemo), I feel as though a bit more organization is required.
I hate to say this, but have a look at SWTOR's setup for queues (or FFXIV, which is also similar). Everything is organized under specific categories, and the same could be done here (i.e. DUNGEONS, SKIRMISHES, PVP, etc.) with open/closed drop-downs.
- again, mentioning those other games, they added further incentive to encourage random queues in particular categories by allowing for daily rewards if you did a sort of queue roulette, which could be a very nice addition to NWO. For example, if I enter the dungeons list, and *only* queue for Lostmauth, then I wouldn't earn a daily reward. However, if I selected all dungeons (or perhaps a "random dungeon" button which would instantly queue you for roulette) and completed whichever dungeon I got, then I would have a reward. And there's plenty of ideas for rewards on the forums, from better AD rewards, to refining stone caches (resonance in particular), and so on. You could even add weekly rewards in addition to daily rewards (i.e. complete 3 daily Skirmish rewards in a week and earn +10k AD)
- required item level and group requirements are not instantly visible, and are only there on mouseover. The way it is on live currently seems much more organized. I can instantly see which dungeons are nastier than others, and which I'd like to queue for. Please consider adding these as visible without requiring mouseover.
And when one dungeon offers rewards that greatly outweigh those found in other dungeons, there is literally NO incentive to run those other dungeons.
I'm simply offering a way to alleviate that, and get the other zones populated - a daily and/or weekly reward of some sort for doing a kind of "dungeon roulette". That doesn't detract from running eLoL at all; you'd still have your chance at a Horn of Blasting, plus your regular dungeon AD. But you need to encourage people to run the other dungeons too, otherwise what's the point in having them?
If Malabog or Valindra are too long, then they should take a look at them and adjust their length accordingly, it shouldn't even take long, it's just about removing trash packs.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Feedback: when you invite someone for party, all queues removes, even if you are a leader.
also when someone from random decline queue - it hasn't any reaction on display, would be good to add some written text "waiting fro another members" and "queue was declined". Now it is written only as a system message.
While I absolutely love to be able to select who I play with in 10 or 25-man instances, I am not quite happy with the implementation - in fact I find it needlessly confusing - at least I was really confused at first.
There are two reasons for the confusion.
The first is what was described as "Allows players to set up queue groups separately from the party they're in." Why ? What is the benefit and purpose of this, and how do you think players will react?
The second is the "Private" button, which I consider completely unnecessary. Yes, it does allow me to bypass the restrictions on how the group is composed - so, I can for example run a 5-man dungeon with a 5DC party if I like, but what is the point of that restriction in the first place? Those restrictions make sense for a totally random PuG, but if I show up with a "premade" group wanting to run some content, just let me.
So, basically I propose getting rid of the "Private" button altogether and just do the following:
If I queue up with a full group (3,5,10 or 25 people), just let me run the content with that group - assume we know what we are doing.
If I queue up "solo", apply your group composition rules, and put me into any suitable group.
If I queue up with a "partial" group, say 3 or 4 people for a 5-man dungeon, apply the group composition rules to fill the group if possible - otherwise reject the group. What I mean for example is that if a group of 4 HRs tries to queue up together for something that specifies that one healer and one tank is needed, there is no way that condition can be met with random people, so the queuing of that partial group should be rejected.
With something like this there is no need for the "Private" button or the confusion it causes.
as not to spam the same thing here - could you take a look @ http://www.arcgames.com/en/forums/neverwinter/#/discussion/1212759/suggestion-make-private-queueing-possible-for-needed-players
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
I have epic demogorgon unlocked, and have 3750 ilv but I cannot solo queue for Demogorgon (Master). when i hover over the box to find out why it says that i do not have the epic demo fight unlocked.
Would it be possible to add in the ilv requirement for each dungeon as a column, along with the player and level required. It is a nice thing to be able to see at a glance as well as to sort for quick access. I do see that you placed "master" in the title beside the ilv 2000+ dungeons but that just adding extra confusion. What is a master dungeon? what criteria makes a master dungeon?
We are searching for slave labor, will pay with food from our farm!
First, there is the phrase "(Master)" Why? Why not continue calling them "(Epic)"? This is annoying because if you for example click on "Demogorgon (Master)" you get a link to "Greater Demonic Key", and if you click on that, it tals about "Epic Demogorgon" - so, is it "Epic" or is it "Master" - just an annoying inconsistency.
Domination and Gauntlgrym battlegrounds show up on the Public list, but not on the private one.
"Press any key to continue" does not work, and I cannot type the name handle of anyone to invite them into my queue qroup. I just get an endless flood of Unknown Command "Player_forcedropmission", so, basically the new system is broken.
disconnected heroes:
When a player got disconnected, none of the other players were able to remove the player from the party. It might have been that he still had the queue group lead, and it hadn't been passed on. I'm not sure whether this should happen, but in any case, we couldn't remove him so we couldn't get another player in our party.
This leads to the next suggestion:
Can we get an auto-kick for disconnected players who have been disconnected for over 5-10 minutes? This allows for an auto-kick of the player, even when there's high value loot for the designated player on the ground (as other people won't be able to kick the player in question when there's high value loot on the ground). This would also nullify the issue I mentioned above. If the player would only be disconnected for a short amount of time, 5-10 minutes should be plenty to get back into the game and rejoin the party.
also;
for now the new matchmaking system looks awfully confusing for new players. I suggest that some sort of tutorial will be given for new players so they can learn about the matchmaking system, and how a party is different from a queue group.
that's about it from me I've been loving all this new content from TME a lot! keep up the good work over there~
This non-display issue is the most game breaking of all the bugs which were introduced in Mod 9's queuing system.
Imagine how a new user must feel, not able to join any queue groups - I bet you that user isn't playing anymore.
Do not believe for one second this has been fixed. The misleading patch notes state the problem was fixed, but that also was a mistake - I guess they were on a roll. Customer support is not helpful in any way with resolving the issue.