Originally Posted by x999x
Naturally conditionals need to be considered. If a group is knee-deep in a game you'd obviously have to bump that new member's stats and skill points to the average level of the group's. Give them points to spend on skills and up their level to an average. Don't make them take over a character already in play. Allow the drop-in to select a class thats available, and force a selection if a critical class is absent, a tank or healer. This is the nature of a pickup game, and the challenge. If you're a purist, disable the option to join pickup games, don't discount it entirely for the other half of the game's community who want it.
Furthermore, thousands of players is still a large pool to pluck players from if they have a flag set to join pickup groups.
We are absolutely working on something similar to this.
In the short-term we are going to implement random invites for people who don't know about the TA forums or who just don't have anyone to play with. However, as has been noted here, it's not a great solution to the real problem which is, in my opinion, being able to build and manage a great party.
After the random games update is released we're going to work on a new system that will really help with the player discovery issues and facilitate a form of drop-in/drop-out functionality.
We've learned so much over the last week just by watching how people are coming together to form parties, and the kind of information they want to share to make that happen. We definitely want to bring all of that party making into the game so that everyone can benefit from it.
I know the launch has been a rough experience for some of our players but because of the great feedback we're getting I think we'll be able to fix a lot of the issues that people are running into over the next few weeks.