SeNoR_Jeff13 wrote:there lame response at around the 42:30 mark in the YouTube video I have linked that was from the Q&A with the dev team.
Thanks for pointing this out. Their explanation was genuinely confusing: "We're trying to strike a balance while analyzing the data."
If the issue is that adding "Match Club Size" is alienating some teams from the matchmaking pool, why not force teams with fewer than five humans to fill their roster by greying out the option to disable "Look for teammates" until they have a full lineup? World of Chel is constantly ruined by AI players. It's a mode that's at its best when every player is human-controlled.
As for alienation from the matchmaking pool, I think EA overlooked how generally unenthused much of the community already is about engaging with a mode where the perception is that an opponent can have an edge simply because their team spent real money on XP boosts. But there must be some internal analytics (likely from HUT) showing there's more profit in selling perceived advantages than in investing time into building community cohesion and support.
Rather than spending time "analyzing the data," why not put the work into letting players join mid-session games that have open spots? EA's response to ideas like this is always something along the lines of, "Well, we'd need to figure out how to handle stat-tracking and potential abuse if we implemented that."
Okay… so do that, then.
There's always a list of reasons why certain quality-of-life features can't be added (booting troublesome teammates, match club size, etc.), but when it came to letting players pay for XP boosts at the start of the season, the community's list of reasons why that was a bad idea fell on deaf ears.