Excessive Paranoia, on 19 May 2020 - 06:13 AM, said:
I think you've just put to words probably one of the most important points of this whole discussion... The solo queue is the last mode still populated enough to keep the game afloat... More importantly though, it was always going to be the last mode with a population because its the mode people have preferred from the beginning. Per PGI's own stats from all the way back in 2014, only 16% of all drops were groups.
Unfortunately so.
We might question why it was split in the first place if the % was so low and what other option might have worked better.
Perhaps we may still get that option now it's being revisited.
Excessive Paranoia, on 19 May 2020 - 06:13 AM, said:
I don't think we can say for sure without more data from PGI, but I do think its a safe bet that proportion only ever went down from that point. There might have been a bump after the Steam launch, but lets face it, group queue has been dead for years... Even before I left in 2017 you didn't stand much of a chance of getting matches quickly unless you were a 12-man and that often meant running into an opposing 12-man of comp players.
The decline in the player base, likely brought on by some of the changes that we have now adapted to (engine desync, skill tree etc), really made it difficult to get games and it becomes a self perpetuating problem.
You can't get a game so you play something else. The less people play the harder it gets to have a game and the more you play something else.
This lead to the situation of not bothering to launch in the queue unless you could get a 12 player group together or close to that. Getting a large enough group together is a lot easier for the units as that association has already been made.
To say they are 'comp groups' is not a good or accurate term to use.
Excessive Paranoia, on 19 May 2020 - 06:13 AM, said:
Fast forward to now and PGI have actually decided the best possible thing they could do for the game is to force group play into the last place people actually play the game. PGI's own statistics show that people in the solo queue have always been there primarily by choice, and now they're literally losing that choice. And what are people going to do when they lose the option to play solo queue for real... Choose to leave...
If the population was still expanding then it might have been a better option to allow the solo players to 'opt in' to the group queue as many have suggested.
At this stage though and given the age of the game, it's not a practical option.
Personally I don't see having small groups in the matches as the problem and we should not deny players of any level from being able to create a group.
The argument on allowing new players into the same match with veterans is a more pressing point along with a better PSR system.
It's just as important that a group of new tier 5 players be allowed to create their own group to play the game together with unskilled mechs etc.
But they should not be put into a match against a team that contains a group of players on completely the opposite side of the spectrum.
That is not a problem with having groups in the queue.
Excessive Paranoia, on 19 May 2020 - 06:13 AM, said:
Here's a thought btw... if groups want to play with each other so badly, but there aren't enough people dropping in that queue to even make an 8v8 work (BTW this is something that should have given PGI all the information they ever needed as to just how many people actually play group queue compared to how many people choose solo queue), then give groups a 4v4 mode to play. Anyone who's happy with the 4v4 +16 we have now should be perfectly happy trimming away all the dead weight complicating their play, and the not so great players who want to group, well... I'm sorry, but the solo queue shouldn't have to take a quad-ppc to the face just so you don't have to face comp lances in group queue...
EDIT/PS: If there aren't even enough people to make a 4v4 work, then really, all it shows is that PGI is willing to torch their own player base so that something like 1% of players can "play with their buddies"...
If it was only 16% of the player base, how was it ever going to be maintained?
We have to also add to that the fact that we ended up with 3 regional servers and allowed players to deselect which ones they wanted. This further divided the population.
Faction play, with scouting mode created 2 extra queues.
Solaris added 14.
This might have been sustainable if the population was increasing but sadly it's not.
Nor did those queues offer enough of a difference either in terms of depth or gameplay to really build the population on.
It is a shame to say that faction play has actually lost depth and function and while I appreciate the efforts from the staff at PGI to write those little stories to give a reason for the conflicts, overall the mode has shrunk to a fraction of it's earlier function.
Horseman, on 19 May 2020 - 08:46 AM, said:
It was a 4v4 mode that was rather more involved - and more unique - than just "blow up the other side" or "take and hold a pre-determined position".
I still remember those last-second hunts for the drop zone (or rushing for the DZ because your team got the objective but you're the last survivor). Good times.
If there was a queue for 4v4s, Scouting would be a shoe-in. Hell, with small teams even bloody Escort might actually make sense (both sides having less map control and less firepower to just delete the VIP with)
I queried a while back why we had scouting mode with only the one mission..... scouting.
Faction Play managed to expand from just Siege to include the other missions, though perhaps they needed special adaptations to make them fit better. For example: Incursion looked great on the surface but we quickly found flaws.
I too also queried what Escort mode might have been like in a 4v4 or even 8v8.
Sadly, we didn't get that chance except for private lobby perhaps? But did
anyone ever try it?
I am completely against any sort of additional queues being added to the game, but completely support a change that allowed variable team sizes within the one queue.
Let's put it this way.
Whenever there is a restriction placed on the queue we see an increase in wait times and that has really been the goal of this merge.
To alleviate this you need one or both of either:
+ A greater number of players participating.
+ Something that counter acts the restriction.
So right at the moment, allowing small groups (and the max group size of 4 is good in my opinion. Single lance, single dropship etc. This has condensed 2 queues into one making it attractive for new and old players alike and has brought some players back to the game. Therefore:
+ Greater number of players in a single queue positively affects wait times.
However we can agree that we have a problem with the match maker putting new players in matches against vets.
The PSR issue. We can agree that something needs to be done here.
- Applying restrictions on the match maker to separate players according to skill negatively affects wait times.
We could remove the regional servers to return just to the NA server. The reason for this is that players can deselect a server which has created a way for players to divide themselves hurting their wait times in the process.
+ More players in the one spot improves wait times.
We could look at allowing matches with smaller teams
in the one queue. Have long argued this point and don't know why it hasn't been talked about more.
That is:
1 Change the match maker to put a match together ever minute like it does in Faction Play.
2 Have the match make initially try and create a match of 12v12.
3 If a 12v12 is not possible, have the match maker try to create a match of 8v8.
4 If an 8v8 is not possible, have the match maker try to create a match of 4v4.
5 If a 4v4 is not possible, wait 1 minute and try again.
A couple of extra features would be good to go along with this. ie. How many people are in the queue, the team weight restrictions allowing 3/3/3/3 for a 12 player team, 2/2/2/2 for 8 player and 1/1/1/1 for 4 players. Keep the group limit of 4 and apply that 1/1/1/1 to the group.
Worry about map and mission selection options or any tweaks on mission variables later.
+ The game can support smaller numbers of players at any one point in time and still put them into a match. A positive for wait time and a positive for match variety.
To me, this is the single biggest thing that could be done for the game that would have a significant impact on wait times that could also work with other restrictions that may be needed.