Russ Bullock, on 07 October 2014 - 05:46 PM, said:
It is a difficult situation.
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Then maybe you should have just implemented this in the group queue. Because I also seem to recall you stating that the solo queue was much better.
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
I would like to suggest a few things:
- Wait for two weeks or so
- Assuming you maintain previous player data, make your stats also take into account how many did not play during the two-week period (or how less they played)
- Announce on the forums that you are doing the two above things
Those who are not (too) bothered by the change will play at their normal rate. Those who are will either play less or stop during that period. What is key though is that people are aware of what you are doing and how you are measuring.
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
That is most likely because the rewards for capping are pitiful and/or the cap duration is too long.
Edited by Mystere, 07 October 2014 - 06:40 PM.