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Edited by Kone19ps: 6/1/2015 7:14:36 PM

Optional matchmaking progresses to team building

I've been thinking about the optional matchmaking question a lot and I think I found the perfect analogy. I will use Poe as an example. First though I need to clarify Poe [b]needs checkpoints[/b]. They should be progressive. You don't get a checkpoint unless you have completed all previous rounds. You can still join independently where you want but you can also start or matchmake at whatever your latest checkpoint is. This would be on a weekly reset. Now with optional matchmaking this is how it will likely go. It has some problems that will reduce completion rates but the point of matchmaking isn't to finish its to play period. Many don't care about finishing as much as playing at all and the checkpoint system would make it so time isn't wasted. Say every activity is a pool. You match make into the shallow end of each activity to learn to drop your water wings. You may not win but you'll progress get experience and maybe find some great partners to play with later. ( I can already see people saying 28 is the shallow end. No this is about universal accessibility it needs to be for every activity optional. 28 is more the kiddy pool in another room.) you get the basics but freak out when the deep end suddenly is introduced) After a few tries you may earn a checkpoint at round 4 and find a team to regular with pulling you out of the matchmaking pool. Congrats you found some good partners and have learned to swim in the deep end. The progression shouldn't go kiddy pool to diving well in one step. I'll expand on this when I'm out of work.

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