MacClearly, on 09 January 2017 - 04:10 AM, said:
If the entire population was 10 people, hockey would be lost. That isn't enough for two teams even and is too extreme an example to be a useful comparison.
One thing this new system lacks that the old system had was the ability to see how many people were lined up on a planet. Two months ago during it's busiest times, FW at most would have 150-200 people playing across several buckets. Under a hundred people playing in total was very common and it was very possible to not get a match at all.
This new system seems to have injected more players into the mix. Using these numbers and thinking about the old ones, then consider what needs to be done about attraction and retention. If not it will certainly return to the previous low population count.
It is my contention that before anything else is looked at or changed in FW, especially tech, the skill level disparity and matchmaking need to be addressed first. To me this needs to be done and quickly before tonnage nerfs or any other temporary fixes. If this first step is not taken, I believe anything else attempted is doomed to fail.
the question is if you seperate skills again, if it won't end up "empty" again for those higher skilled people.
also, then it may be the lower skilled people that decide who wins and loses and the entire higher skills plays the game wither without effect or in worse case against no one because their bucket is too empty.
What I think may be better is making multiple buckets of cookies, like 3 contested planets, one with a large pile of cookies (MC's) and 2 smaller ones. They need to differ enough to make the higher skilled players wanting the big one, and the lower skilled ones the small ones. That way you ahve no forced seggregation but a payout motivated seggregation. But this will need some kind of "timer" to prevent the higher skilled ones grabbing all piles of cookies by simply adding something like a Jumpship mechanic that has a 2 day delay before switching between planets..