Since this seems to have devolved into a discussion of group vs. solo play, I'm totally going to stick my oar in:
I have a bit of a phobia of joining groups usually, and guilds for that matter.
I use my computer in a space I share with roommates, so I don't like teamspeak blaring across the room, or talking to people who aren't there while my roommates are trying to watch something. I don't want to be "that guy".
And I like to take little breaks between matches, whereas in groups it's usually a nose-to-the-grindstone thing.
But I don't mind filling in a gap for an organized team and following orders, then dropping out after the match, and 10 minutes later after fiddling with my mech I drop with some new group and do the same thing.
However, being dropped in with a totally unorganized group of solos and getting stomped by an organized group sucks, and is usually what happens.
The only people who want that are people who live by stats, like MercStar and their associated units.
The thing is, getting totally stomped on your first couple matches will drive pretty much every casual player away from the game. Even one really bad time makes a huge impression on the stompee, especially if it's a unit of not-so-graceful-winners.
And frankly, there are a lot of people who just aren't that good, or don't have the time to become that good. They still want to contribute and feel useful, and if they feel helpless and totally outclassed they'll just leave.
I agree that the game is a lot better with a real group, and a leader (that's why I think faction matches should have a dedicated leader spectating and giving orders).
But there are a lot of people (like me) who inherently shy away from social content. And frankly it feels like there's a basic, inherent assumption that if you suck, you don't deserve to play.
There really is a thriving community of long-time players who love to help newbies, but that only helps those of us who push past our inherent prejudices to give them a chance to do so.
The game needs more people joining than leaving, and right now there's nothing to hook them.
Personally I think the game really, really needs some PvE content. Less skilled people can sharpen their teeth with that, and it will get them hooked in a way that being totally out of their league constantly against other players won't. Then they'll eventually want to jump into the deep end.
It doesn't need to be in-depth, just copying and pasting a little old MechWarrior content into the new engine, or adding the option to queue against an AI team for significantly reduced rewards. Then put in place daily limits for PvE to limit grinding and some daily achievements/quests, like mobile games do, and you're all set.
A whole bunch of people will look twice at the game who would (╯°□°)╯︵ ┻━┻ after the first couple of matches in the current state.
And with more newbies it gets easier for newbies to win, because they're not matched with higher tier players as often. That makes them have more fun, which makes them stick around longer, which makes them pay more money, and get better skilled, and eventually join in with factions and units and all that.
I know I'm off topic, I just really love MechWarrior and I hate seeing so many blunders and missed opportunities that keep this game from really catching on
It's like the company is led by engineers and programmers who make decisions that are logical and rational to them, but in practice make the entire thing ridiculously complicated and obtuse.
And they only seem to listen to feedback from long-term, hardcore players. The problem is that there are literally billions more people who don't play the game than who do. That's far more money waiting for the game than the couple thousand loyal, hardcore players will provide over its lifetime.
Have you really looked at the mech store recently? Or the loadout screen? Through the eyes of a newbie it's an impenetrable wall of stats that makes zero sense. It really wouldn't be hard to make a simplified version that abstracts the numbers and gives dumbed-down tooltips, then have an advanced view for us to use, and not lose any of the depth.
I can sperg-out with the best of them, but I'm also a technical writer. So most of my day is spent trying to figure out how to dumb things down enough that normal people can make sense of it, yet still be useful. It's really not impossible to make vast improvements to readability without compromising the depth and detail.
Right now it's what we call "aggressively user-unfriendly", and is what happens when engineers are in charge of UI design.
...
Where was I... Oh, yeah. Matchmaking.
Just separate the concepts of "unit" and "group" play (so that units have nothing to do with it), and add a toggle for solo players to choose whether they want to be matched with groups or not.
Edited by Elendil, 26 April 2016 - 05:17 PM.