@Leggin Ho:
They could spend a little less time yelling about long drop times and "don't split mah queue!" and a little more time working towards a healthy long-term FP population.
@MischiefSC:
So... how'd that "Not having casual pugs is, in theory, the draw of FW" work out for it? Because what I see is a lively 'casual PUG' queue and near-dead Group and FP queues. Here's a gaming tip that's been borne out by literally dozens of MMOs over the years: if it isn't casual solo friendly, it's niche. BT is already a niche. Niche of a niche = dead queues. (Note: unless your game is entirely and only built around team play, and even then, I can't think of any that are mainstream)
I'd be as happy as anyone to see FW/CW be the rich, interesting, strategic environment that it could
potentially be. But PGI didn't deliver that. They delivered a game mode that is far more 'QP with drop decks' and far less 'community/faction warfare'. And they crippled it with a decision to make it non-casual friendly.
The result? A game mode that they have
no business reason to develop further. It doesn't sell mechs, it doesn't recruit new players, it probably contributes almost nothing to overall player retention, and it doesn't showcase their game in a flattering fashion.
Now, are they going to spend dev-hours and dev-$$ developing that further? Or could they perhaps change their initial stance, make some simple changes, run some events get some population into it, and then see if it was worth developing further?
Note: an FP that almost nobody plays isn't really FP either. An FP where half the drops are teams against casual PUGs isn't really FP either. You either accept the way people actually game (rather than the theory of how they
should game) and work with that to build towards your goals, or just trash FP and work on something that actually benefits the majority of players.
Edited by MadBadger, 01 June 2017 - 12:30 PM.