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The PvP Queue System

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I thought I'd make a thread for various potential options/customizations that could be implemented when they decide to fix the queuing system, these are ones that might or might not be wanted by everyone. I'll give some info on what they should do to fix the queue (as many have stated before) and give some additional info on other additions that could be added to enhance the system.

Most of us by now have queued up to multiple games, and once joining one, have found out that we are the only one on our side or even in the match, you wait a while, sometimes more people will join, sometimes not. The queues you remain in after you join a match are still active, thus you get get invited to them when they reach the required number, but since you can't accept, it eventually cancels out, and the people who did actually join it, find that they have no where near a full match. The whole problem makes games take much longer to start and get running, and some don't even get off the ground. You'll join up to one right away and find the score charts show 7vs7 but you're the only one there, this is because other people have streamed in then left the game after finding no one, thus leaving a hole and leads to empty games.

Now to fix the problem is pretty simple, most MMOs and any games with a Queuing system do this, basically when you join a match, you get removed from all other queues. This means that the people who have queued for a match are actually there to accept the invitation, which would result in near full or full matches. It seems like a simple thing to add in, to remove a player from all other queues once they join one.

Now below are some basic things I reckon should be added that everyone wants/needs:
- A Reject button for match invites. At the moment we have an Accept button and hide button, but a Reject button would be good to have to, it just instantly gets you out of the queue so it can find someone else quicker to fill your slot.
- A delay time at the start of each PvP match. Either disable everyone or restrict people to an area for the end of the invitation timer then 15 seconds extra. This gives time for everyone to load in and time for the queue system to fill in slots of those who rejected the invite. It gives both teams equal footing to begin the match, and also time to team up if they wish to.
- Filtering for the PvP match listing. This should most likely include tabs for Ground and Space PvP, as well as filters for the various match types and maps. It is a pain to scroll through the existing one to find matches to join. Perhaps even a favourite match type could be done so in another tab you only have the ones you want to join every time (limited number of course).
- The queue system should automatically grab the next person in queue to fill in for someone who rejected the invitation, had the invitation time out or left part way through the match (not DC/crash but an actual quit).
- At the end of the match, a window can pop up asking if you wish to re-queue for the same match again. This window would of course be able to be disabled.

As for actual stuff in PvP matches:
- A fix for the UI to stop windows overlapping like the Score window on top of the quest window.
- A better points system which rewards healing and tanking, as well as disrupting/disabling the enemy.
- A difference in rewards for winning versus losing. People tend to throw games (myself included) to get it over quickly and get the reward. Perhaps the losers get 70% of what they'd normally win and the winners get 110%. Not a major different but enough to make people care. Also perhaps bonuses for doing the best points wise (this only works if they fix the points system).
- A better display and timer for capture and hold maps. It is impossible to tell if you've actually capped a point or if you have to sit there longer to cap it.
- Fix the respawn system in ground PvP so you don't spawn on top of enemies, instead the nearest point to a friendly, or at least a point away from the enemy.

If anyone else disagrees with these or has other suggestions I'll add them.
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