Triordinant, on 05 September 2015 - 08:42 AM, said:
Here's a possible 3 queue solution:
1. Solo Queue - it stays exactly the way it is, no changes. PGI is unlikely to change it because it's MWO's best performing queue of all time, according to Russ Bullock. If it ain't broke, don't fix it.
2. Small Casual Group Queue - this is where new players group up. It's also where veterans can train newbies and where current players can introduce their friend/sibling/spouse/coworker/etc. to the game. Group size limited to 3. PGI could put a limit of only one Tier 1 or Tier 2 player per group (the Trainer) if they wanted.
3. Unit Queue - this for the minority of MWO players who like to organize, train and compete. Group size 4 and above. It could even be the CW queue after they fix CW.
My solution for over a year if you include an opt in function for those in the queue beneath the bigger groups. The catch still remains player population.
Here's also an incentive I could toss in: allow the unit queue to be able to play matches on CW maps mixed with regular maps in skirmish mode with no turrets, respawn or Omega. That incentivizes players to group up into larger groups to get access to those maps for practice (which would be thrown in at random.
There are 4 levels to this game of players: New, Casual, Dedicated, Competitive. These levels and styles of players are broad and general. This does not imply an endgame or growth for enjoyment like levelling up a character, but a preferred type of gaming interaction mixed with skill level. I am sure PGI has taken these into account and would be shocked if they don't have it broken down like this in any analysis they have done.
New: They don't know the game yet and so they are learning how they want to play. They need protection and nurturing. This is your Pop Warner football level to High School level football player. There may be something there or they may forever be at the 7v7 fun weekend social player
Casual: They have little to no interest about things like CW and the big competitive dynamic. This is also your largest group and also spawn the most players that go Dedicated or Competitive. They just want to play with their friends or by themselves in a cool game experience. Their skill varies as does their desire to use this game for socialization. They also need to be protected because if they do not enjoy this game, they leave. They are safe enough to play with skilled New players. They would be equivalent to the NCAA from Class 1 to class 3 schools. They might make the jump up, but most never will, happy to play at their level because thats all they want.
Dedicated: These are the players devoted to the game, getting better and making a name for themselves and their unit. They practice alone or with a team, run meta. They are considering going into Tournaments from time to time and may be good enough to make that leap, but generally these are the heart and soul of your CW players. These are the players often most dissatisfied with the failure of CW and burnt out by it's bad design. These are your CFL/Arena League level players. Some can make the jump higher, but most, they're caught in a limbo of extremely good compared to college players, but always looking for more.
Competitive: These are usually the best of the best players in the game. They set the meta and play in tournaments and private matches a lot more than most or completely dominate CW if that's their comepetitive style of play. They are the smallest group of player because few have acheived their level of skill, discipline and coordination. You will see them pugging from time to time, but often they stick to their arena of play. They are the MWO equivalent of the NFL. Even the worst starter in the NFL is better than most college players. There are about 2000 NFL football players out of the hundreds of thousands at all levels of the game. Although they are the dream for many, almost none can make it at that level.
The point is that these 4 groups really can't play together for very good reasons. Competitive players are not challenged by anything less than themselves, New players (not talking alts here) cannot compete well with much better than the lesser skilled casual players. Dedicated players often want to be competitive, but something keeps them from making that jump though they are better than Casual players. Of course everyone looks at the giant herd of casuals as their natural and preferred playground of either easy conquest or training ground meaning that they are caught in the blender and have probably the least ability to control their own destiny or play the way they want. This is what PGI needs to preserve first and foremost. A methodology to step up from one to the next level or be able to stay at their level without being abused or abusing the others.
If they do not do this, they cannot succeed long into the future and then we will all be left with nothing till the next game comes out.