Changing matchmaking did close to nothing when there aren't enough players online to form a good match.
I've been running into people both well out of my skill band, and people with terrible connections.
We need more people to play PvP, and you need to give them an incentive to stick around.
I'd start by giving new players good loot so that they stand a chance against more experienced players, but I'm no expert in this.
I just know we need more people to play PvP so that matchmaking will put people in fair lobbies.
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Edited by Willakkuma: 5/6/2024 6:28:44 PMThe biggest issue over the years has been Bungie trying to figure out who they want the PvP to appeal to. By now everyone has seen enough to know the two big camps in Destiny - PvE and PvP mains, which typically spend as little time as possible on their respective "other sides" of the game while accounting for a large portion of the base. There are also those, myself included, that enjoy both sides. The mistake was trying to appeal PvP to everyone for the sake of Bungie's creative vision. That's not what the majority of players want, but still what Bungie tried to give the base. An example would be mixed PvE/PvP quest lines which many in the two big camps have objected to. For years Bungie implemented much to try and keep the disinterested / marginally interested players (not limited on strict PvE/ PvP lines) involved in PvP - This included play levelling shadow mechanics (e.g. damage referee, RNG shot patterns, comeback mechanic, various non-disclosed MM parameters, etc.). This is historical fact, and discoverable ....... What happened? The disinterested players quit PvP anyway. This particular Bungie formula - a proven failure. PvP paid the price. Loot incentivised PvP has proven to be a failure as well.....in both Comp and Trials, creating as many, if not more issues than having a low player base count (e..g. bounty fillers disinterested in winning, quitters, loot farmers disinterested in playing objectiives, etc.). Another proven failure going hand in hand with loot incentivization in Comp - is the MM / tiering platform which never made sense....while folding in objectives modes in an attempt to include everyone. Comp loot in its current form has proven to not be the main draw.....and has without doubt created huge issues with disinterested plsyers in the list. Back in the Unbroken days.....Mountaintop, Redrix, Recluse.....were there once you reached the top, but it was the process of getting there that meant the most to players. You never found loot farmers in those days. Also, Survival is/was arguably the best mode for Comp based upon historical results and mode health. There's plenty of readily available weapons / loot to make a player viable in PvP (e.g. Brave, exotics, world drops, story line, etc.).....Loot ncentivising Quickplay would fail for the same reasons it's failed in Comp and Trials. Loot "improvements" would be fine, but not as a focal incentivization just to bring in warm bodies = short sighted, proven failure. The March sandbox was a hard 180 reversal on PvP climate / function, released 3 months ahead of schedule (supposed to drop with TFS), in Bungie panic mode responding to historically low player count dropping to around 5%. This in the midst of overall Destiny content drought in a long season........plus Map pack in May, PvP strike team, lengthy TWIDs ( "pulling the curtain back" to some extent....although Bungie remains non-transparent on some things), etc., etc. Why now in buckets after literal years of neglect? Effort to revive the mode with different mindset / formula - PvP for PvP players. Some of this most likely relates to the 2025 Marathon release - billed as PvP centric. Good faith gesture on Bungie's part to show it can put forth focused effort. I'm all ears if there's a different, plausible take. Where from here? Be patient and keep playing. The 180 sandbox turnaround on years worth of failed direction is going to take a little while.....if the base is going to recover.... ..... I was shocked and pleasantly surprised to see it. Didn't think I'd live to see the day. It was clear immediately following the landmark March sandbox that players would leave.....while others would return. We've seen exactly that so far. The target market has definitely shifted. As a side on MM - I play mostly solo. Currently, this feels like days gone by. Wnen you're on a roll and have momentum you will be paired as de facto "sherpa" with those having a lesser mathematical chance of winning. For the opposition, it can look similarly arranged at times going head to head. Then there are pairings in which it's more even top to bottom on both sides. I don't object to either of these scenarios regardless of where you find yourself. It makes for interesting challenge same as 4v6 or 4v4 starts....... .....on the up-tick, newer / teturning folks are playing much better. Cool to see. I MUCH PREFER this coupled with the game's single best attribute - top shelf gunplay. - being front & center.....versus shadow mechanic ileveling mplements. Encounters / duels feel above board, unlike in years past. I've recorded some matches and see it. If Bungie can do something about late match spawn equity, combined with other positive changes, I think it will be accomplishing much. Not sure where things might go with cheats. Yes, they detract big - time. But they're not only in Destiny. Maybe one day Bungie implements state of the art combativd measures.....maybe in Marathon, who knows. Meanwhile, I actually received a Bungie thank you for an Aimbot report. Better than zero. Ride it out a bit. Hopefully thimgs keep trending for the better. Cheers