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Showing results for tags 'queue'.
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Since the last release, I've found myself consistently stuck in queue. I'm aware of the known issue where queues become stuck when the map changes, but this appears to be a separate issue. Today, I queued up to join the "SquadOps.gg" server. I moved up from position 6 to 3 in a couple minutes. Then, I started getting pushed back in the queue. After about 20 minutes of waiting, I found myself at position 9. For another 20-ish minutes this pattern continued. I'd progress up the queue a few positions, then get bumped back to 8 or 9. Assuming the queue was broken, I left and re-queued to find myself at position 14. Maybe the server has a lot of preferred members that skip to the front of the queue, but I'm skeptical that many people are attempting to join all at once at any given time. This is a very frustrating bug. Has anyone else encountered it?
Whenever i´m waiting in queue in to join a game i hear this annoying helicopter doing fly bys every 15 seconds. It´s like it was designed to annoy you because if you just hear a helicopter spooling up or a generator going you get used to the sound. But this thing shows up just after i´ve stopped listening and only lasts for a few seconds. I have to turn off the main volume then go back again and crank it up when i´m in game, it´s very annoying. My suggestion is to add an option to turn off menu sounds. Other alternatives are to either cut out the helicopter sound completely or change it to mumbling radio voices or something that is on all the time instead of reiterating every 20 seconds.
SpecialAgentJohnson posted a topic in Feedback & SuggestionsI have an idea: Upon embarking/disembarking, it should take longer if someone already has started to disembark before you did. The time it should take should be proportional to the number of people which pressed disembark before you. That is to simulate a queue forming towards the limited points of exit/entry on the vehicles. This would be more realistic and also avoid problems like people ending up in the rotor blades upon mass disembarks from a helicopter. Say for example, on a tank: Disembarking all through the turret hatches at the same time is actually highly unrealistic. Now imagine a single enemy picking you off one by one as you exit the tank, rather than 4 people popping out in a flash mob, starting to spray that single enemy with bullets on the same exact millisecond. Exiting vehicles should be cumbersome, because they are IRL.
HaafuGee posted a topic in Feedback & SuggestionsI want to be able to be in a server queue while in the training grounds, so I can practise my sick 360 degree 300m noscope RPG shots while I wait. Currently, if you're playing in a server, joining a queue for a different server will result in a failure to join. Other people can debate the values of preventing people from constant server hopping. This also extends to the training grounds, and this is what I think should be changed.
I have a suggestion. Show tickets left in the game browser selection screen. That way you don't have to join the map you've been waiting for 5 min, only to realize it has only 2 tickets left and the next map is not the one you like. Would be most appreciated.
So this idea came to me while playing squad during the free-weekend or whatever that we had during April. I don't know if this is possible to implement, but I'll post it anyway. I'm not a professional programmer or software developer, so the terms I use might differ from the actual technical terms. So I saw a lot of players waiting in line in the server queues, because it was better for them to wait in line and join an already full server than join an empty or half-full server. If you collect them all together, the number of players would be enough to fill a couple of servers. The problem was that they couldn't communicate and agree to join a single server. The easiest solution would be to give them some way to communicate, such as a chat room, while they were on the server browser or queue. One player can say "Hey I see there are about 60 players waiting on queues. I see that Server A is empty. Let's join Server A and make a new game! Who's with me?". And other players can reply and join Server A. Another solution is a Matchmaker. Each player can join a game or a queue straight off, but also, he can go to the Server Matchmaker select a list of servers and the least number of players he's willing to play a game with. For example, Player1 can select ServerA, ServerB and ServerC as the list of servers that he'd like to play in (this might depend on ping, or his preference) and select 60 as the least number of people he's willing to start a game with. Once the Matchmaker has 60 people who want to play in ServerA, where each person has a minimum player number of 60 or more, it puts all those 60 players in ServerA. Going in to the actual logic of getting this done (there may be better ways of doing this), each server has a list of the players that have joined(of course. Let's call this joined_list), and another list of the players who would like to join (likely_list) , and the least number of players each of them would play a game with (low_threshold). Let N[likely_list] denote the number of players in the likely_list, N[joined_list] denote the number of players in the joined_list. It refreshes the likely_list periodically, let's say, once every three seconds, and sorts the players in ascending order of each player's low_threshold. Then it goes to the last player in likely_list, gets his low_threshold, and sees if N[joined_list] + N[likely_list] >= low_threshold. If yes, every player before this is joined in to the server. If no, it kicks everyone who has this low_threshold off the likely_list, jumps to the next lower low_threshold, and does the test again, and keeps going until it gets to the beginning of the likely_list. Once the server is full, it goes in to the normal queue mode. Please note that this would be an extra feature to what squad already has. In other words, players are NOT FORCED to go to the Matchmaker and select a list of servers and a low_threshold. Rather, it is something they can choose to do. I think giving players the option of choosing multiple serve queues will also reduce the time players have to wait. To summarize, I have three suggestions to reduce a time a player waits to join a server, 1. A chat room, accessible while waiting in the server browser or server queue, so players can communicate and join an empty server and make a game. 2. A server "Matchmaker" service, which collects players who are waiting, and puts them in an empty server, as described above. 3. Giving players ability to join multiple server queues. I think it is possible to implement all three of them at the same time. What do you think?
I think this problem started with the latest patch. Whenever I try to join a server, I get the loading screen for the queue (...), but never get in line. After ~20 sec, it says "Disconnected from queue". My solution to this is re-installing my network driver, and this works about 50% of the time. Even if this works, it's still really annoying to have to do this every time I want to play. I'm using the Killer Wireless-n/a/ac 1535 network card, GTX 960M, i7-6700HQ, running Windows home 64-bit. If anyone has a solution to this I would be very happy