Tarogato, on 05 February 2017 - 09:58 PM, said:
I would agree with you if it weren't for one glaring issue: FW/CW/FP/CP (bloody hell PGI did you really have to stop calling it CW and change it to FP? Urgh. This is getting out of hand) is embraced by not the competitive natured players, but the casuals. PGI made the mistake of letting everybody in from the beginning, and now that casual players got a taste of it and like it (and the competitives got a taste and didn't like it), you're not going to be able to just get rid of them by saying "this is for competitive players only." If you try something like that, there will be a helIstorm of epic proportions and PGI will lose a lot of paying (whaling) customers. While I would like that to be the solution - make CW as it was originally intended for only competitive-natured units, I don't think it's currently a reasonable course of action.
I agree with you for the most part. I personally do not think FW was made to be for the comp-crowd. At least that's not how I see it anyway. Instead, I see it as being more for groups/teams as a general thing. A way for groups and teams to go at it without having to worry about many of the restrictions that are in place in Group QP as well as give them clear objectives that did not hinge on 'kill them all'1 and asynchronous missions (Attack/Defend).
That it attracted people who were less interested in playing in a group and more interested in the async missions and respawns is an unforeseen consequence.
Sadly, that genie was already out of the bottle.
And now, for good or bad, the fact that there are QP maps/missions in place, this gives the guys who frequent QP *another* reason to muck about in FW; Respawns.
I say this because folks have been asking about, wanting and otherwise begging PGI for QP respawns. They have their reasons for this of course, and PGI has their reasons for not including it... but now those guys that want to play QP with respawns (in a team or otherwise) are now able to do this.
Sarsaparilla Kid, on 05 February 2017 - 11:11 PM, said:
However, that separation was done when there were many buckets, one for each IS and Clan house...now we have just 2 buckets, so shouldn't the population theoretically be large enough for even a rudimentary matchmaker, one that tries to either separate tiers by high or low, or at least average the tier of the team and match it against another of a similar average?
In theory, yes. However, in practice not so much. I say this because there have been folks complaining for a long time (especially those that play Group QP) about team balance and the ability to find matches in a reasonable time.
The fact of the matter is that most people that play this game don't give one hairy rat's a** about balanced matches. They just don't. They want to find matches quickly and get to playing as soon as possible. Oh, sure, folks will raise hell about broken matchmakers and imbalanced teams, and they're not wrong. But every single time PGI has done something to bring more balance to the matchmakers in place to have teams pitted equally against each other (in tonnage, mech-class and skill-level), those same people complained about it taking too long to find a match.
I'm not saying the idea of some semblance of a matchmaker is without merit, because it has plenty. But make no mistake, if it comes to having to choose between waiting to find a match or having a balanced/fair match, people will go for speed every single time.