kamiko kross, on 20 January 2016 - 10:09 AM, said:
We might still lose it anyway though:(
The focus of this game is gradually shifting to a pure pug, solo only experience. Bad news for an online game, MWO isn't WOT..
I'm worried about the unit queue, it'll concentrate the playerbase more forcing the smaller casual groups vs the more comp players and anyone tagged that just wwants to chill for an hour and drop solo.
Also un tagged groups of friends will be trapped in group pug Q if they want to play together-no CW for them!
some would rate it more as opening up options for solo's that are largely neglected. If enough players want it, there is demand for it. And it's not based around punishing groups, its about adding more options.
if friends want to and do regularly group and game together, that's what unit's are for.
kamiko kross, on 20 January 2016 - 10:09 AM, said:
The only section of players this really benefits is the solo casuals who have no interest in the social/teamwork aspect of MWO.
Are they the biggest spending section of the playerbase?
there is a difference between socialization and teamwork, they are not mutually dependent and exclusive.
some of the most anti social people iv'e come across in years of MMO gaming have been masters of team work AND leading such things. If anything their ability to separate social aspects from the teamwork and leading has been the a boon for the team, there were situation when we ( the groups ive been in with other MMO's ) have sought out just such a person for leading due to their ability to lead and plan without buying into to socialization crap that causes favoritism and bias.
who know if they are the biggest spending section of the player base, those figures could fall either side of it depending on which week / month / year you looked at or are we talking on average for the entire games history ??, you could find numbers to reinforce both sides of the fence if you pick which figures and periods you might look at. Ultimately who cares either way, they do represent a portion of the games spending, and as such should be allowed to experience the content as they see fit.
kamiko kross, on 20 January 2016 - 10:09 AM, said:
As others have said, how will units try to recruit now? Most randoms never go on forums because...well...why not? There is no in game recruitment hall or UI feature. Plus for many solos, why go into unit queue where games will be harder when you can lol your way through solo games? These players will NEVER see unit players will they? That one thing makes a dangerous situation for playerbase/community.
The community growth needs some robust IN GAME features, SOONER rather than later. This focus on the solo casual is dangerous for longevity as we don't have the addictmill that WOT has.
well highlighted, the fact that for a team based MMO game as it claims to be, there is little to no team building tools in the game. The que split is just a que split, its would have little effect on recruitment if the appropriate team building tools were in the game. The only reason it does possibly have impact, is because people have been working around what PGI has left out of the client for a long time.
So your basically saying lets keep the systems ( ques that favor units/groups lining up against solo's ) broken, because we don't have the other things we need ( team building tools ) , while hoping that a section of player will start to conform to using the game the way you prefer ( solo's are not going to be forced into units/groups, even if the tools were in the game ), while saying that unless those player types represent the largest portion of spending, the should suck it up so you can continue to use a workaround for recruiting. And you claim to need this ( minority? ) section of players to sustain volumes for units/groups or the ques will stagnate.....while claiming its perfectly OK to have groups/units dropping against sides comprised of true solo's ( people that you attribute to missing teamwork skills because they don't want to socialize ).
got it......it makes so much sense now............
we're arguing over not having the ques split because the sustained imbalance and distortion of the campaign map and CW matches is being used for recruitment to supplement missing tools in the game client, that we expect people to use no matter what there play preference is, while denying those people any recognition for money they have spent because units/groups MAY have spent more money depending on which time frame and period you look at.
is the insanity of this clear enough now ???
TL:DR - the que split has little to do with so many of the things that people keep trying to peddle as excuses for not having change. So much of it seems based on units/groups being legit facing groups of random solo's, and their right to remain doing so.
how about we direct the doom predictions to where they belong, PGI and its refusal to integrate team functions, team building, and management tools to the game client is resulting in the groups/unit philosophy the game is based on slowly dying. The que split does place emphasis on this problem further, but is not the cause of it, nor the solution to it.
It does however allow those that have spent money on the game, to enjoy a larger aspect of the game with less inconsistency, this is both the solo player AND the groups / units. If your a group / unit you don't need to be facing totally inferior opponents, any limiting factor on that is positive.
Edited by Bonger Bob, 20 January 2016 - 05:36 PM.