The problem is, how do you enforce a ‘casual’ queue for such players? And by enforce, I mean completely separate them with absolutely no player choice. Because sure we can mark QM as the “casual” queue and Draft as the “competitive” queue but unless the game actively enforces those queues and bars entry accordingly, then they mean nothing. It came as no surprise to me when GBX said more 5 man teams were using quick match than draft, because there’s the issue of queue times and the teams who just want to take advantage of Battleborn’s no ELO matchmaking and pound scrubs into the ground.
We also can’t support a lot of different queues without seeing a hit to queue time, as Natsume said. If we enforce more queues to seperate players, then we have to lesson the amount of dedicated queues for each mode. Not so much an issue on PC given we only have QM and Bots at the moment, but the other platforms regularly complain whenever their favored queues get taken off.
Solo/duo queue is the bandaid solution in place of ELO and works well in comparison to the current situation, but there are still some teams who are willing to queue dodge until they get paired with their teammates, and it still doesn’t correct the issue of high skilled players going against lower skilled ones. It’s also not available all the time.
Command Rank is a mostly meaningless number, as discussed multiple times.
ELO, while far from perfect and definitely flawed in some aspects, is one of the easiest and least disruptive ways of allowing players to play in a similar skill bracket. Unfortunately, as we all know, Battleborn is incapable of supporting ELO, both because of population and because of how matchmaking works from a fundamental level.
The best solution I can think of is a very soft ELO selection. Matchmaking first looks for players who are of similar skill level (which would be calculated with a plethora of stats, both team and individual) and after every minute open up the ELO range more and more. There would have to be some messy math going on for calculating matchmaking range once some players get put together, but I’m sure a working formula can be found. Ideally I would want this in tandem with a matchmaking overhaul that defers 5 man teams against each other and looks for 10 total players to split up into 2 teams, but Gearbox has said multiple times this is off the table.
Ofc the above solution wouldn’t do much for PC, but well… nothing short of a Gaben granted surge of thousands of players who get addicted immediately is likely to help PC right now.