MischiefSC, on 10 January 2016 - 05:34 PM, said:
Okay.
Edit:not sure why this didn't quote right...
How is that a downside to split queues? Or even relevant to split queues at all? "Don't Play CW" is a statement to an individual, it doesn't have anything to do with the game mode.
I've already addressed Mystere's scenarios, they only happen when a queue is empty.
If a queue isn't empty, then they translate to "Barbarians at the gate". "Ok, flip a coin. Heads, we send barbarians at them, tails, we send Praetorian Guards at them". Still nonsense. Your battles are determined by luck, not by who has the better team.
vandalhooch, on 10 January 2016 - 05:36 PM, said:
A split queue obviates the need for a units, tags, factions, or even a galaxy map.
A split queue eliminates the Faction part of Faction Play and turns it into just another mode for Quick Play.
Some players actually care about the map. Some players want a more immersive experience. A split queue is advocating for a shallower, more artificial experience.
How does it do that? How are 12 solos any less part of a faction than 12 players in a group? Just because you don't join a unit doesn't mean you don't want to support your faction. And if the matchmaker (or lack thereof) is setting up stomps when it could be setting up balanced matches with the same group of players, isn't that detracting from your unit's involvement, not adding to it?
It's not a shallower experience if you just continue to play group queue. You just will be facing better opposition and wasting less time in matches that provide no challenge at all.
Unless we block solos from playing CW, they will be there, and since they vastly outnumber grouped players (at least according to PGI...), they will have a big impact on the overall outcome. At least with split queues how much groups and solos influence the outcome can be a set value (ideally 50/50 but it could be 90/10 in favor of groups if we want it to be).
Edited by AEgg, 10 January 2016 - 05:46 PM.