sycocys, on 13 January 2016 - 06:45 AM, said:
As much as I was against it at the start and even well into Phase 2, with steam and a small influx of new players (or at least vets that are newly returned) that want to participate in CW that are slowly learning to adapt to group play - I think it is probably in the best interest of player retention to implement a split queue system.
Units and teams don't need to be rolling pugs, there actually seems to be enough interest in coordinated play (and could continue to/be more if rewarded better than pug play) that we really don't need the single queue.
If the majority is still adamant against split queues then the only other viable option to get the population up/keep new pug players is to eliminate the planet map and stick everyone into the 3 bucket system - IS v IS, Clan v Clan, Clan v IS to load up the drop counts and minimize how often pugs will land against larger groups.
Groups often claim to want CW to be a harder/end game mode, but constantly fight against the things that would make it so - so at some point something needs to be done to either force that to happen or to make the inclusion of solos a more welcoming environment.
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A solo only training planet queue would also be a welcome addition. Limited amount of drops, lower rewards and some audio/visual instruction. I'm sure there's also drop commanders that would willingly sign up to do a training/recruiting session a couple days a week.
The concern I have is split queues will increase wait times where there already exists an unacceptable wait time.
We have been down this road before. 12 man team sent of to "premade island"" where the wait times were absurd and the opposition limited. When we had a 12 man team exclusive queue the wait times were long to very long and frequently there were not enough 12 player groups playing to have any semblance of balanced matches.There were days where my group would be dropped against the same 12 players time and time again dispite having either stomped them over and over or our group getting stomped over and over. If there were 2 teams in the queue and one is a high comp tier 1 group and the other is a mixed bag of tiers playing more casual than proffesional then tough if you want to play you have to lose or if you want to play then you can't be challenged.
Another thing, Split queues discourages groups and player units. As more and more of the game is aimed towards catering to solo casual players at the expence of the play quality for player units and premade groups the desire to even bother with making player associations is lower and lower.
Split queues does reduce the match quality and increase the wait times for lower quality matching for the large groups.So the reward for putting in more effort by building a player unit is crappyer matches with less frequency.
I have been playing a lot of CW as of late and I do find much of the issue is user error.What I mean is players are not making use of the tools available.
An example: A recent drop had my 4 player group (all on a private teamspeak channel) paired with another 4 player group from a unit considered one of the best in MWo (presuming they too had a private VOIP) and the remaining players were 4 solos with two of them also from well known player units (so we can assume they knew how to play CW) Overall we have 10 good players with 4 of them being "elite" tier one types.
Did our team make use of the voice comms provided by MWo to any useful effect? nope, The "elite" 4 man failed to provide instruction to the rest of the team as to what their plan was and instead used the public comms to blame people for not doing what they wanted without being told what they wanted them to do.
Because it's easier to blame others for your loss than coordinate a successful team.
Later that week my 4 man gets a drop with a 2 man and the rest solos. Our opposition was a 7 player 2 player and 3 solos.This should go in favor of the 7 player team right?
We did use the comms we did communicate our plan our team executed the plan and we stomped the other side 14 - 48.
no user error just proper use of the tools provided.I will bet you my 118 mechs that the other team was not using the in game voip and that is why we trashed them.