Lt. Commander
Join Date: Dec 2007
Posts: 120
PvP Queue Menu Overhaul
intuitive, expansion-ready interface and queue overhaul

Background:
The PvP Queue Menu is fairly cumbersome. It won't scale well to new factions - let alone new PvP Maps (which I'm sure the developers would love to create).

For every new map, the queues become more scattered.
For every new PvP mode, the queues become more scattered still

For a new faction, this only compounds the issue.

This proposal boasts a new PvP Queue UI. It's more intuitive for the casual player - yet just as robust. It scales better for multiple factions and gameplay modes.

PvP Queue Menu Overhaul:
The default public queue system would be significantly retooled.

Public Queue
Default, public queue users would select from the following
  • Ground or Space
  • FED, KDF or RSE
  • Capture & Hold, Arena or Warzone
However, the specific maps themselves would automatically cycle (allowing new maps to be developed without ruining existing ones). Lesser-used maps would get rotated and new maps could be included without fear of fragmenting the queues even more.

There would also be an integrated, global PvP channel added directly to the PvP Queue. No needing to add the channel manually!

Also, a PvP [tag] system would be useful. Simple copy and paste you tag - it would then adjust you queue settings to whatever data that tag contains.

New players wouldn't be needlessly confused when new factions are added - it's simple yet powerful for most players. The new user interface would be far less cluttered.

The current system would make a never-ending scroll list if new factions, maps, or modes are added.

PvP is meant to be exciting - not like sorting an Excel Spreadsheet to find a map with players.
Private Match Menu
Private queue system would have far more options (to support premades/fleets): from filters to custom kill/time limits.
Tournament Menu
Allows players to create their own tournaments! Auto-bracketing tools would help expedite the process. Individual brackets would be configured much like the single, private match menu.

However, a robust set of overall options would help organize PvP tournaments with little hassle: from participant lists (including on/offline status) to number of players per match.

Benefits:
  • User-friendly interface design
    • Less Clutter
    • Shorter list
    • More intuitive

  • Scales better for
    • new factions
    • new maps
    • new PvP modes
    • new map sizes

  • Cycles maps (no wasted maps at bottom of list)

  • More robust options for Private Match Creation
  • Tournament Support
  • Integrated, global PvP Channel in the PvP Queue Window
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-18-2010, 05:50 AM
I definitely like the idea of redoing the PvP queue in some fashion.

Last night was my first real PvP match, (low level), and as has been pointed out, the lower levels are basically dead. I finally ended up finding a ground match. When we all spawned, it was 3 F vs. 1 K. The Klingon left understandably, but this left 3 of us in a deserted facility. After several log-out attempts, I ended up on the other team somehow, and had to fight. At this point I just logged out and waited 15 mins for the instance to reset. It was still a real pain.

Never-the-less, the PvP menu was pretty confusing when I first brought it up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-18-2010, 05:51 AM
Quote:
Originally Posted by Keros View Post
I definitely like the idea of redoing the PvP queue in some fashion.

Last night was my first real PvP match, (low level), and as has been pointed out, the lower levels are basically dead. I finally ended up finding a ground match. When we all spawned, it was 3 F vs. 1 K. The Klingon left understandably, but this left 3 of us in a deserted facility. After several log-out attempts, I ended up on the other team somehow, and had to fight. At this point I just logged out and waited 15 mins for the instance to reset. It was still a real pain.

Never-the-less, the PvP menu was pretty confusing when I first brought it up.
It is very confusing for new players.

It is also unmanageable should the developers add ANY new content to PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-18-2010, 05:57 AM
What i find very confusing is the fact that we have systems/planets to fly to in the neutral zone that ques us up.

I mean seriously, whats the point of those planets being there if one can just que up from anywhere via the PvP interface?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-18-2010, 05:57 AM
Noticed I neglected an option for small vs. large queues in the interface. Updating!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-18-2010, 05:59 AM
Quote:
Originally Posted by Alexraptor View Post
What i find very confusing is the fact that we have systems/planets to fly to in the neutral zone that ques us up.

I mean seriously, whats the point of those planets being there if one can just que up from anywhere via the PvP interface?
That's a great criticism.

However, the UI allows so many more players than everyone packing their things for Eti Eridani.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-18-2010, 06:00 AM
The most important things:

- Reduce the number of queues you can be in at the same time to ONE. Why? Because multi-queueing messes up the ones you don't join.

- Increase the frequency of the queues 'popping' by having fewer. Easiest answer is to eliminate the ability to pick a specific map. This would also help some maps get played more often.

- Eliminate the prompt to join when the queue 'pops'. Just yank the player into the match they queued for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-18-2010, 06:09 AM
Quote:
Originally Posted by Naevius
The most important things:

- Reduce the number of queues you can be in at the same time to ONE. Why? Because multi-queueing messes up the ones you don't join.

- Increase the frequency of the queues 'popping' by having fewer. Easiest answer is to eliminate the ability to pick a specific map. This would also help some maps get played more often.

- Eliminate the prompt to join when the queue 'pops'. Just yank the player into the match they queued for.
All of these of great reasons to rehaul the PvP Queue (especially the interface). Cycling maps would be great, since developers could create as many maps as they want - without worring about it burying other maps in the old queue list.

Let's do this!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-18-2010, 06:21 AM
Updated the mock-up:
  • Added Small, Large Option
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-18-2010, 06:24 AM
Looks good, darren!
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