Sandpit, on 19 January 2014 - 02:30 PM, said:
so you think that splitting the player base would make it easier to find more balanced matches?
The more you split the player pools the more you're going to have uneven matches because you have less players to match up against. There's no way around that. That's a factual mathematical statement.
This implies that all players are equal- which they aren't, and shoots your "factual statement" in the foot. There are, IMHO four different grades of players AT LEAST.
First, the newbie in his Trial 'Mechs, doing his first 25 or perhaps trying out a new 'Mech he saw on the list. Odds are, he has trouble even figuring out the firing controls and has no idea how things go.
Second, the post-cadet, building his first 'Mechs, going out there into the shark tank. Still learning 'Mech operations, no idea of the power of comm-enabled teamwork.
Third, the premade- organization, focus, working with a team, selecting builds in advance to compliment each other. Lances working in tandem.
Fourth, the 12v12- fully intergrated command structures, everyone on the same page, with a full grip on the goings-on across the map.
And as it is, the current matchmaker DOES NOT TAKE WEIGHT INTO SERIOUS ACCOUNT. Look at the differences being thrown up by the matchmaker. I've played both sides of the game- the premade and the PUG. The lack of effective communication is the difference between random mobbing and a honed machine that takes 'Mechs, grinds them up, and spits them out. Information is a lethal weapon, and premades have an arsenal that no PUG has. The two are apples and oranges as a result, and yes- you'll have more balanced matches with the two segregated. PUGs are one tier, premades are the second, 12v12 is the third. Hell, I'd even make a -fourth- tier where it's trial 'Mechs only so we stop jamming newbies in the blender.
Smaller pools per tier is better than watching players get into the cycle of ream and be reamed, find massively imbalanced play unappealing, and drop out of the game entirely. There needs to be a gradual introduction- first to newbie-Mechville, then to operating your own customized, then to lance-play, and finally to full organized company. As it is, we drop newbies into something they shouldn't have to deal with for quite a while, and even if they persist through that dookie sandwich into their own 'Mech, they're exposed to the withering results of a matchmaker than neither tonnage balances nor takes into account the much more efficient premade lances vs. a PUG one. Separation must occur or we're taking one of the highest learning curves in a game like this and smashing new players into it until they look like a hockey goon, hoping they're masochistic enough to keep playing.
This is a process destined for the least efficient and highest failure rate in retaining players, as it's been great for killing MWO's momentum as it stands.