This was posted in SDF's Kitchen around an hour ago. Hadn't seen anyone post it.
Our Vision for Solo and Duo Players
I've seen many players express concerns and frustration about the removal of dedicated solo and duo queues. I understand why, and I'd like to clarify our intentions. Removing dedicated solo and duo queues does not mean we're abandoning solo and duo players. Our goal is to eliminate rigidly separated matchmaking pools, not to force everyone into trios or make solo players constantly fight coordinated three-player teams. In fact, I believe we should create an environment where solo adventurers can make up the majority of players in a dungeon.
Matchmaking Within a Unified Pool
We are considering preference-based matchmaking with flexible constraints within a single unified pool. For example, we could prioritize matching solo players with other solos, premade teams with similarly sized premade teams, and randomly assembled teams with other randomly assembled teams. However, these systems will not be available immediately. We first want to observe how the unified matchmaking pool performs and gather real gameplay data before deciding what adjustments are necessary. We also understand that these systems are not perfect. We do not want to effectively fragment the matchmaking pool again, so any preferences we introduce must remain flexible and adapt to player population and queue times. We plan to continuously experiment with and refine these approaches on the backend, using actual matchmaking data to guide our decisions.
Balancing the Dungeon, Not Just Matchmaking
Matchmaking alone cannot solve everything. Our dungeon rules are also being designed around the different strengths and weaknesses of each party size. Trios will naturally have advantages in combat and dungeon exploration, but those advantages should not necessarily extend to escaping. Larger parties should face their own risks and limitations, while solo and duo players should have opportunities to succeed through flexibility, decision-making, and different strategies. A solo player should not have to defeat a trio to have a successful adventure. Our goal is to make it possible for different party sizes to survive, find valuable loot, and escape in their own ways.
Preserving Heroic Moments
At the same time, I believe overcoming overwhelming odds is part of what makes Dark and Darker special. A skilled solo player defeating a trio should still be possible. It should be difficult, dangerous, and memorable. But it should never be something every solo player is expected to do just to enjoy the game.
Our Commitment
I understand that repeated changes in the past have damaged your trust in our direction. I also know that words alone won't restore that trust. We need to prove our intentions through the game itself. This is not a promise that everything will work perfectly from the beginning. We will observe the results, learn from the data, and continue improving both matchmaking and dungeon design. I should have explained more of this during Tavern Table, but my limited English and lack of experience with live broadcasts prevented me from communicating everything clearly. I apologize for the confusion and concern that caused. I know many of you love playing alone or with just one friend. I do not want to take that experience away from you. I want to build a dungeon where solos, duos, and trios can all find their own ways to survive, take risks, and achieve something meaningful. It won't be easy, but we will keep working toward that goal. Thank you for continuing to share your concerns and feedback.