Pretty sure Bungie made the Trials requirement because before and after the most recent Trials updates, the population varied around 150K players, with some outliers, compared to the over 350K players on release. Nobody even bothered to try it again, which means Bungie has no data to say if those changes were effective at all in keeping people in Trials. We know they weren't good enough to invite people in.
Now the population is at 230K, and will likely be consistently as high in thr mme following weeks. They'll likely compare that to next week's poulation and the weeks after Solstice to see if the changes were actually effective at getting people to stay in.
But, it won't. Now loosing punishes people even more and there still aren't Trials drops at the end of matches or adept gear. Population is going to drop right on off to the ground again.
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[quote]Pretty sure Bungie made the Trials requirement because before and after the most recent Trials updates, the population stayed around 30K players. Now the population is at 230k [/quote] And please tell where you got these statistics? According to https://destinytrialsreport.com/weeks Bannerfall week (last week) had 262k players and 1 million matches. The prior week (worm haven) had 197k players and 727k matches. Now ofc you see a bump in players due to solstice but its no where near the numbers you put. And please dont tell me you are getting your numbers from week 14 javelin. Which had 26k players due to a bug which caused trials to be disabled mid friday. Ofc you could be talking about concurrent players, but its impossible that bannerfall had upward of 230k concurrent players if it only had 262k players total.
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My bad. Should have specified the date. I check the Trials population every Friday and I remembered those values, which are usually around 30K. For some reason the 30K stuck in my head rather than the total player count. Either way, my point stands. Not like Bungie hasn't done something like this before.
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But you know what, if they keep thinking up events to funnel people in Trials, again and again, maybe one day...🤣 Seriously, I would not put this past them. It could be a thing.
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I mean, they have to to get data. This community is [i]very[/i] unforgiving. Once they leave an activity, they need a significant reason to come back. Almost nobody came back to try the most recent additions. Pool changed temperature and they still didn't want to dip their toes in. Trials will need a major overhaul and then a quest step or event to get people to test the waters. Sure, it's Bungie's fault it failed in the first place, but honestly that's what they're gonna have to do to get people in there and try it. You ever meet those 30 year olds who won't eat like 80% of food because they either don't want to try it (at risk of not liking it) or didn't like it when they were 6, no matter how much they or the food have changed? Yeah. That's the Destiny community. Once they've decided they don't like it, they need something like Solstice to get them back in.
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You make it sounds like a bad thing that people don’t want to play trials. My first game this week was against three people with the flawless title and the flawless glow already. One had been flawless 132 times, and the others had been about 20 each. I play trials every week for the weekly bounty, but that’s it. Trials matchmaking is a problem. It should match you based on total wins and flawlesses, not cards. That way every time you go flawless it gets harder to go flawless again, cause you aren’t getting matched against blueberries.
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I think the card resets are the problem. The concept is great - at each level you fight against other teams that have won to that level. Weaker teams get weeded out at 3-4-5 wins, and to get flawless you have to beat other teams that are just as good as you. But with the current token system there is an incentive to simply reset after every match. So flawless-level players are constantly matched against the weaker teams. It seems like it should be possible to track weekly wins, and use that as a matchmaking point. Alternately, resetting a valid card could come at an escalating cost. You start out at say 10,000 glimmer and go up 5 or 10k each time you reset without a loss on your card. That way if player(s) bail on you you could still get a fresh card, but if you want to constantly reset after each win you will run out of glimmer.
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It should not do that at all. They've said adept weapons are coming. If it gets harder and harder to go flawless, then eventually you won't be able to get any more rolls at all. So you could go flawless 10 times, never get the roll you want, and then pretty much lose all incentive to play at all because you can't get another chance at an adpet roll you want. If it only counts flawless runs and wins that week, maybe. But then that system becomes easily exploitable and by Monday night it's super easy to go flawless. Not everyone should go flawless. Period. The problem with the matchmaking is the small population. This week the population went up almost tenfold and flawless [i]unique[/i] players make up 20% of that. That's actually really good. That's way more promising than it has been in the last several months. The best 20% going flawless is actually very good to see. That's huge. Not everyone can be part of that, but that's not a bad thing. Top 20% is 20x more achievable than top 1%. But it's not a bad thing to not like Trials. It's bad for Bungie and data collection that people didn't go into Trials. It's perfectly normal for people to stay away from something they had a bad experience with, even if some changes have been made.
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A positive side effect of boosting the population tenfold is that a top 10%-er in Trials is now suddenly a top 1%-er. Let those people have their moment of triumph, they earned it blood, sweat and tears. Not necessarily [i]their[/i] blood and tears, but still.