Xie Belvoule, on 16 November 2013 - 01:29 PM, said:
Theirs a reason they haven't included lobbies, because it would destroy the public que. My unit has 100+ players on during prime time, now imagine we were all playing league games in private lobbies instead of dropping in the public que. Now imagine every Marik unit is in private lobbies playing in the Marik civil war. Ok, now imagine every unit in the game is in their own private lobbies during peak hours, the public que would be a ghost town. See the problem here for PGI, introducing private lobbies would play havoc with the matchmaker and devastate the public que. It would also hurt new player retention as the lack of tutorials means new players rely on veterin unit players to train them. Basically PGI fears private lobbies will lead to units becoming insular and incestious, playing only with themselves or other units, as the core game experience itself is uninteresting and unengaging. PGI is afraid that the community will craft a more engaging community warfare experience then their own, through the use of private lobbies. That is why you don't have lobbies.
P.S. I fully support the introduction of lobbies.
I believe quite the opposite.
1. I do not believe it would destroy the public que based on the fact there are plenty of pug or lone wolves if you will to fill it.
2. Lobbies would allow for new player training and retention will out the frustration dying in 3 minutes and not learning to fight and pilot a mech.
3. Private lobbies would allow for inter-faction training and rivalries.
4. Lobbies would take some pressure off of PGI and their game development cycle.
5. Lobbies would give the player base something to do until community warfare finally emerges.
6. Lobbies would allow the player base to set goals and have a sense of accomplishment besides the endless grind.
7. Lobbies does not have to be a permanent feature, only until CW emerges.
Edited by Novakaine, 16 November 2013 - 04:18 PM.