Step 0: Keep Group Queue and Solo Queue separate. Set Groups to 8-max or 12-max, whatever works .
Step 1: Opt ALL players (except maybe Cadets?) into a 'Group Queue Reinforcement Pool', TELL THEM IN-GAME (ffs stop making major announcement on the forums and website that 80%+ of your players never look at). Give them an option to EASILY opt out at any time and EASILY opt back in at any time, and make it REALLY obvious in-game whether they're currently opted in or out.
Step 2: Use the 'Reinforcement Pool' to let MM add up to 2 ungrouped players to form a 8-man team or 3 ungrouped players to form a 12-man team (depending whether you set Group Queue to 8-max or 12-max). Tune the numbers as needed. Here's the important part: make it REALLY obvious when a match starts whether it's a group match or a solo match so they can make an informed decision about staying opted in.
Step 3: If a player's in solo queue, then it's because they don't want to be in group queue for WHATEVER reason. Incentivize being opted in to the 'Reinforcement Pool', in the form of a rewards multiplier for ungrouped players pulled into Group queue by MM. Set the multiplier low (like 1.2x) and increase/decrease as needed until your opt-in ratio is at a level that keeps MM sufficiently fed. Make sure the current multiplier is REALLY obvious in the UI next to that opt-in/opt-out toggle.
Step 4: Watch the queue size problem solve itself, with the only seals getting clubbed being the aquatic BDSM crowd.
And here's the MOST important part. If you do nothing else, do this:
Step 5: For the love of god,
START SUSTAINABLY MONETIZING THE GAME. There are countless mobile games that do this better than you are. Games that sell 5$ monthly packs that do nothing more than slightly boost resource gain over the month get a guaranteed minimum income to run the servers, because a large chunk of modern players are generally willing to pay 5$ a month for a game they enjoy. They also have more expensive cash shop items designed for dolphins (who spend in the 10-50$ range) and then there are the obligatory whale-level items for players with bursting wallets (usually cosmetics, because 90% of players don't care how much whales spend on cosmetics in a Free-to-play game. The best money-makers are the ones with a sliding scale of how much a player spends each month with increasing perks as they spend more.
It's not difficult. Here's an easy example if you need ideas. Have a 5$ 'resource booster' that runs for one calendar month (e.g. buy on the 5th of this month, and it lasts until 4th of next month). Have it boost resource gain the way Premium Time does (25% boost maybe? Just pick a number your Finance person is happy with). But wait, there's more! Sell multiple booster sizes. If your base booster is 20% (for example) offer a 50% booster at 10$ and a 120% booster at 20$ (bigger booster = better ROI-per-dollar for the buyer = better revenue for seller). Make it so only one booster can be active at a time (so they can't be stacked). When the booster runs out in a month's time, buyer can get another booster. You might even give them an an email reminder when it's a few days away from running out. Discount boosters at launch and then again once every 3-4 months. And consider making the boosters obvious on the pre-match and post-match screens so people know who's contributing to the game and how much. There's nothing like seeing an x% earnings multiplier tag next to a player's name to make newer players realize they can speed up the cbill/xp grind.
Yes, I get that Premium Time already exists. Stop trying to sell one-off products to maximize up-front revenue (You still have 12-month premium time blocks in an out-of-development game? Really?) Start focusing your attention where the easy money is, selling monthly renewable products to support stable ongoing revenue, and make it EASY for the buyer. I'm willing to bet that a lot of long-term players will buy monthly boosters just to keep the servers and support going so the game doesn't fall off a cliff, and a not-insignificant share of new players to stick around because there's an easy and obvious way to trade dollars for time.
Worst case scenario, the game is financially sustainable for longer. Best case scenario, you make enough money to start funding developers and creating new cosmetics to sell to the whales. What do you have to lose?
Edited by Tyrsen, 22 April 2020 - 07:21 PM.