Cadoazreal, on 06 August 2018 - 09:18 PM, said:
-"How does making everyone drop solo and removing the reason for units entirely help immersion and faction play having a 'point'?
You still drop for your faction, how you perform effects your specific border, you do mini events like the current one, eveyone ticks which side they want to support without having to up and change loyalty.
How has the current system helped LORE units? The majority of LORE units stopped playing when buckets were merged so activity only effected the Clan/IS borders.
Units are the one thing that still keeps FP going, and are the main way for new players to actually get tutored on how to do FP properly (strategies, builds etc) instead of turning it into casualfest.
You take away the ability to drop with a team in a teamwork-oriented mode, you pretty much kill the mode.
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-"Why should solo players be pandered to in a Group Mode? The whole POINT of Faction Play is Units / Groups / Fighting together etc etc."
Why should they be excluded / turned away by being mashed ? Some people do not have the mechanical skill or patience to git gud, other much more succesful games cater to them as well as the elitists and Flourish.
You don't fix a shark tank by replacing the sharks with piranhas.
Even if you turned FP into a solo pug mode, newbies and casuals would still get rolled by better players. It's not a question of if, but how badly.
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-"And to your point about there never being a FP 'Solo' queue..... there has never been a FP group only queue either.... I could argue just as hard that forcing everyone to group up in order to play FP is better for the game."
Thats very similar to the "only decent players should be playing FP argument,
That is how PGI envisions FP - as an endgame mode. Remove all endgame raids from WOW, what are you left with?
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'-But as Ash Stated above, groups need pugs and pugs need groups. And it makes no sense to talk about splitting the queues once more."
And who keeps playing and who keeps leaving causing this decay in numbers? Groups need pugs, pugs dont need groups, pugs would have a much better time if groups didnt exist in a skill matching SSR not Tier system.
The people who keep leaving are the ones who ignored the warning in the first place and expected FP to be a casual safe zone even though the warning told them in no uncertain terms "tryhard zone, here be dragons".
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-"Focus on the QoL suggestions, the map fixes, the rewards system fixes, game mode fixes etc."
The biggest QOL issue in Faction Play is the 1 sided stomping Seals nature of the game mode. Look at WoW for an example, I KNOW THIS IS NOT W.o.W. but comparisons can be made, vanilla WoW, player numbers were stagnating, Naxxramus/Blackwing Layer too hard for the Majority of players, they Interoduced a heroic and casual mode to their end game content, numbers exploded. Keeping Only Grouped FP stomping taters will only continue to decay the game no matter what other changes you make to FP.
You've got your priorities reversed. FP population isn't high enough for separate queues unless you enjoy only being able to play FP every other Sunday. The population in FP would need to increase substantially FIRST before any matchmaking restrictions can be introduced.