
Originally Posted by
Zojha
And looking at the queues nowadays, it's not gotten all that much better. I'm an off-hour player (EU player on Balmung), so I tend to notice it first when people abandon the queues, because the time at which games pop at all shifts further and further back into my sleep schedule. My queues nowadays are largely the same as back in the late Seal Rock days, a bit faster due to a lack of faction restrictions and bots. Sure, they are 'trying' to grow the playerbase and that much should be positively acknowledged, but the strategies they are employing to do so are... doubtful and of questionable long-term success. Short-term isn't debatable - We had 72man insta-queues day and night come Garo and when SB launched. But that has long fizzled out.
And honestly, I don't think the real issue is "difficulty" or "complexity" - League of Legends boasts 100 Million monthly active players, even if you assume half of that are smurfs, that's ginormous and it's ironically one of the go-to games for casual players in this game when they want PvP, in spite of it's fairly large complexity (First thing you do is learn like 300++ character skills and passives with their telegraphs, the maps mechanics and geography and over hundred items and their effects by heart). A quick boot up of Steam shows over 500k DotA2 players currently playing and that game is... oh boy. It's a hulking mess of convoluted mechanics in which even bots can drill you into the dirt easily if you come unprepared.
Accessibility is an issue of course - I don't think there's any successful PvP game on a subscription fee and PvP usually isn't gated by weeks to months of PvE/bot grind. But let's be real here: Even if this game's PvP came as a super accessible standalone F2P title, it wouldn't stand a chance, neither the old nor the new incarnation. It'd be kept alive in the shadowy corners of the net on a private server by a poor, blessed soul that keeps hoping his baby will one day be understood and accepted by society.
And that, IMO, is the bigger issue. I know a great many players, dedicated and casual alike, that are playing far more complicated PvP games than this on a regular basis, but they won't touch this game's PvP for more than a day or two after a new mode got released, neither the new nor the old. It's naturally hard to tell why exactly that is, but finding it out via player surveys, analysis and thorough research of game design literature is what the dev team should have done in the first place before doing the PvP revamp. Looking at the aftermath now... they clearly didn't and I turned out to be a fool for hoping otherwise when they announced the revamp.