Posted 08 June 2017 - 02:44 PM
Main Problem: FW populations are low, and getting worse, for many reasons.
Solution?: The suggestion has been made, with several different variations, to divide the queue up, into solo vs group, to make a more initially friendly FW experience. (this is NOT the unit vs. non-unit queue apparently tried before.)
The idea, mainly, is that in the short term there might be an increase in the group FW queue wait times, but in the long term the hope is that more incoming population would improve the times.
Rebuttal: It is suggested that creating a solo/group divided queue for FW would result in experienced players 'sync' dropping so they could annihilate people in the FW solo q who were less accustomed to team play.
Response: Sync drops are a somewhat a chancy maneuver. With low population, yes, this absolutely would happen. With a high population, large numbers of drops at any given time... less successful as a way to game the system. Also, it seems like there should be easy ways to code and prevent this from happening repeatedly.
Moreover, it is kind of expected that more experienced FW players would also be dropping in the solo queue, hopefully in order to advise and help the less FW-able players to skill up, identifying candidates for moving to the more organized group queue, etc. (instead of just wanting the kill the greens).
Solution?: It has also been suggested that the FW queue be divided by 'skill', primarily PSR tier.
Rebuttal: There are numerous arguments against a tier based split. PSR is not a true measure of skill. FW matches do not contribute to PSR. Given 5 tiers, an even split does not seem possible. Grouping with friends of highly different tiers becomes impossible. Subject to abuse by alt account creation (effectively permanent, because FW matches don't change PSR).
Solution?: Implement more FW events (or incorporate more FW based goals into existing/upcoming events) to encourage people to play FW, or at least to give it a try.
Rebuttal: The large population of non-FW MWO players simply do not wish to play FW. Only certain units gain the MC rewards for tagging a planet (and the methodology behind how a units gets to tag a planet is suspect), and the rest of the rewards, given the 'difficulty' of FW play are simply not enticing enough.
Response: It is true that the faction reputation rewards are a bit of a grind. Even though the rewards for invasion mode tend to be much better, cbill-wise, than those of QP, the time investment an complexity seem to conceal that. Events give tangible, reasonable and achievable goals that clearly do get players to try FW. If FW did not tend to crush those trying it, the supposition is that more people would be inclined to continue playing it.
Further, there have been suggestions on potential changes to the FW reward system that might make it more attractive, in an obvious way, to a broader player base on a more regular, non-event driven basis (loyalty points, altering the reputation system, etc).
Again, the overarching problem is low FW population.
There are, in truth, MANY reasons for that.
The queue split idea, in all its forms, seems intended to help resolve that portion of the problem that seems to be based in the new(er) FW player getting crushed, in a non-learning way, by more organized teams. It might work, it might not.
If you have an alternate solution, or wish to highlight a different reason for the low FW pop, have at. I'm also fairly certain I may have missed some main suggested solutions, but the thread (and related ones) are getting to be too much to read in limited time. I'm happy to see solutions I've missed.
I always enjoy reading constructive posts on an obvious issue.