Darkfall: How to Fix the Queue

The long queue times are a product of three main problems. One can be fixed with money, and the other two with a little creativity. Because the queue times suck, people stay in the game and go AFK instead of logging out. Because people stay in the game instead of logging out, the queue times suck. It’s self-fulfilling. Plus, people often go AFK and macro using an external program or simply use in-game mechanics (like auto-running into a wall to train Run) to advance while AFK. But these problems can be fixed!

The first–and most obvious–solution is to throw more hardware at the server and improve the server technology. This is neither cheap nor easy, but is something that will help the game over the long term. If they have the money to do it, they should. If they don’t, they can still take some major strides in the direction of reducing queues and lag for all players.

The worst of the problems is players going AFK in the game and never being disconnected. Darkfall does not disconnect players from the game, even if they are inactive. Like all other MMOs, clients that do not communicate with the server for ~15-30 minutes should be disconnected. But, macros and external programs would avert simply logging a player off due to inactivity, so the solution has to go further. Due to the fact that the game is skill-based and requires repetitive actions to advance, it will always be desirable to AFK macro, so I would propose solving this problem permanently instead of just while queue times are long.

A more proactive solution that would both prevent unattended macroing and reduce queue times and lag is the implementation of a CAPTCHA system. Every 30 to 90 minutes (the interval chosen at random within that time frame), a pop-up box should appear with a CAPTCHA phrase that the player must enter within 5 minutes. This should happen for all players, whether they are suspected of being AFK or not. The 5 minute leeway would be given in case the player is in a heated battle. The CAPTCHA phrase should be 2-3 words, and the player should be able to generate a new phrase within that 5 minutes in case they can’t read the current phrase (but the timer should not reset).

Additionally, there are players pre-launching the game, and the “Play” button is staying highlighted for them when they come back. This appears to be increasing queue times (even if the “Play” button is only active for 10 minutes like some claim), because they are retaining their login slot and preventing others from getting one. Instead of doing it this way, the player’s character should immediately enter the game world when they are at the front of the queue. Since this is so risky in a PvP game, players will be less inclined to pre-launch the game, and more inclined to log off in a safe area (no area is 100% safe, but towns are basically secure). Their character, after logged in, would be subject to the same CAPTCHA program and would be logged off if inactive for too long.

Just implementing the latter two solutions would be relatively cheap and easy compared to improving server performance with better/more hardware and improved server code. Hopefully Aventurine will address the queue problems soon, because I’m already getting frustrated with paying $15 a month to spend more time in the queue than in the game (by a significant margin). The game itself is actually enjoyable in a nostalgic capacity so far, but that won’t matter if I can’t play. If I can’t play, I won’t pay. And I’m not alone.

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