Quote Originally Posted by DoctorPepper View Post
The problem with GC restrictions is that it inhibits the queue times for solo queues as well though. Say you have 60 flames, 30 maelstrom, and 15 adders queued up. If there was no GC restriction the queue would pop, but because there is a restriction everybody waits and the additional flames who queued last wait even longer. People will eventually withdraw because the queue is taking so long and then you're back to square one.
That's correct and is a bigger problem than "I can't queue with my friends".

In the end, it all comes down to the number of people queuing and the repartition between GCs.

If you look at the lasted stats given by SE, all 3 company were fairly well populated, with only the Maelstorm being a bit behind.
So, even if a situation like the one you described would happen, it would probably be temporary (I mean, I don't see why the members of a certain CG wouldn't be less inclined to PvP than others).

Again, even if a GC has less player than the others, with a healthy PvP playerbase, this problem would not be as important as it sounds like.

PvP needs better rewards. Better incentive to be played.
Just look at The Hunt. It's crappy content, not interesting, not challenging, full of bad behaviors and so on... but people are still doing it. Why? Because the rewards are awesome, which overcomes the badness that is Hunting.

It's quite simple, really. SE just need to give a reason for people to want to go in PvP frequently beyond of the "PvP itself", and most issues will be solved that way.
After that, we can then think about getting more maps, more modes and finally getting rid of GC restriction while trying to keep the lore intact.