DarklightCA, on 22 April 2016 - 11:24 PM, said:
Ignoring the fact that there are more solo players than there are groups and ignoring the fact that there are not a lot of units that can form consistent 10 man groups. How exactly would this work?
Nope. You can see it on leaderboard - also Russ' own quotes on twitter. Solo queue is filling 1 invasion drop per HOUR. When we did a collection of screenshots in CW 1 it showed about 25% tagless. The assumption was that a lot of people would go tagless and people from QP would join to make more solos -
Which didn't happen. Instead a lot of previously tagless people went solo unit to play in unit queue even with playing against teams.
The skittles you see are unit members who's team isn't around and and are pugging.
There's a tiny solo population. It shrunk with giving them their own queue. Actually a good sign - I think there's more people who want to play in units they're just not sure how to find one they would enjoy. We have no good tools to get to know prospective members.
Also I am starting to think more people want to learn to play in a team, they're just not sure where to start or what that looks like.
It's got me thinking again that what we need are far better recruitment tools. Everyone who plays CW pugs to some degree - you remove the CW population from total population and I think tagged players are not the minority anymore.
Start looking at your match populations. CW, QP, solo or group queue. What percent on average are still actually tagless?
I think we went about this wrong. We need good rewards in unit queue for participating - a taste of the MC for everyone who played on the world that flipped. Higher rewards for playing against better enemies. Not just the one with the tag.
This rewards not just units for playing units but solos for playing in matches alongside teams who can help them win both against good opponents and flip worlds as they get paid better for both.
Unit membership then becomes a progression. Everyone is getting rewards for the same goals and solos and units are not in competition, solos are in it to flip worlds and beat good teams too. It promotes coordination to a common goal and makes "just playing for stats/cbills" independent of playing for team win particularly stupid.
This indicates we might have a better population dynamic for that than I would have hoped.
Edited by MischiefSC, 23 April 2016 - 02:38 AM.