marcusmaximus55, on 22 January 2018 - 05:10 AM, said:
most game players don't know they are being used for "seal puppy clubbing" "pawg" matches on pugs and lower teir lances
Wow, people really have weird conspiracy theories for every topic imaginable...
You are basically saying that your opinion must be true because we puppys are too dumb to see the big picture. It's the same killer argument that's used to stop criticism against dumb stuff like flat earth, new world order or chemtrails.
It's like "Ohh, it doesn't matter what you say, you can't see behind the curtain anyway. Open your eyes, sheep!!!!1elf".
You even made up the handy abbreviation "pawg" to make your claim sound more established just like the pseudoscience words those tinfoil-hat guys use. Google it, "pawg" is NOT a term related to gaming and it's not common amongst gamers. Even "pre arranged win match" only leads to wrestling and rumors about chess players who prefer to draw instead of playing a match. Both have nothing to do with games similar to MWO.
I am designing F2P games for a living and i can assure you that at least most studios of PGI's size don't manipulate matchmaking like you described, it's counterproductive.
Typical F2P online games need a constant influx of new players to survive, they can't afford to screw them all over to cater to some paying players.
Those who pay have already decided that they like the game and their current chance at winning each match as it is.
You won't increase their spending by making the game easier for them. If anything you will lose those of them who like competition instead of clubbing seals.
The primary goal of any competitive F2P game is to attract and maintain enough players to get reasonable matchmaking time and quality while trying to convert new players into paying ones. You fail at both goals if you rig matches to the disadvantage of those new players.
If your theory should make any sense at all then you rig the matches
in favor of the new players so they have more sense of achievement and thus are more likely to get hooked to the gameplay which in turn increases the chance of them spending money.
And some games even do this by letting you fight your first matches against gimped bots before throwing you into the PvP shark tank. But this does not influence any other player in the game like your theory suggests.
MWO has enough problems which can explain everything much better than your 'pawg'-theory claims to do.
For example FP is the result of bad design decisions (maybe influenced by IGP, the former publisher) which were not accepted by the majority of players. This caused a low population which in turn forced PGI to dump matchmaking and also put pugs and coordinated units into the same queue to have a chance of matches happening for both groups.
That's all. No 'pawg' needed to explain why pug's and average units suffer in FP when they regularly have to fight much better units like EVIL. And to fix this a lot of effort needs to be made which probably won't happen anytime soon or ever.
And QP? Those 60K active players you mentioned are not as much as you think. They are spread across server-regions, timezones, days (some can only play on specific days like weekends) and queues (QP, group-QP, private matches, comp, FP, scouting). It does not take a math genius to see that there is only a fraction of those players online at any given time, region and queue.
Not to mention many of those players only do a few matches each month, which further impacts the 'fodder' for matchmaking. Or that PSR does not work as intended.
Edited by Daggett, 22 January 2018 - 09:25 AM.