Server join queueing and queue position
Skie
Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
I couldn't find a similar suggestion as a thread of its own, so here we go.
Server auto-join queueing would be a great feature, and if such a thing is implemented, also some sort of an indication that how many players are already queueing to a full server, shown in the server browser.
There was already join queueing in Quake2 days, but I haven't seen a queue position system in other than MMO games.
Server auto-join queueing would be a great feature, and if such a thing is implemented, also some sort of an indication that how many players are already queueing to a full server, shown in the server browser.
There was already join queueing in Quake2 days, but I haven't seen a queue position system in other than MMO games.
Comments
Currently i'm always resfreshing the list and waiting for a free spot and hoping that i'm faster that a other person who wants to join, too. I wouldnt mind much if i had to wait longer if iam not the first to join after a spot is free, since i would have a save spot in the waiting line.
would be great if its easy to implement
Currently i'm always resfreshing the list and waiting for a free spot and hoping that i'm faster that a other person who wants to join, too. I wouldnt mind much if i had to wait longer if iam not the first to join after a spot is free, since i would have a save spot in the waiting line.<!--QuoteEnd--></div><!--QuoteEEnd-->
Try menumod, it has an auto join option, also if one of your friends are playing on a server you can do a autojoin via steam.
I think what you really want in most cases is an auto-join system - you submit your ping results to the service, and it enqueues you for every acceptable server, and also tries to group people into servers which are acceptable to all parties. Then if there are say, six people with a common acceptable server, it tosses them into the server.
Obviously queueing is still useful (eg for clan servers), but in most cases 'pseudo-matchmaking' would probablu get people playing much faster.
I do think queuing would be fine since it would probably be pretty straightforward for the team to implement.
Anyway, the empty server problem plagues a plethora of games, and there isn't any good way to go about solving it unless all servers were controlled exclusively by the developer e.g. guaranteed low latency, guaranteed vanilla servers, guaranteed low/mid/high player counts.
<img src="http://i.imgur.com/Degyy.png" border="0" class="linked-image" />
Clicking "auto-join" would:
<ul><li> Immediately try to join any selected server which is neither empty nor full (none in above image)</li><li> Enqueue you to play on Servers 4, 6, 7, 10, 11, and 12 (which are full)</li><li> Add you to a pool of players marked as willing to play on Servers 1, 2, 3, and 8 (which are empty) provided there are enough others who are willing to play on the same server</li></ul>
Manual de-selection of a server should always be remembered. Using the select all tool or adjusting the latency threshold should never re-select a server which has been manually de-selected.