Deathlike, on 24 April 2014 - 10:35 PM, said:
That's why asking for a true solo queue (no premades) would actually solve that problem. Your solution doesn't/won't ever/will never solve that.
After all, the "casual player" has "no need" for groups... just a solo queue to rule in... except they can't even do that!
Oh retention... I guess that's better than 3-day 3PV numbers.
Yeah, I don't agree with you though.
PUG's is not just Solo players, its the demographic that just wants quick casual entertainment and that inlcudes a lot of the 2 and 3 man (and probably even some 4 man) group players.
Solo players are blaming Pre made Groups for the stomps (and hence some scream out solo vs solo), but there are any number of people who have pointed out statistically that just ain't so that's not the real issue that needs to be addressed. Also, its only some Solo's saying that, some are saying they are fine with fighting against pre made groups (even saying they will queue in the group queue)
If we address the issue with a Solo vs Solo queue, all we are doing is shifting the problem to another demographic, the small group players. They are the ones who are facing a 7+ man team and getting destroyed by focus fire in 30 seconds.
I think the better solution is that instead of forcing small group players to compete in a disadvantageous environment, we give them the same choices we give Solo players for the same reasons.
If they want to play the mech of their choice and just load up a game and rip into it, let them play in a PUG queue. To limit exploitation of "stomps" I would recommend capping groups as one per team at a maximum of 3 players (I'd listen to argument for 4 mans, but I think thats a stretch).
A second queue would be for those players wishing to have a more involved game play. That would be unrestricted, Solo's, Groups of 2 - 12. As Bhael identified, this queue would focus on the larger groups first, then back fill smaller groups and solo's to get to 12, max of 3 groups per team.
Both queues access CW.
Everyone has options, no one is disadvantaged.
We address the "Pre made ate my baby" perception by capping and limiting groups in the PUG queue, and we empower all players to play in a more "intense" environment and most importantly, the player population is not divided into too many buckets creating hopefully alleviating failed to find instances.