@blackyps said in Punish bad lobbies:
The matchmaker is the place where we carry out the vision how forged alliance should be played for the optimal rts experience. That's why balance is adjusted around the matchmaker, there are leaderboards for the queues, the maps in the pool are picked in an effort to provide a reasonable broad range of playing scenarios and that are of high quality.
@ftxcommando said in Punish bad lobbies:
Why don’t you extend this argument to balance then? Matchmaker isn’t a slave to some “popular will” just as balance isn’t. They exist in a window of creating the expected FAF experience.
These arguments are competitive vs casual environment, which doesn't have to necessarily translate to matchmaker vs custom games.
Why can't you have "casual" queues, these can be marked as "no-share for quicker games" or something and a "casual" tag would also explain them being exempt from balance considerations.
It's just how LOL sometimes has a featured gamemode queue (don't know how it currently works but a few years ago it was like this), where you can queue for some map with wildly different settings or an ARAM queue a gamemode mostly played in custom game, that got so popular for it's simplicity that it got made into a queue. Nobody there is expecting the game to be balanced around those modes. (Astro is basically ARAM for FAF)
@ftxcommando said in Punish bad lobbies:
So the matchmakers do carry a responsibility in telling people what is fun because it becomes the game situations and dynamics in which balance is centered around.
yes the matchmaker should have the responsibility to show new players the fun in the game. That is not where you intend the fun to be, but where your players see the fun. That's why you want different queues for different kinds of players.
@ftxcommando said in Punish bad lobbies:
As an example, matchmaker basically carried the whole concept of full share being a better game experience than no share down from the 1.8k+/sentons area where it was basically quarantined into the rest of the community.
Then I have no idea how it can be an argument the queue would fail to be used because of a slightly different map version or game settings.
@ftxcommando said in Punish bad lobbies:
Which brings in ANOTHER reason why it would never be implemented: we absolutely cannot have different share conditions implemented in a coherent manner and just for these two random maps.
I agree that it shouldn't be a DG queue right next to the normal matchmaking queues, but having a special area for such a queue solves the problem of explaining to people, that this is a completely different environment and game experience. Maybe simply tagging it "no-share" would be bad and it should rather explain it as "once your ACU dies all your units also die (No-Share)" or something like that.
@blackyps said in Punish bad lobbies:
why do some maps have a specific queue and others don't, where do we draw the line to create a queue for a map
You could ask the same in other games, like LOL where only some featured gamemode has a queue and the others don't. You need to keep the number of queues low to not divide your playerbase, but you should add queues for very popular modes.
@conny_action said in Punish bad lobbies:
but introducing more queues would just makes sense if you can bring 100k new players maybe
Why would you need more players?
The queues wouldn't compete with existing queues, but instead draw on the players from custom games that play this "gamemode" anyway