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"I believe the random drop zones are a good initiative, as they mitigate the risk of early elimination in solo ranked and lead to denser, more meaningful match content."
It isn't, with all due respect, the job of the developer to mitigate risk in a game where 70% of a player's job is to manage his own risk exposure. If you allow the developer to do it for you then you find yourself at the thin end of a wedge. At the inevitable wider end you will get what we're already getting in LTMs - things like unlimited automatic respawning that remove any responsibility for the bad outcomes of weak or foolish players - things like marginalized looting, and weapons that evo themselves up so no one has to think about anything other than immediate and repeated engagement - things like truncated circles and shorter timers - things like movement gimmick proliferation. All designed to end the need to think about anything other than, "Have I paid my cheat subscription bill this month?"
This is where it's all going. Guard rails and get-out-of-jail-free cards for everyone. Because the best game in the world is obviously one that doesn't just weaken the link between actions and consequences. It's a game the obliterates it completely.
Again the easy fix for this would’ve been to add multiple drop ships that go across the map in multiple different directions that would lead to denser games an less people being at one POI
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