Forum Discussion

Anlbrd's avatar
6 years ago

Alternative RP System - Reward kills and wins, reward hiding less.

I want help to chew through the numbers in this idea so it can become the best version of it.

All RP is added up and divided equally to 3 team mates.

RP is awarded for kills only.  Keep the cap if you like but make it 15/team instead of 5/person, with the RP divided by 3 and apportioned to each player at the end.  If someone leaves then the other players will still get the same RP as if there were 3 people, this is to stop anyone abusing the system by not reviving their 3rd and trying to get them to quit after a banner time out to farm faster RP. 

Remove any RP awarded for placement - You no longer earn any RP by hiding for placement.  It's Battle Royal, not Hiding Royal.

Make the reward for placement in top 5 the cancelling of the RP cost to entering the game.  Get to top 5 and you won't LOSE RP, but you won't automatically gain any either.

The reward for top 3 is a multiplier on your team's RP from kills.  3rd = kills worth 2 RP.  2nd = Kills worth 2.5 RP.  1st = Kills worth 3RP.

Hiding in this system doesn't help anyone climb brackets, at best they'll stay in the same bracket.  The most RP available to the last 3 teams is:

3rd: 30 = 10 per player

2nd: 37.5 =12 per player

1st: 45 = 15 per player

I think this would make engaging in fights a must in order to make up your RP cost for the vast majority of teams, as by the time you get to 5 teams left in ranked the ring is small enough that virtually no one could just hide to get to top 3 consistently, and even if they did - unless they started wiping squad after squad, they wouldn't do very well out of the game and wouldn't climb very fast if at all.

People would still want to win games or at least get to top3 otherwise your chances of progressing are severely diminished in the higher tiers by the RP cost wiping out  your only source of RP.

Would love it if anyone can hammer out the numbers/idea in general and see if the suggestion has any legs.

Under the above system : what would games play like, do you think?  Would it be better or worse?

5 Replies

  • This would certainly make the game much more competitive...people wouldnt progress beyond where they should be skillwise so i like it.

  • @AnlbrdNot gonna say I agree with anything of the point system . But I do absolutely agree with removing the current placement points system. Playing in Diamond is just sad. People are literally hiding to the top.

    Season 3 ranked has to be placed on damage/kills, because it is a team game, not a solo game. It's also a fast game, not a slow game.

  • WHITEyy6969's avatar
    WHITEyy6969
    6 years ago

    I agree that the RP system needs to change but in my opinion you can't get rid of some kind of RP reward for placement. Like others have said it's a battle royale game but more importantly you have to stop the hotdrop get 4 kills and die, rinse and repeat kinda games. Now although it makes for a slower game rewarding RP for placement counters this. 

    I'm sure some will disagree and that if someone wants to engage opponents more often they should be given the opportunity but there should be a significant risk in doing so early on, hence the reward for placement. What I do agree with though is after/if you get 5 kills there is then no incentive to engage opponents and this is when players may 'hide'.

    IMO I don't see why, especially in higher ranked leagues, a kill cap is needed. Good players will know when and when not to engage and kills are harder to come by anyway. 

    Somewhat related and on topic why not remove the squads left counter from the HUD? Then instead include (or increase) legend vocals that identify how many squads are left at certain levels like 10, 5 and final 2. It would then make the killfeed a vital source of info and players would have to be more aware rather than simply glancing top right. You could argue it would make it (hiding) worse than it already is but personally I think without players knowing their current placement and only X squads away from X place it would reduce it somewhat. Of course this is still on top of an a redesign of the RP system. 

  • This is not meant to be directed at anyone in general but more of an observance. I have seen multiple threads saying it is a "battle royale" game not a hide royale game for placement.

    I am going to throw out the "F" word here, Fortnite. One of the items from early on in game development for arguably the most popular BR game was a bush. I am not saying I am a fan of camping in BR's, but it is part of the game. The end goal is to achieve victory or get as close as you can and for some that means camping for others it means looting everywhere and looking for the enemies as fast as possible. 

    Ok got that out of the way, the RP system definitely caters to campers. I am still in gold because I play solely random games and only play ranked a bit each day. I have no interest in ranking up. My preference, but I do see a lot of low level low kills players at gold 2 and 1 and while playing with them they hide on edge of storm and slowly work their way in. It sucks, but it is the hand I am dealt. 

    I would actually like to see an RP system based on damage done  versus kills, If hobbled wit h2 bad teammates I might down 2 out of 3 on a squad and never get my kills but leave the match with 400 damage for that one fight. Just my opinion. 

    As far as ranked evolving and being able to match players in the same rank that would be nice, but the amount of variances between play styles alone makes this a huge task. I would much prefer definitive ranked games based on last games performance. You drop 10 kills and 2000+ damage, next game you are playing with and against people who also racked those numbers or close to it.

    You want to hot drop skull town every time? Go ahead for every good game you are going to have the next game where people are racking kills like you did. A little more balance in my opinion. 

    Overall I think they are doing what they can, but the process is slow and I don't really have the patience. I do my dailies if I feel up to it now and am slowly shifting away and moving on to other games, because this one is just becoming a grind. 

  • Anlbrd's avatar
    Anlbrd
    6 years ago
    @WHITEyy6969 I've come around to the idea of a kill-cap within the context of the rest of their system : because if you didn't have a kill-cap, 1 good game out of a Skulltown hotdrop could earn you enough RP that you then don't NEED to worry about hotdropping skulltown and being instakilled for another 4 or 5 times. I think the cap was brought in specifically to avoid this culture carrying over from non-ranked. Personally I prefer games where people are more evenly spread throughout the map. Fights happen in more interesting places because of it, not at the same locations between X and the winners of Skullfest 2019. Even though I hate the new cascades area - it's the same story with that. Making Cascades less popular has helped make the player spread on the map a little more diffuse.

    I'm absolutely in favour of rewarding placement - but I don't think placement PURELY for hiding deserves a big reward because it's just too easy to do and if you don't encourage fighting enough : a lot of players basically never want to be the one to engage first in ANY situation because of the fear of being ambushed. There's a reward for placement in my suggested system - but if you're consistently hiding to get placement and not winning any fights : the reward is that you'll stay where you are, not that you'll climb higher in the rankings : because you didn't actually BEAT anyone.

    @mastiffslinger I get you man, and I didn't mean that playing sneakily was totally invalid. Like the title said : it was just about rewarding hiding LESS. At the minute the reward is stacked disproportionately to favour hiding, and whilst a minority of people hiding for placement has and always will happen in a last man standing situation - if you make it THE go-to strategy for the majority, the game grinds to a standstill for most of the time with a clusterF at the end in which individual skill often can't influence the result.

    To be honest - I love your idea about removing the squadcounter, but I'd also remove the killfeed : or at least FORCE everyone to see a streamermode version of it.

    It might be because I'm in a lower population region : but we all know who everyone is. Where they like to drop, how they play in a lot of situations, which characters they main. If someone wants to make it their mission to take you out of the game, even if it costs them their game - they can easily do it with the current kill feed. I've got friends who target me specifically just for the laugh -but I also know who I have to most concentrate on if there's a 4 way fight because I notice a lifeline using a specific skin and I've seen his name in the killfeed : I know that's who I don't want to fight in a small ring at the end (Hey Keen!).

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