There's so many problems with the way QP works and Drops working currently.
This includes sync drops that apparently overwhelm matchmaking priority bumping people that have been in queue regardless of time in queue. While this can either be a good thing or a bad thing depending on which side of this fence you are on. I know for a fact alot of players out there specifically sync drop to either A: Get on the side they want to or B: To get on the other team so they can throw the match in favor of the person(s) they are syncing with.
While sync dropping may be an issue, worth discussing and perhaps even actively being a no-no for the community, its not the #1 issue.
While Yes sync dropping can mean that you have 8 or 9 or sometimes; though rare, more then 9 assaults on one team.
The primary issue is that is allowed in the matchmaking scheme to begin with. I honestly would rather have longer queue's if it meant a balanced team dynamic. Because being in a team with 2assaults vs 11assaults and 1light is by far the worst issue with this game. Second to none even toxicity. Which is by far worse in other games like RB6Siege.
Limiting and mandating each team has currently 4lights, 4mediums, 4heavies and 4assault each and every round should be imho step 1.
Step2 I would think should be refining matchmaking further to be able to include or exclude which Teir players you want to match make with. While I fully expect this to mean vastly increased wait times on queuing. I would think waiting 5-10minutes for a game would be well worth it if I can stay in a group atleast as experienced as I am.
I would go further but my other idea is to continue to add to the matchmaking queuing system by adding these options as toggle-able radio buttons, much like region choice's and to include to be able to choose to group with other players that have VOIP capabilities; But I can also understand why that would not be welcomed, but the reverse is knowing that your group can communicate giving you the Best chances for winning.
The Current Meta regardless of all of the aforementioned issues is "Rotate Right" or to "NASCAR". With the way the maps are all currently designed its begging this to be done. To keep circling a middle ground until a King of the Hill. The Only map that is the least apparent is Polar Highlands with its rolling hills enabling more peak and poptart play styles, though even this map turns into the same king of the hill type of play once a central area that has high ground is found.
So Step 4; instead of constantly fine tunning/tweaking/raging/or nitpicking over alpha damage or heat consistency why not look at the maps that are available to answer these questions as to why these metas keep appearing.
then lastly Step5 and my final suggestion is to play the game you have made regularly. To learn about what you have created and also what if anything is also wrong with it. Issues will after all always pop up but the community mindset typically has a single like minded voice when it comes to things that it doesn't like. Being apart of your own community learning from it and not just participating on the forums can make or break your game.
Edited by G4ost, 23 November 2018 - 11:03 PM.