Group drops don't work in QP. The way that it is set up is that Group drops drop with other groups, giving priority to 12 man groups. The reason it isn't working is because there are very very few 12 man groups dropping.
Group drops in faction play work phenomenally well, even when there are small groups because of how te queueing system of FP is set up.
I also assume that the distinction between groups and solo queue was because of a phenomenon known as "seal clubbing".
I would like to propose a solution that might allow for group drops in quickplay once more while minimising the phenomenon known as seal clubbing.
Proposal:
- Set up the quickplay queue system in a similar manner as faction play. Give priority to groups and let the solo queue people fill in the rest of the gaps.
- Maximum group size in QP should be 4 with an appropriate group tonnage limit around the 260 ton range, similar to a Faction Play drop deck. This will avoid the "seal clubbing" phenomenon while simultaneously allowing players to play together.
Hopefully this is seen and considered. I really believe it will address some of the lingering issues.
I'm quite happy with the game, especially with Faction Play set up the way that it is.