Over the years, Champions has seen a slow decrease in the number of players joining Dominate and Capture the Flag lobbies. Unlike the rest of Mineplex's mini-games, whose individual playerbases have remained fairly constant (besides Cake Wars, more information here), has slowly seen less and less players joining the lobbies. Why is that? Most of Mineplex's gamemodes rely on new players to start playing since some older players are leaving. Since Champions is one of Mineplex's few hardcore gamemodes, it already is hard enough to learn how to play as a new player, but the reason Champions has had very low player-counts is due to parties full of high-level players joining lobbies and easily winning every single game. While this might be great for those players, this really discourages newer players, and gives them a bad impression towards Champions and perhaps even Mineplex in general. Creating an in-depth tutorial for Champions geared to new players will help solve the problem, but only barely. Same with creating a balance update. For example: Today 3 new players were invited to the community because they played CTF for the first time. However, the party on red simply did not give them an enjoyable experience as we lost 1 to 5. There was no chance of us winning, and this obviously does not leave a good impression toward Champions. This effect is even more prevalent in Domination, where the total number of players is 10. As soon as one player on the losing team rage quits (most likely a newcomer unfamiliar to the game) or one person friends with people in the party truces and cross-teams, it's a 5 v 4 where the 5 players obviously are much skilled and coordinated, especially if they are on a Discord call. Rage quitting yourself does nothing as most times there is only one game running, and even if there are more, there are parties in each and every single one of them. This is worse in CTF where most times there is only one lobby. Another fun snippet of pub stomping: There have already been a few suggestions to combat this idea like abolishing parties completely. And to cycle between TDM and CTF gamemodes. However, I feel like these aren't the best solutions to this important issue. For example, the abolishing parties thread was marked not planned because: While cycling between TDM and CTF doesn't remove the problem of parties full of high-level players discouraging newer players to play. I feel as though the most appropriate action to take is to randomize parties within Champions. What do I mean? Players in parties will still be in a party, but they will be randomly assigned to teams unless they queue for a certain team. Randomizing parties within champions will allow newer players to have a chance at winning, and give them a better feel for what Champions is like, and why many players love playing it. Implementing this will also allow players in parties to play with their friends. Unlike games like Cake Wars and Super Smash Mob Teams, there are only two teams making it so you will be able to face your friends. Personally, I like to versus my friends to get a feel of who is better and have bragging rights. If they don't want to fight, teaming currently is allowed with Champions, so that is always a viable option. Players in parties will still be able to use party chat to communicate privately with their friends. Overall, I feel as though this is the best solution in getting players back to Champions and keeping DOM and CTF alive. Players will still be able to use the Sheep queueing system if they want to play with friends on the same team Another option proposed @Mew is to randomize players in parties that are greater than 2. This could also be a viable option to allow smaller groups of players to play together on the same team while minimizing the chance of pub stomping. Some points on the opposition: No doubt it is fun to be in a party full of high-level players winning every single game, but does the joy come from playing with friends or from winning and spawn killing newcomers to the game? If it does come from playing with friends, although highly unlikely, this system will allow you to still play Champions in the same game as your friends, and you will still be able to talk through party chat. It will not hinder your ability to talk in Discord calls and overall have a great time. Like I said earlier, parties of high-level players easily beating players that are new to the game are discouraging those players to ever play Champions again. For example, I played Champions CTF for about an hour straight yesterday, with a 8-player party on red that was full of high-level players. Now I didn't quit because I was able to get a kill every now and then, but new players who probably wanted to see what Champions was like, definitely did not have a good experience. I don't think we won a single game yesterday. Every gamemode relies on new players to sustain the playerbase, and while we may be able to start games now, in a few months that may or may not be the case. Contrary to belief, I have played in parties, with over 17k Party Points. That being said, whenever I used to play Cake Wars with high-level players, we would often dodge lobbies that had similar high-level players. Why is that? Probably because losing isn't fun, and if you win, you definitely will have more fun. That being said, let's humor you, and say that the fun comes from purely playing with friends. This system will not hinder your ability to play with friends, you will still have access to whatever communication you use: party chat, discord calls, etc. I fully agree that part of the reason, the Champions playerbase has declined was due to infrequent bug fixes and an insufficient tutorial system, but one of the main reasons is because of public stomping. Everyone who dislikes the amount of bugs and overpowered skills has already left Champions, and so the only reason left about why Champions is dying is pub stomping. Creating a tutorial system will help introduce players, but the pub stomping environment is not where geared toward helping players. Frequent rage quitting and trucing often introduce 2 v 1s, and other conditions that are not fit to help new players learn how to play. I'm not going to sugarcoat it, Champions is a hard gamemode to learn. With an in-depth tutorial this will help introduce players to Champions, while this system will make it easier for newer players to learn the basics. Of course they will still lose sometimes, but this randomized party system will help players compared to the system in place right now. This will happen, which is why I also encourage making cross-teaming in 2 player gamemodes a bannable offense, more information can be found here. Defending this rule: I believe the staff team is more than capable of determining what is cross teaming and what isn't. Trucing is not only a problem in two-team gamemodes, but solo gamemodes, where two friends might be trucing. Staff are already able to differentiate between the two different scenarios. Most, if not all, the questions you posed are already questions that staff members ask themselves when dealing with these types of rule-breakers. Also, like I said twice before, you can always use the sheep queueing system if you want to have a chance to continue playing with friends. I'm not saying this alteration will be easy for staff to deal with, but the current situation will not allow for Champions to gain new players. You can also help keep CTF alive by reading this thread. Feel free to write any feedback below!