Raising awareness for developer and player alike. I see this excuse used all the time to shoot down feedback and ideas from the community, and judging by some of Arenanet's posts, I think it's had a really toxic impact on pretty much all parties, and PVP in general as a sort of median.
To write off every potential change or addition to PvP as "The population is too low" seems pretty hypocritical, and only makes the problem a self-perpetuating one.
Almost everyone seems to be able to agree that Gw2 PvP; Ranked especially, isn't in a great spot, or at the very least has some qualm with it. Everyone who does think that way, has their own reasons for doing so; whether it be balance, neglect, poor changes, or just a general lack of interest. No matter what you happen to dislike about the game, I can assure you that blaming it on a low player-count doesn't solve a thing. If you refuse to encourage innovation on the premise that the player-count is too low, you're just giving yourself more of the same content and material you've become frustrated and/or bored with in the first place, and the population is only doomed to drop further as a result, and the excuse only gets used more and more after that.
If you live by this excuse, then the same excuse should apply to all changes rather than cherry-picking when it's considered reasonable and unreasonable. I personally find it kind of weird that it hasn't been fully committed to, yet it has been used as justification for changes in the past. DuoQ for example. It was restricted for; quote, the reason:
@Ben Phongluangtham.1065 said:
Because we have so few legendary players, it’s very difficult to get legendary players into an appropriate match.
Yet; that specific feature was selectively reinstated without anything changing about it or the circumstance that saw it restricted in the first place. Upon asking to split the queues allowing players to play both separately; the same excuse that got DuoQ removed to begin with apparently doesn't work when suggesting changes to DuoQ.
The problem with splitting the queue is that our data doesn't show that 2 separate queues for ranked would work. To put things in perspective, 92% someone queues it's queuing solo. The team queue would have horrendous wait times. And when a match finally popped, difference in team skill would likely be rage inducing.
That also applies to new arenas and new potential ways to play ranked, or so i'd assume, since split queue methods are essentially two different ways to play Ranked. It's a very confusing rationalization to say the least. To put it in perspective: Population is too low for DuoQ, DuoQ Restricted, DuoQ Unrestricted, Population is too low for split queues. The excuse only seems to work when Arenanet or anyone else wants it to. When it fits their agenda, their preference, and it's a terrible excuse that perpetuates itself without solving anything in the process.
I still believe that sPvP; like any other institution, can only grow with innovation, and that's the overall point of this post. To encourage people to be more creative and innovative, and to discourage people to shoot down other people's ideas with this excuse in particular. If you find a fault with someone's idea, pointing it out is one thing, but saying "the population is too low" really doesn't seem very constructive. I hope the use of this excuse starts to fade in the future.
Remove Ranked DuoQ pls&ty