And those players playing unranked for the requirement would otherwise play ranked instead, so you increase the ranked queues for the benefit of the unranked queues. The same queues you already realize are bad. In general, when you segregate or split, you're gonna end up increasing queues one way or the other, because you spread an existing amount of people around, rather than getting more people.
Feast isn't overly popular. It's kept on life support with the recurring season rewards, but once people secured themselves their spot, they tend to stop queuing, because the incentive to queue turns into an incentive to not queue. Those who really like the mode will play unranked only from that point and behold, it's fairly dead, much like pre-season was (To the point they said they didn't even have enough data for job adjustments, lul).
People who don't consider themselves top 100 material had little reason to bother with Feast at all until recently, hence why they made the weapons available with tokens - they are desperate to make that mode work against the odds. But these people, too, will only play until they got the rank needed for their tokens and stop, because they don't like the mode either and playing more isn't beneficial.
And individual metrics aren't a particularly good way out. Think no further than a healer bot - If you get him on your team, you'll do less damage, get less kills and you'll die more often. By every metric you can pull, you'll look terrible. De facto, your metrics will depend on the team either way and the only thing you achieve is that people will stop focusing on winning the match and start focusing on maximizing whatever metric is giving them the best results. Side effects like farming kills instead of ending the match in lopsided matches come to mind as well.
And going by metrics relative to your teammates instead of absolutes? You then have an incentive to make your teammates look bad, because that makes you look relatively better. You can just let people die as healer if their death doesn't affect your rating and you can suicide into the base as DPS if it does affect the healer's rating. And then you need a hugely complex net of conditions for the system to check whose fault what was and how each person contributed, the code of which would probably exceed what you need for an entirely new game mode.
"Downside to match quality" doesn't even begin to describe the effects that would have.
You're ultimately dealing with a popularity issue there. Standard procedure for trinity designers is to add rewards there, which is what SE has done and the incentives are set up to create that initial rush, followed by a slow queue death. SE thus decided to just heed player feedback and shorten the seasons so you have the rush phase more often. That doesn't really solve the issue, but it's what "you guys" (don't feel addressed if you aren't) wanted, so hey!



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