I've read the entire thread and very much dislike this idea. I know you've been toying with this idea for months and I love the positive changes being made to this site as new features are being rolled out. However, there doesn't seem to be much difference between an advanced lobby and a casual lobby other than the atmosphere and expectations of the players. Manual restrictions can already be set in casual lobbies (i.e. minimum 50 lobbies) and if you want to ban specific players as the lobby leader, it is very easy to do so. I think the only thing missing is the ability to halt game auto start until the lobby leader is ready to start the game (rather than the ready up auto start system currently in place). As a lobby leader myself, I typically just reserve my scout slot ahead of time and sit in spectator to prevent the auto start from happening so that I have time to kick the unwanted players. It's currently not a big issue as that is an easy workaround.
A couple other issues I'd like to address given your current ideas, and then I'll suggest a different system of my own for advanced lobbies:
1. Creating a separate group for elite or advanced players is no different than creating an in-house pug group or IRC pug channel. No value is being added here by creating an Advanced Lobbies group, and integrating this system into the site adds no value. Most in-house pug groups are run separately (see "Invite Pugs" steam group for ESEA-IM+ level players only here:
http://steamcommunit...oups/InvitePugs ) and if you really wanted to do this in TF2Center you could do it right now by reserving all slots and creating a separate steam group.
2. Creating a set start time for pugs is ridiculous and would only serve to reduce the number of pugs run on a daily basis. It's better to do it the same way scrims are currently done -- people hop into a channel (or lobby) and advertise the game. First come, first served. Over time the players will begin to set the times for ALs on their own, naturally and organically. In practice, teams tend to show up to start scrims at X time and now all teams begin showing up at that time. This free system means that players can create ALs whenever they'd like and can encourage their friends to show up to get games started faster. They're not constricted by the system to show up at X time.
3. Limiting ability to play games by league or division excludes skilled players who aren't in a league, and this means that you'll have to manually manage the group (an issue for growth). Let the players decide who to include or not include through social pressure. Also known as "toxic communities", this social pressure discourages lower leveled players from playing. You see this in current IRC pug systems, other comp games, and in-house pug groups where new players are bullied out. You might argue that this sucks for new players, but that's why these circle jerks form. Everyone is technically welcome to show up to TF2mix or PUG.NA but they're scared to join for fear of being yelled at or being the worst player in the pug. This fear is natural and is a positive way to weed out players that you guys are talking about as "not welcome" for being unskilled. Captaining systems work for the same reasons. In the current casual lobby system, you can simply manually ban out these players that aren't welcome.
I really don't think that advanced lobbies in the way that was suggested earlier in this thread are adding value to the current casual lobby system. I instead would like to support the matchmaking system suggested earlier. Add up as a class and use a hidden ELO system to make games. Although this would require some extra dev work, it would have positive benefits:
1. Prevent team stacking. This in itself would start more games faster, as players tend to avoid joining a game when they see a stacked team on the other side. It would also provide for a more balanced gaming experience with less rolls.
2. It would sort those advanced players into more advanced games, giving you what you ultimately want which is a game against equally skilled players. This supports advanced players while avoiding the elitist mindset that scares away new players. It would also keep unskilled players out of the advanced games. Unskilled players would get matched up against other unskilled players and the system wouldn't label them outright as "casual" or "new". These labels only discourage new players.
3. It does not give players the idea that casual lobbies are for "dicking around" and off classing.
4. It fills games faster by automatically sorting players into lobbies, reducing search time.
5. No steam groups or extra management required. Bans and other punishments can be given automatically according to your predefined standards.
6. It is CLEARLY different than casual lobbies and players of ALL skill levels would want to use the system, especially after ranks are created. This rewards players with more prestigious ranks, encourages skilled gameplay and improvement, and keeps the community together as one whole piece rather than two separate pieces.
7. It doesn't fall prey to the problem discussed earlier which is that as the "elitist group" gets larger, it dilutes the skill level of the group. These "advanced groups" tend to grow over time as players do not want to wait to start games. Over time the skill level of these groups drops and the highest level players in the group become discouraged from playing in the pug. This creates a vicious cycle. A matchmaking system avoids this problem because as the best player in the matchmaking queue you may get matched up against lower level players from time to time but you'll ultimately get matched against the best player possible each time you queue up.
The TF2Center dev team has some amazing talent and has already created a fantastic product. Learn from the lessons of the past and do not recreate the same mistakes that have been made by the TF2 community in previous years by making yet another invite-only group. You guys have the talent to create something truly unique here.
Ultimately a matchmaking system is what the community needs. Look to CS:GO as a model. Eventually the serious players will immediately go to click on "play matchmaking" and the casual players or players who want to play with friends or goof off can create their casual lobbies.
Edited by MR SLIN, 04 January 2015 - 09:09 AM.