MadBadger, on 01 June 2017 - 01:54 PM, said:
Nah, the lesson from FW: Phase 3 was that "if you show players for 2 years that CW isn't interesting in solo pugs, and they quit playing it, they won't suddenly show up in large numbers because you split the queues". I think Russ gave it, what, less than a week before deciding 'this doesn't work, changing it back'.
There was also the new Scout mode, Long Toms, changes to invasion corridors, etc. There was also the fact that the queues were split according to a method that simply didn't address the problem of teams and veterans against pugs and newer players. Further, they didn't run any event to encourage people to play it with split queues, they ran the event after merging them.
As usual, if PGI can find a way to sabotage their own self-interest, they will (and did). Doing it wrong once doesn't mean it won't work, it only means you learn from the experience and do it better.
Solo player: PGI please create a solo queue, I can't farm LP rewards if I have to keep fighting organized teams using dark magic they call "teamwork".
PGI: I got you. I will create something that will allow you to solo queue and play with only other people that solo queue but I will also allow solo players the option to play in the grouped queue and fill grouped games.
Solo player: LOL, like anybody would want that.
Solo player 2-12: This place sucks, let's create one man units and go back to the grouped queue.
Solo player: Where did everybody go? Why can't I find any games.
PGI: Even though majority of the solo players went straight back to the grouped environment and the players that are left that are struggling to find a game is clear evidence that there is enough people interested in a pure solo queue. We should take this oppertunity to sabotoge them regardless by getting rid of the solo queue for no reason.
Makes sense to me man.
Edited by DarklightCA, 04 June 2017 - 11:46 AM.