PGI, thank you for listening to our interest in post-game chat.
I am suggesting splitting the way you handle communication data and game data into 2 separate systems on your servers, so you can end one independently of the other.
Currently, it seems we have a compromise wherein we can chat for a limited time, and then are kicked out. Those who leave early have their mechs still locked in the match. Those who stay do not have the time to have a longer conversation if they so desire -- e.g. if there was a really good PUG match and people might consider forming a future team, more time would be needed.
My assumption is that each match and the chat/communication system is handled by the same server system, so kicking people out allows major load reduction. I.e., in the current system, letting everyone stay in post-game chat for half an hour would eat up as much server load as them all battling for half an hour continuously, which is expensive for a chat client.
ADVANTAGES:
- Mechs would be available for re-launch about as soon as the fighting part of the match ended.
- Conversations would not be abruptly cut off, post-game.
- More PUG players would form into premade groups.
- A new category of premade group would become somewhat popular: one formed on short notice, with new acquaintences, which works for some of the player base for whom the long-term, scheduled pre-made group approach does not work well.
- Presumably server loads could be reduced.
- This should also give you (PGI), more flexibility in giving us players options for more chat time pre-match, if we want it, and while keeping server load lower.
ADDITIONAL FEATURE REQUEST:
- More tools, post game. At a minimum, basic social features like adding people.
Thank you for your hard work!