over and over and over in these threads the argument of splitting the player base is brought up as a reason not to do something (level progression, crossplay, pve content, etc.. etc..)
Can someone help me understand this argument?
Here is my take:
there are 6(?) ships per server.... games like PUBG need 100 players per server to have a good game and STILL segregate players based on MMR and 3 playlists. basic idea is that the larger the player number needed to fill a server and the number of different playlists available is directly related to how important it is to not split the community. SOT is like one of the smallest players per server multiplayer games out there...
Rocket league (probably best comparison because you have anywhere from 2-8 players needed): has a c**p ton of playlists both competitive and casual - each playlist (even casual) uses player ranking to segregate players even further to those of similar skill/rank. and to top it all off they have like 10 server regions all over the world. What this means. is that the starting player base is split potentially 12 ways with the various playlists. that 12 way split is then SPLIT even further by adding MMR and time played variables into the game (higher skilled players dont get matched with lower skilled). and then THIS is split even FURTHER by the dozen-ish server options available. yet rocket league has no issues with splitting the community. heck they even have optional crossplay.
well rocket league has more players. True, but not by a whole lot. plus you have to take their total player count, divide by 12, and then divide that by the number of MMR rankings (at least 7 for competitive- 4 i think for time played) and then divide that by servers. and it is FAR less than the total number of SOT players. (sea of thieves broke a few sales record and has several million copies sold not including game pass)
Anyways all this to say the splitting the community argument makes no sense to me. Other games Split the community in several ways in order to add variety and depth to the game and is very successful.
Whats the deal?
