You could also force this by restricting the scenario queues - eliminating the concept of solo queueing and forcing players to join in a party of 3 or 6. Not only is this easier to handle serverside compared to 1-6 variable composition, it allows for easier balancing of scenario roles.Vigfuss wrote:ELO Matchmaking rarely works in games, partly because people learn to game the system and also there are too many other issues, population + archetypes + group Q vs Solo Q.
Seperating Qs will not work, because then every group Q SC becomes Caledor Woods where only a few groups actually Q it. And it would have the effect of dumbing down the game where some of the group players will start to solo Q because it's fast and easy.
I get that we need casuals for the game's population but I think it's better if players are guided towards playing in groups, both by the playerbase and the game itself. Why can't casuals group?
What about a casual premade Q that works something like a dungeoun Q in games where you Q up for a certain role? This Q would be a Q for a group and not for a SC, after the group is formed they can Q for SC. That way you have three ways to Q SC, Premade group, Qed "casual" group, and solo. Obviously this casual group would have to wait a little while for members, but at least it would guide players towards better play and not try to solve the problem by dumbing the whole thing down.
That or co-opting the "Join Solo" option to implement what you suggest.