Nikolai Lubkiewicz, on 14 April 2014 - 09:25 AM, said:
A solo player would have MUCH greater success at winning in the regular public match than up against teams.
Can you substantiate this with any data?
I read the thread explaining how the distribution of group matches were calculated. The only way that you could prove this statement would be to have data where either one guy synch dropped with a group of 11, or 11 guys synch dropped with 1. I don't understand from that explanation how you could figure out who synch dropped especially with such a weird group size, but if you can, what were the numbers?
Further, there's not very much evidence to justify that 11 man teams always lose against 12 man teams anyway. Again, the only way to prove that would be to take all the games where people disconnected or were dropped in game and normalize it using the same set of criteria. If you specifically mentioned these games where one team was short on game end, I apologize, otherwise, let's see the numbers. I myself have fought several battles with my clan where we were two short, and won, though that evidence is anecdotal, and I do play with a very good team.
If the concern is that no one would drop solo into a 11-man drop, then I reiterate my same suggestions - allow larger drop sizes for idle servers, incentivize players with more XP or CBills, or make the criteria that the MatchMaker uses selectable (functors) by the player to lessen its responsibility.
Now, the one point that you bring up, which is very true, is developer bandwidth. For that, it's absolutely true, there have to be a set of constraints for now. I also think that if this is a priority, anywhere on the list, the easiest way to make players like me happy is to keep it simple - let the true Lone Wolf drop with the group, or let them short drop. Once there is enough data to understand what odd-man drop sizes mean for game balance, you can make better decisions, even if it is painful in the short run.