Jman5, on 12 December 2018 - 12:01 PM, said:
Self-regulation only really works in small communities in real life where people can employ public shaming to police behavior.
If you're a good player or on a good team there are two sure-fire ways to increase the number of competitive matches. You either reduce your group size in order to increase the amount of deadweight on your side, or you nerf your dropdeck(s) to be sub-optimal (under-tonned, under-gunned, etc). The better you are, the bigger the handicap should be.
A lot of people give lip service about wanting competitive fights, but in my experience 90% of them immediately abandon that notion when the going gets tough. They take one hard loss and then they're immediately sending out mass invites or switching to their "serious" drop deck, or they just log off.
If you want competitive fights then you have to be comfortable losing winnable fights because you handicapped yourself. If your ego can't handle that, then you're just lying about only wanting competitive fights.
I have zero problem with people playing to win by making big groups of tier 1 players and crushing opponents beneath their boots. It just makes me bristle when they go on and on about how much they want fair fights while doing the very thing that prevents them from having those. They don't want fair fights. They want to f*cking win first and foremost. Winning a hard fought match is just a bonus.
Winning is more fun than not winning, isn't it?
I think the reality of the situation is that most people like to win, and the people that become good, especially so, that's why they get good, to win more. At the same time winning very easily gets boring. So you end up with exactly what you've described:
when smaller groups of "tryhards" drop, and end up against a large group that recognizes their tags/names. The large group tends to trip over themselves to get the win, often objective rushing to "stick it to those guys that roll us when there's more of them". When you have a dedicated enemy of 12 rushing you/objectives while your pugs are running into walls and lrming hills 2 squares away despite you trying to get them to do what needs done over comms, it can get frustrating, especially knowing if only you had another 2-3 "team guys" you would have won. Hence the groups tend to grow.
To be fair almost everyone in this argument is full of ****. The top end elite guys enjoy having some easy games with some tough group vs group fights mixed in, which is kind of what happens now, if all they wanted to do was ONLY tough comp drops, they would play comp (though that has a lot of its own issues especially with timing, and you still end up with superteams that just pull all the best players in the game exactly the same as in FP). Some of the mid/low tier units that are the loudest complainers about the subject do the exact same thing and relentlessly roll over pugs/small groups with their synchronized 12 mans, and for some reason think they are entitled to beat better groups more often. And the pugs that simply refuse to join groups, are just refusing to play the game the way it was meant to be played and think everyone should cater to them
personally I think by far the most fun drops is when you have 4 strong players and 8 mid/lower end players on both sides, but I don't see a way to make those happen more often right now, so we might as well all just enjoy the game for what it is. The matchmaker already prioritizes larger groups, which is why solos complain they can't find drops while larger groups are getting insta drop after insta drop
at the end of the day it's either a team game or it's not, you can't tell people: "oh, your skill level is too high so you must handicap yourself, so we can roll over you with our lower level 12 man", certainly not without providing incentive for the higher skilled guys to lose more often despite having the ability to win, but even then I wonder if you can really bribe the type of players that basically already more or less have whatever they want in the game