Mystere, on 09 January 2016 - 03:42 PM, said:
What happens to a faction with no solo players facing a faction of only solo players?
(Hypothetical, but hopefully you get my drift.)
George S. Patton:
Let's hit those enemy tanks with our tanks supported by our infantry. Once we're done, we'll then run over those enemy infantry with our tanks. Any survivors we can shoot with our infantry.
That's what I meant by population. This idea does not work if any faction doesn't have enough/any solo and/or group players.
For the sake of argument, lets say that the infantry sack your city while you ignore them. I think you get the point of my example regardless, even if you don't feel like admitting it.
MischiefSC, on 09 January 2016 - 03:43 PM, said:
Splitting the queues IS matchmaking.
It's saying 'you don't have to fight groups more organized than you are'.
No matter how big the population is you have to have single queues for taking worlds because the point is that in CW, because it's simulating a war, being in a bigger, better, more skilled group is an advantage that needs to be and should be represented.
If someone doesn't want to play groups we have the pug queue. Add the CW gamemode and maps to the pug queue, let people who just want to pug the modes do so all they want. I've asked for that from day 1.
This is rational for CW for the same reason it's rational in real life; organized, better trained and equipped units are the best response to a rabble. If you play as a rabble you lose and you absolutely should lose.
That bit is what seems to get lost for many here. Not saying you; admittedly I've argued this point with 3 or 4 people and it can be easy to assume everyone is arguing from the same position but the point is worth repeating -
The point of CW as more than new modes for the existing pug/group queues is as a warfare simulation. Gloves off, faction vs faction warfare. The best and worst of one faction vs the best and worst of another. The point of each match is to help win the world for your faction, not your personal performance.
It's not that CW is made for groups - it's that coordination and teamwork win over people who don't do that and CW is at its core all about the win, not the individual match experience.
If you want the individual match experience we have pug/group queue. We already have it. There is absolutely no point to making CW like the existing pug/group queue.
If someone drops in CW they're dropping in a war between factions. Their goal *should* be to help win the war for their faction and they should be working to help do so. If that's not the case then everyone is happier if they go back to pug/group queue.
So you want to prevent anyone from even dropping in CW if they don't drop in a 12-man, got it.
Edit: Probably a bit harsh. More accurate I think would be "So you want to prevent anyone from even dropping in CW if they don't
want to drop in a 12-man
if possible, got it."
Hotthedd, on 09 January 2016 - 03:45 PM, said:
Except for the fact that you said: "Just because an idea does not have any upsides is not a valid reason to oppose it" (paraphrased)
Okay, so we are ONLY discussing whether splitting the queues is a good idea or not.
Several of us have given you multiple reasons it is NOT a good idea. Many of whom ARE SOLO players!
It's a given that the argument is upsides to the speaker. If the idea had no upsides, no one would suggest it to begin with...
I really haven't seen any arguments against splitting the queues except for as follows:
Population (entirely valid, and why the queues shouldn't be split anytime soon)
"It has no advantages for me personally"
"I don't like it for (not terribly consistent) roleplaying reasons"
Edited by AEgg, 09 January 2016 - 03:53 PM.