Forum Discussion

Re: 3rd partying is too much

Well I understand that too much pressure can make it hard to play, though you can use the chaos as an advantage to escape.

This might also be something that encourages you to finish a fight more quickly, sneaking up and going for the kill with a planned attack.

Though maybe we can relieve some of the pressure, do you have any ideas to how we could resolve this?

3 Replies

  • @XHelperZ Its not even pressure at this point. Its straight up free kills for players who do 10 damage.

    I actually have survived MORE fights where we drag it out. This is because the squad I was attacking, now deals with the squad who now 3rd partied. And as you said, in that chaos, me and my friends usually dip out. Its the faster fights where we finished them, need to heal/loot and don't even have time for that and we just end up dying.

    Its honestly a difficult thing to resolve. I have thought many times about ways to fix this.

    Here's what I got:
    1. Gunshot sounds: Why do they travel so far? You could easily reduce this and then a squad 400 meters away won't be ganging up on you. This gives you time to actually loot and heal

    2. Add some sort of reward for finishing fights in the form of healing. It would work like this: Game recognizes your entire squad finished another entire squad, basically, a single squad was wiped by your squad and another squad didn't get a knock on the squad you were attacking. It could be in many forms:
    - Grant super fast healing: 50% for your entire squad for 1 minute (or some other value)
    - Immediately refill armor (either full or partially) don't touch health. This lets you get away if another squad is pushing you.

    But honestly, I think the first option with the sound is best.
  • XHelperZ's avatar
    XHelperZ
    Hero+
    3 years ago

    @SolitaryMassacre Yeah, it's almost as you should only third-party in this game, though that kind of design is most likely not intended.

    As for the first solution, it could work, though it could make games feel like they'd take longer.

    Since players cannot hear that many gunshots, it might be harder for players to find each other, especially if a lot of squads have died early.

    I think this would be one of the best solutions if we were to test it properly and find a proper range that would work well.

    The second solution, well that feels more like something that should be implemented into an LTM.

    Might be fun to try out, though like you said, the first option might indeed be a good solution.

    I do hope this gets worked on, it might make the game just a bit more enjoyable.

  • @XHelperZ
    Yes the sound distance will most certainly need testing. There is a happy medium and we are way above that right now lol.

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