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@lowpush3v1roller I was already worn down by a really simple and basic intro of 5 or 6 paragraphs but i had to stop when i got to this nonsense.
''A player with 10 000 kills total will almost always beat a player with 5000 kills total. There is even a noticeable difference between 15 000 and 20 000 kills, and of course the differences are very clear on a level 200 vs a level 500 player. Previous FPS game experience plays a part but the total amount of kills is the absolute best measurement of skill in Apex.''
I'm surprised that someone who proclaims to have so much gaming experience would come out with this as any player worth their weight would tell you, time played doesn't equate to skill.
I skim read the rest and agree with some points like them reducing the skill ceiling, but one of the devs confirmed that ''being beaten by a mechanically skilled player feels bad' so they're trying to actively reduce it to be inclusive for all. Bad choice imo. I also don't like the fact that they have given more available RP through various means over the course of ranked to saturate higher tier lobbies of master/pred with would be plats/diamonds or be easily boosted by friends.
Some info on servers for you if you haven't read it already as i too would like to see improvements (higher tick rate) and a server selector, not just the data center that pings you all over.
Solved: Servers: Troubleshooting for EA/Respawn and Multiplay - Answer HQ
The response we got from that thread.
What Makes Apex Tick: A Developer Deep Dive into Servers and Netcode (ea.com)
Basically it's not cost effective or in their interest and they would rather milk players than invest in the future, even with a growing e sport scene. Purely a business decision rather than it not being technically feasible... They even charged extra for ALGS skins to fund the prize pool after making a billion in profit.
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