Ok here is my suggestion for changing the RQ system so is more player friendly:
1. Make the random map known to the player. Some maps i can NOT do at 11.2k IL, CN, FBI, MSP for instance
2. Make a decline penalty of 5 to 15 minutes. If you know what you cannot do (or don't want to do) then a small penalty for declining is reasonable. (first decline 5 min, second 10 min, third and on 15 min) If they go into map and leave that is 30 min so decline penalty is better.
3. Make the random map recognize the IL of the player and have relevant maps for them. For instance MSP should NOT be run by anyone under 13k period !!! even though RAQ says 11k. So make the IL requirements progressive on down the RQ list. IG should be 11k, CN 12k FBI 13k MSP 14k minimum.
4. Give players a 1 free decline per hour per account. (choice)
5. Increase rAD rewards so that RLQ RIQ and RAQ give more than just half of the daily allotment (since your killing salvage we will need more from RQs)
6. If a player hasn't made it to the campaign don't give the map for the RQ. For instance, don't give FBI MSVA if the player hasn't gotten to lonelywood on SKT, or completed RD to play MSP.
7. give a catagory for buffer and let the players choose which catagory they want to be under. DC can choose heal or buff OP choose any etc...
Ok structure of the RQ system. Right now you gather 3 to 5 players together then choose a map and wait for them to accept it. This is why there is soooooo many problems. Do this: have map available post map to RQers (like a barovia hunt), accepted ones get into that maps queue, when full run map. If player declines the random map doesn't cancel or the players accepted to it get disbanded from that map. Hence the reason for the 5 - 15 minute penalty.
NOTE: since you introduced barovia, the IL requirements of the dungeons/skirm/trials/epic are all out of since with what players can do. Just because i gain 1k more IL doesn't mean my toon is ready for harder dungeons to play, as i can get that 1k from just gear change at lower ILs. A fresh 70 can get 9k IL easy without any boons or any skill to back them up. 11k can get with barely anything and a few boons, and get squashed by medium-hard mobs in RQs.
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House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Generally, the best systems are the simplest systems. Ignoring unlock requirements probably made things easier on the implementation side.
iLvl requirements are fine. The problem is how easy it is to inflate iLvl now. There really isn't any dungeons that one "cannot do". Carries are possible in almost all the dungeons. The other day I was in a CR group where one 16K GWF carried the other two DPS to the last boss (of course this requires a very capable tank and buffer to go with the monster dps). We couldn't finish it due to survive-ability issues (tip to the new players, be prepared with scrolls, you never know when you can be carried to the end, you still need to contribute at the last boss due to the mechanics).
The reality is that pugging FBI has led to about 20 fails/give ups and 1 success - thats a fact.
Pugging CN is about 50/50
MSP I just lol and leave the instance and take the penalty
1. Increase the minimum IL across the board for reasonable chance of success by a PUG.
2. Change the random queue to where you pick 3 dungeons/skirmishes that you like and it picks one of the three. That way you know you'll be queued with people who actually are interested in doing the same thing. ( also alleviates the issue with IG somewhat)
It is the players, not the iLvl. Assuming these players start learning how to play better, success rate should improve. Besides, rejigging the dungeon iLvl will require work that I don't think the devs want to commit to.
I did this recently, took ages to get to bronze then they voted to stay.
I lolled as they all died repeatedly and carried them to silver, then funnily enough everyone voted to leave
I like getting tiamat, especially the single phase runs. The only annoying thing is finding AFKs to kick. The easy ones to find are the dumb ones sitting in camp. Then there are the slick ones who try to hide in plain sight by AFKing in the middle.
When I run randoms I run as my DC, there is no wait time for a DC. You queue, it pops. That said, there are lots of times as soon as I hit queue one of the kids call me and I have to decline. I could be gone 5 seconds or 50 minutes, who knows. It's gonna suck if I'm stuck waiting 15 mins to queue again because someone couldn't reach a glass in the cupboard.
The other side of this coin is the leaver penalty, I'm a victim of this from time to time for the very same reason. If I have to drop on a group, I deserve the penalty. If I decline before the group forms I do not deserve to be penalized. IMO
The only question I have about the OP is how does one know what to decline? It's a mystery until your actually in the party is it not? Is there a change coming I don't know about?
Also, if memory serves you can't queue for FBI without EF resist nor can you queue for randoms. Loop hole is to wear EF gear until your in the run, then swap gear. Or play STK intro and get the 30% potion when you open lonelywood.
Maybe 50/50 is a little pessimistic, but certainly I leave CN 2 or 3 times out of 10 [I admit I dont keep records]
Beyond that, each queue spells out the possible dungeons, etc... If you can't or won't do that content, don't enter the queue. This was specifically addressed by Asterdahl. When you enter the random queue, you are telling the game that you will do whatever content that you are given.
In the same vein, when you enter the queue solo, you are waiving your control over who you get grouped with. You are effectively telling the game that anyone is ok who meets the queue requirements. If this isn't acceptable to you, don't solo queue.
I’ve main DPS’d CN on an 11k templock, where I was the highest IL toon present, in ~20 minutes. I could complete IGG in about the same amount of time on the same toon at 13k. So I agree with you that the IL requirements some people are calling for seem horrendously inflated. But perhaps they are looking for brainless runs.
That said, I also find RAQ and REQ are littered with DPS’s with terrifically inflated IL (getting more IL by not running the Demo set, Vistani weapons, random Barovia salvage gear, etc). I even had an REQ ToNG the other day where two of the DPS had companions with no bondings (both legendary, not Augments). So there is certainly something to be said for properly geared toons who meet the IL requirements.
If you go into an instance and get pulled away immediately, then just post in chat you need a minute or two. Usually people don't mind if you tell them.
I have 3x 16k ilvl+ characters (gwf, dc, op) and am happiest doing a random queue with my gwf even though this is probably the character i am worst at playing!
Why?
Because its a lot easier to carry a run as dps; no amount of buffing is going to help 3 HAMSTER dps in tong!
2 - i'm firmly against punishing people for declining a queue for any reason
3 - i agree that ILs are off for some dungeons and need to be rethought but this just seems to convolute the current system
4 - since im against 2 this is invalid for me
5 - probably the one point you've made that most, if not all, players would give a thumbs up
6 - is this not already a thing? i thought if you didnt have MSP unlocked you couldn't run the queue that includes MSP. (forgive me if i'm wrong here because I seldom RQ since I think the whole system is a huge HAMSTER)
7 - im pretty sure they're heading down a road like this based off dev comments lately
8 - I could be remembering this wrong. I feel like there was a point ages ago when, if the queue hit 0 seconds and you had 4/5, the dungeon/skirm would load and you could start while it tried to fill the last slot. Not sure why this went away if it was a thing.
I feel like a good part of the community is still against the idea of random queues for multiple reasons. All of these alternative ideas that perpetuate randomness are just attempts to try and polish up a HAMSTER.
Its kinda like the Christmas parties where you are given a present from a random person and you don't know if its a nice item or some grandmas over-stitched crochet sweater that is 3x too large for you. mine would be like that person saying, its a ming vase if you want it keep otherwise give it back i'll take it to someone else.