TL: Guide to Random Queue Mechanics in Multiplayer Dungeons

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In the evolving landscape of multiplayer dungeon runs, particularly for two-star dungeons, many players are reporting negative experiences due to the increased difficulty and a toxic environment stemming from exploits in the random queue system.

This guide sheds light on the underlying problems, offers solutions, and explores upcoming fixes aimed at improving the experience. Buy Cheap TL Lucent for Sale at U4GM, now use "harry" coupons for an extra 5% off!

 

Challenges in Two-Star Dungeons
Two-star dungeons mark a significant difficulty increase from one-star dungeons, requiring players to be better geared and more familiar with game mechanics. However, this increase in difficulty has led to several problems:
- Vote Kicks: Players often face vote kicks, sometimes without justification. This has created frustration among participants.
- Toxic Dynamics: Groups of players exploit the queue system, kicking others to stack their party with friends or for perceived inefficiency.

 

Exploiting the Random Queue System
The random queue system allows players to manipulate matchmaking in various ways:
1. Party Stacking: With the party size now increased to four, groups of four players can queue together, leaving room for only two random players. These random players are often kicked to make room for friends or due to perceived lack of skill.
2. Queue Spamming: Players can repeatedly request matchmaking, inspect the group, and reject the match until they achieve their desired composition.
3. Gear Visibility Issues: Players who opt not to display their gear often get kicked preemptively, as others may assume they are underprepared.

 

Vote Kick System: Problems and Potential Solutions
The vote kick system, while useful for removing inactive or disruptive players, is currently overused and often abused:
- Frequent Kicks: Players can repeatedly initiate vote kicks with minimal consequences.
- Suggestions for Improvement:
- Implementing a personal timer for vote kicks (e.g., one kick every 8 hours per player).
- Adding penalties for excessive kicks to discourage misuse.

 

Upcoming Fixes (December 5 Update)
To address these issues, the developers are implementing penalties for queue abuse:
1. Matchmaking Penalties: Rejecting a queue will result in a cooldown before you can request another match.
2. Leave Penalties: Leaving a dungeon run immediately will also incur a cooldown, reducing the frequency of players abandoning matches.

Impact of Changes:
- Positive: Reduces toxic behaviors, such as constant rejecting or leaving matches to stack parties.
- Negative: Limits players' ability to customize their queue experience, potentially frustrating some users.

 

Optimizing Dungeon Runs: Best Practices
To improve the experience for yourself and others, consider the following:
1. Communication: Utilize the in-game chat with auto-translate to discuss strategies and expectations.
2. Team Play: Avoid going in blind; learn the mechanics of the dungeon and contribute effectively.
3. Efficient Pathing: Follow optimal paths and avoid pulling unnecessary mobs to save time.
4. Run with Friends: If you have a group of friends, create a full party to avoid random queue frustrations.


1. Island of Terror Bug: The boss mechanics can currently be bypassed, creating an unfair gameplay experience. This needs fixing.
2. Dungeon Completion Rewards: Adding bonus loot for fully clearing a dungeon (e.g., killing all mobs) could encourage more thorough playstyles.
3. Performance Metrics: Incorporating performance tracking, such as scoreboards or MVP systems, could help players understand and improve their contributions.

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