Barantor, on 03 January 2017 - 01:45 PM, said:
I'm not talking about soloists going against four mans, I'm talking making the group queue 4 man tops. Soloists would still have solo queue with no changes. This is moving groups bigger than 4 to faction warfare which is where everyone says 'end game' is supposed to be.
4 man is my pick because it fills a lance, a designation already in the game as is. Four people have been an industry norm since back when Gauntlet was in the arcade, it's a fair number.
Groups larger than 4 in my idea would still be able to play faction play to their hearts content. The only thing that prevents that now is if someone you want to group with is clan when you are IS and vice versa.
By moving 5+ man teams to faction warfare the only weight they have to worry about is the drop weight each person has individually. If PGI used 4 man groups for group queue then they could balance whatever weight they wanted for that too (I'd say 300 tons or so).
Solo queue can stay solo queue imo, it's the public group queue that needs changes so that small groups can shine.
Ah I gotcha Barantor.
Well, forcing all groups 5+ into FP only leaves alot to be desired as well, since alot of players want to play QP....quicker matches, quicker rewards, no respawn etc. So, I can't really agree with that option either.
And again, 4 is just an arbitrary # selected that you happen to like because it fits lore and has worked in other games. Like I mentioned....no cap has worked in other games as well. Neither is evidence that points towards a solution here.
I personally enjoy QP quite a bit (solo, small group, large group) and it has alot of different nuances across those three portions of the gaming spectrum. Very different experiences.
Really, this entire thread is debating the issue from some wildly different focus items and that's distracting from the ultimate issues at hand.
If you want to change group queue to protect small groups from larger groups, there are tools to grow your group. It wouldn't shouldn't be on the larger groups to be further penalized or cut out to make room for the smaller. And it's going to lead to exploitation anyway.
If you want to change group queue to protect the new player experience well THAT's an entirely different issue altogether. One that I'd argue has less to do with group queue and more to do with how new players are introduced to group QP altogether, which is unfortunately limited by our smaller population base.
If it's the latter, I think a progression that includes a better tutorial, co-op training grounds, mentor observed/advised (not necessarily played with) smaller modes, additional c-bill revenue streams to get more than 1-2 medium mechs into your stable, ramping up to a tiered and tightly controlled 4v4, 6v6 mode before gatewaying a player into "open group queue," is a much better idea than simply capping group queue at four mechs and disenfranchising a large and vocal portion of the player base. Especially considering the exodus of players previously. Capping the group queue at 4 (or 6 or whatever arbitrary #) does not necessarily protect the NPE really.
Edited by Lukoi Banacek, 03 January 2017 - 02:00 PM.