Sigh. I was really trying to just let this go, but if somebody's gonna call my attention by quoting me then slander me...
Let me be clear.
I. Do. Not. Care. About. Playing. Against. Other. Groups.
Bring it on. I have no issue whatsoever with there being another group in every single drop I'm in,
whether I'm grouped or not. Would not complain, would simply assume system is doing system things. Again, my belief is that the overwhelming majority of groups have a negligible effect on the outcome of a match compared to the same number of independent solo players. MWO's inherent Butterfly Chaos Effect Theory snowbally nonsense is far, far,
far more to "blame" for match swinginess than almost any assemblage of grouped-up players. I do not see an opposing group and say "well ****, there's no possible way we can win now, may as well just run out of bounds at the start and get into another match quicker." Given the fact that not every set of grouped players shares unit tags, I imagine I don't even notice most of the time when I'm fighting against grouped opponents. It simply
does. Not. Matter. To me.
What
does matter is that the last time we had Punishment Queue, you had to play with EXACTLY two or four people - not three, not five to eleven, either EXACTLY two or EXACTLY four. The matchmaking times were often in excess of twenty minutes, and when they
did actually pop they usually had to pull from wildly disparate servers so you'd get NA, EU, and Oceanic all in the same room and it was Ping Wild West. You ever see a Spider do the Macarena to dodge incoming fire
through Space and Time Itself to retroactively avoid autocannon fire? If you played Punishment Queue back in the day, I bet you did.
The experience I had tells me there were simply not enough groups to make Punishment Queue work - and we've only lost concurrency since then. According to
all of you, there's even fewer grouped players these days, because y'all keep insisting groupies are a tiny minority of MWO players and we need to suffer so the Solo Majority can get better matches. If I assume that one simple fact
you all insist is true is true - that grouped players represent a very small fraction of the MWO concurrency/matchmaking pool at any given moment?
Well, then here are the obvious and inarguable results of the aforementioned "One Bucket" plan:
1.) Because groups represent a very small percentage of the overall concurrency, they will almost never be available in sufficient numbers to assemble the Tetris pieces into a match. Thus, all grouped players will generally have to wait for the three minute pressure valve timer to elapse before it's even possible for them to find a match in the first place. This makes the three-minute pressure valve a mandatory tax on playing with groups.
2.) Because extremely small concurrency numbers make matching groups with other groups consistently wildly unlikely, most grouped players will still end up playing in/against teams comprised primarily of solo players. Because of this, there will be very little signs of change in the minds of the Average Solo Player, which will ensure the sort of angry spiteful salty crankjob that constantly uses the existence of groups as their excuse for why MWO IS RUINED FOREVER has no reason to change their opinion or behavior.
3.) Because of the new behavior not seeming to create any change in the Average Solo Experience, player backlash against Piranha will magnify intensely because them
trying to fix it and
failing is dramatically worse than them simply leaving it alone. Getting somebody's hopes up then dashing them always causes significantly more heat and rancor than leaving something be. This will reflect poorly on the people responsible for the change, as it is unlikely to produce any noticeable benefits in either concurrency or retention while generating significant negative community backlash. This is what people in the biz like to call "stepping in the poo".
Now, I will admit that 4.) is speculation, but I feel it's reasonably backed speculation: the sort of highly public faceplant that this sort of change would end up as is likely to result in the MWO team being disciplined by Tencent Command or whoever it is that's got the company collared now. Budgets for the game may not shrink as I'm not sure MWO has a budget to begin with, but they sure as hell won't give the team that committed such a faux pas
more budget. We would be likely to lose team members over this, and while I don't know who the current team working on MWO is, I don't imagine the game would do well to lose any one of them given that there's...what? Three people assigned to MWO at any given time? We absolutely wouldn't get more people who could do thyings like add new weapons to the game, or keep monkeying with existing assets to pump out increasingly reconkulous Legend 'Mechs to make this game more of a hero shooter than it already is.
THAT is my worry. I really do not care about clubbing seals. Sometimes you're the club, sometimes you're the seal, it's just how MWO works.
Besides. Look. I'm a forty year old woman with average-at-best aim, terrible situational awareness and a pronounced, seemingly unfixable tendency to push too soon, too aggressively, get caught out and blown out. I am under
no illusions that I am some sort of super talented Robit Guru that needs to feed on the souls of unlucky solos to preserve my precious stats. Soon as the system updates tomorrow y'all can point and laugh at my terrible returning numbers. I play MWO because I've been a BattleTech nerd since the freaking nineties when I bought my first novel in a mall bookstore because it had a cool robot on the cover (
Star Lord, coincidentally, which was pulpy zany goofy nonsense and I was
hooked forever). But when people threaten the very thing that brought me back to this game when Armored Core 6 exists - playing with my idiot newbie buddy who can't tell the front end of a large laser from the south end of a radical heat sink -
I'ma get irritated.