Vxheous, on 26 June 2018 - 03:13 PM, said:
If Solo's and 2 mans are 90% of the population, wouldn't group queue be made up of many many 2 man groups? This is actually is the case, you rarely see groups larger than 4-5 in group queue. So what's the problem>
Your introduction of facts and reality into an argument based on feels and trying to get people to buy into justification for trying to skew the game in favor of a specific niche is greatly unappreciated I'm sure.
Vesper11, on 28 June 2018 - 05:02 AM, said:
They left because if you drop in any match in any mode you'll see almost everyone has a tag. That's because the actual majority of players are in MWO, which is a team based shooter, because they like (at least periodically) to drop with a bunch of friends in various levels of casual to competitive. Amazingly even the most competitive players like to play casual and even most casuals want to play competitive.
However when you tell everyone 'you'll only allowed to play with more than 4 friends in this 12 v 12 team based shooter when you're in private lobbies or FW, which plays completely different from everything else and has a much larger time commitment' then most of them leave.
GQ was empty because even most the 4mans are actually part of larger groups. I drop 2-3mans in GQ sometimes but I'm in a unit that (when we're active) drops 12mans in FW. We don't play in groups in GQ though because you get these steep limits on bigger groups so you're all in mediums - which means you have to play full carry mode in mediums and lights.
I can literally point to hundreds of people and by extension their units that quit
thousands of people who've quit over a combo of making GQ crap to play in with more than 3 friends (and most of us actually have more than other humans who both play games and can stand our company) and making FW 1 Bukkit and trying to cater it toward the casual pug crowd (god what a failure that was).
GQ then had a better matchmaker than now. It was a better, more balanced environment for 2-4mans because higher total queue population meant the matchmaker worked reasonably well but the people who are losing now were losing then (and will continue to lose in the future) said it was big teams and they would all play GQ more if big teams were nerfed. So big teams were nerfed. You know what? The terribads still lost just as much - more, because as the population left they matchmaker could no longer try to match skill ranges, so the terribads played less than before. Total population down, now it's hard to find matches.
You guys keep trying to find a 'solution' to the 'problem' of people playing poorly and like a solo rambo in a game literally based on 2 teams of 12 losing a lot. That's not a 'problem' it's an inevitable outcome. Play private matches, wait for coop in MW5 so you can play vs bots with difficulty turned down and god mode/noheat/noammo turned on or whatever you've got to do to be able to derp and still win or actually
do what every single other player in this game has done and learn to play better and coordinate.
Trying to change the game so people can play badly but still win is a selfish, ill-considered and ultimately doomed concept and attempts at it have undeniably heralded every big population decline in the games history.
MWO had its biggest population growth and player retention when the experience for bad players was way, way worse than it was now in terms of MM and queue options. The idea that not catering to bad players hurts the games population has absolutely no basis in fact and the opposite can be shown by every change for that purpose leading to total population decline.