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Again thanks for your comments.
If you look you can see from previous posts I have written that I am a big supporter of team play.
The recent changes to the ranked RP system I think have been overall good. it allows lower skilled players the possibility to gain more RP however it has also had a negative impact as well in so far as encouraging hot drop and the me me me way of thinking which of course not cohesive with team play as you mentioned.
Team RP would be great if it was added in some shape way or form.
I would also advocate the possibility to being able to gain some sort of RP for reviving downed teammates along with re-spawning boxed teammates. This would need to be capped so as to limit and or avoid abuse. I think this would go a long way into incentivizing team play. We all know that not every player is the good gunman. How many times has a good revive/respawn lead the team to victory or higher placement. Supporting the team other than performing kills and assists needs to be rewarded more and it would provide more of a reason to help out that other player and reduce the me me me mentality.
What do you think about this?
I am at a point, where I don't care anymore about all the bugs, exploits, cheaters, bad servers etc. because I lost my faith for improvements a long time ago.
At some point you get used to all that.
All I want for S12 is all 4 maps in rotation and a new LTM from time to time. That's it. If you are hoping for more, you only get disappointed.
I kind of feel bad for OP putting so much work into this thread because I already see the devs in front of me, reading, reading and probably thinking "oh cool... nice idea... that would make sense... and easy to implement... but... YEAH NAH.
Let's bring 50 new charms instead.
- 4 years ago@JjumpingJjack Judging from the job listings, the Respawn dev team is in a bit of turnover hell. There are two different studio divisions: one focused on gameplay and development, and the other on media assets like player models and voice lines.
For new hires, there's a huge learning curve when taking on an existing codebase, especially one as old and complex as the modified Source engine Apex runs on. Recent bugs suggest there's no "easy to implement" solutions right now, so I'm hoping for the best in the long run.
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