The problem occurs when the game has been out long enough that all the active players are leagues ahead of a new player; either they wait forever for a match or get steamrolled.
The main problem is that it's a 12 year-old game, that's been largely abandoned by the developer. The other main problem is that unlike a skill-based MOBA, you can't blame anyone else for your losses. The third main problem is that the game is incredibly stressful, demands 100% of your attention, and the smallest mistake can lose the game for you.
my brother in Christ, you got it backwards - being abandoned is the biggest blessing an old Blizzard game can receive.
They'd probably add commander level and equipable commander items which grant buffs to your units. You'd have a chance of getting one item each time you win a pvp fight and you can increase the quality/rarity of the drop by using cash shop items. Oh, and the rare items might require a higher commander level... Obviously you'd also be able to buy temporary buffs to your XP gain, so you can equip them sooner.
They could maybe even focus more on group pvp (i.e. 4vs4) so the whales can carry scrubs to wins. That would give them a chance of loot even if they're just there to be farmed and will make them properly fawn over the mighty whales that let them gain their pointless upgrades.
Perfect whale farm.
Those first 50 games were crazy because you were matched randomly with other new and established players, so sometimes you would play someone really good who would steamroll you in the first 5 minutes, and sometimes you got someone who had at most played the scripted campaigns against the AI and thought they could sit there for the first 30 minutes slowly building up an army.
It was actually pretty fun not knowing which way it would go, and whenever we matched with newbies my partner and I got to experiment with a bunch of different strategies that would never work in a real game.
This right here is my fundamental problem with multiplayer RTS games. The fun I get out of them is in the slow burn long buildup, but other players always find ways to optimize the early game so they win fast and never actually get to the fun part where everyone has massive bases lobbing nukes at eachother. The fun way to play is not the optimal way to play.
It's now been about 10 years since I've even bothered trying an RTS online.
My partner and I had way more fun in those early games when we could stretch it out to 30-60 minutes sometimes. Once you're playing against ranked people who are there to win it's just a mad rush to the first or second tech tier.
It was pretty much the same as SC2, they just never told you in the UI. e.g. Dragoons do half damage to mutalisks. Yamato cannons don’t kill zealots.
The way to beat players who play strong openers is to play a strong opener yourself, but not necessarily all-in aggressive. If you want to get to the late game you enjoy you must get better at the early game. Harass the other guy early, scout their build, make sure you're building counters to what the other player is playing. Defend well. Deny their economy here and there. Inevitably crush them with nukes and capital ships after 30 minutes of solid fundamentals.
(Starcraft is still a lot of fun and I'd encourage you to get back in to RTS playing)
I think maybe what you meant to say was "... and expect to _win_"
Plenty of people have fun turtling (:
This is one thing I liked about Total Annihilation — defense tech was relatively strong, so some amount of turtling and racing to get high tech artillery (eg) was a viable approach.
I think a larger issue is that there's like 3-5 games to get ranked and then a bit more to get really ranked properly. And by SC2 design the early game is resource constrained so decisions are important and even with the right decisions execution is hard.
Watch a few games on Youtube.
It was a fairly popular variant of the game too, never had trouble finding matches