I think this is correct, and I was just being pointlessly dickish about it because this forum makes me cranky. I'd like to play CC with my wife and our friends; not because I want to wreck pugs, but simply because it would be fun to play together. I have strong feelings about the integrity of solo ranked, but the lack of any kind of group queue is damaging that integrity by forcing people who want to play together to try to manipulate solo queue into letting them do so.
The challenge is finding a solution that creates a fun match for both sides. Running into a full pre-made in a pug feels terrible, but so does waiting 20 minutes in a queue with 4 other people waiting for a fair match. Striking a perfect balance between queue times and match quality is an art form no one has mastered yet (though there's an understandable tendency to err on the side of faster queues since people are going to complain about the matchmaking no matter what, and the present state of CC is a perfect example).
I'm drawing most of my feelings about this from my MOBA background. I remember Heroes of the Storm in particular going through, like, a dozen different iterations trying to solve the group queue problem. The issue always ended up being that solo players won't voluntarily queue into group play as filler, which means you can't field 2+2+1 or 4+1 comps, and duos vastly outnumber trios, so trios get instant queues while duos wait forever. On top of that, 5-stacks have a massive advantage over the 3+2's, especially if we're assuming an MMR band that loosens as the queue time goes up (meaning the duo that's been waiting the longest gets the first trio that queues, regardless of how far apart they are in MMR).
Allowing groups of any size to queue into Casual is a start, but the result tends to be the sort of trashy Quick Match mode you'll find in lots of games. It's way better than nothing if you just want to play with your friends, but it doesn't end up being a particularly fulfilling experience long-term.
I've always felt like the best solution is in the realm of building out robust in-game tools for finding other players who are interested in group play - something substantially more intuitive and less cumbersome than the silly Fellowship Finder, certainly - and then incentivizing forming groups aggressively enough to override the tendency for most players to just tunnel solo queue instead of going to all the trouble.


Reply With Quote






