VanillaG, on 07 March 2014 - 04:07 PM, said:
Their proposal is based on the fact that at one time on average 84% of the current pending matches are PUGs.
Exactly, which I've pointed out is simply not accurate a few times for various reasons.
VanillaG, on 07 March 2014 - 04:07 PM, said:
Their proposal is based on the fact that at one time on average 84% of the current pending matches are PUGs. Depending on how granular their raw data is you could argue that the PUG number might be lower but it would still make up a large majority of the pending launches. Their initial design lowers the possibility of more than 1 four man team on a side for PUGs (pre made boogie man), allows slight customization and rudimentary private lobbies for 12 man teams, and allows 2 teams each with one Premium member to have highly customized matches that include smaller and unbalanced teams. It is a step in right direction with the last two items while the PUG queue is slightly tweaked.
The only way that they are going to change how the match maker work is get a large numbers of players dropping as groups. The reality is that while groups are fun, they are also less efficient if you are just trying to grind out cbills or xp. Right now it to hard to form groups, but that is not a match maker issue that is UI issue. We will have to see when they start rolling out CW if that includes some sort of lobby system so it makes easier to form groups.
Their numbers, drawing an assumption based on previous statements and data over the last 2 years, is that they had more people dropping in groups before the group limitations. Then they had less after the group limitations. That COULD be a spurious relationship but I sincerely doubt it. It shows a direct correlation which tells me one of two things
Either they don't understand stats
or
They don't want groups in CW
Either way that's not a good sign for a good portion of the population. I have no doubts the majority (not a large majority mind you) drops solo. There's reasons for that though.
How many new players immediately know about TS servers?
How many new players visit the forums? (By PGI's own admissions it's a VERY small % of players that visit forums)
How many players are able to easily seek out groups?
How many players drop solo because they can't group with 4 others that are currently on?
How many players drop solo sometimes because they can't or don't want to group at that moment?
All of those questions? THAT is how you begin to interpret data sets like that. You don't look at it and say "Yup, 84% drop solo so now we're going to scrap the whole any group size thing because it's no longer the majority"
It's because of this and PGI's lack of understanding this that I think they've just made a huge mistake.