Hey thanks for the response. I did add this post as what I thought would be a good topic to discuss, so I appreciate the replies.
Your reply mainly focuses on autonomy, individuality, and the idea that ranked versus pubs is mostly psychological, but I don’t think you’re really engaging with my original points. My argument is about practical consequences and teamwork in ranked, not about forcing conformity.
And this is where I think we are looking at it differently. You’re saying that ranked creates a “one size fits all” mentality and that forces players to conform to standards set by pros, streamers, or even the devs. But if ranked and pubs are treated as psychologically the same, then you’re essentially forcing players who want to take the game seriously and those who don’t into the same pool with the same expectations. Ranked is completely optional, no one is required to que into it. Allowing ranked to be there whether or not for apex or any other shooter game allows for players who want that structure and a competitive environment where there is a shared expectation. If you take that away then youre now blending two different intentions and interests of the player into one environment and expecting them to essentially coexist with no friction.
Which brings me to my next question, you refer to rank as an illusion, which to me doesn’t make much sense, as ranked has real consequences like RP gain/loss and abandon penalties, all of which already justify expecting different behavior than in unranked.
As someone who has played my fair share of games solo queued, adapting to play with strangers is a real skill and a form of agency. I dont believe that teamwork only exists if players “gel,” you don’t need to like or know your teammates to function as a team as I believe blending into any squad is itself adaptability.
Regarding your point about skill and progression being an illusion. I agree, ranked numbers can feel arbitrary, but that doesn’t mean ranked structure or expectations are meaningless. Ranked is an optional space with shared accountability, and having clear expectations eg. coordinated drops.
Can benefit the teams function instead of leaving everything to chance.
I understand your concern that fixed drops might feel like they force players to adopt a single playstyle, but my idea keeps player choice as the main point but do not dictate exactly where anyone lands. This means a player can still decide how hot or passive they want to play a drop. That way the team benefits from having a shared starting framework. For ranked i would say this matters because you’re expected to coordinate with your teammates. My whole idea about having the dropzones is not about removing freedom, it’s about giving teams the structure they need to function effectively without limiting the decisionmaking, that way the aggressive players can still take high risk drops, and the passive players can play slower, and the system simply makes it easier for everyone to align early-game decisions with the team and not force them to conform to a single mindset.
I do want to point out that at the end of your post you acknowledge yourself that “Preset drops… can’t engineer individuality or free will out of the game,” which is fully aligned with my point that dropzones don’t remove player freedom. My post is about increasing practical play freedom in a way that allows all players to have a say within their team about where they land, while still providing a shared structure for coordination.
I completely get that you value your own judgment and having the ability to make your own decisions in the game, and I agree that independence is important. But in ranked, the reality is that you’re sharing a team with strangers, (unless a premade squad)and certain structures like having shared dropzones wouldn't take away personal freedom, they simply provide a baseline for coordination so that solo queueing players can blend effectively with their team. I’ve already mentioned that you don’t need to like your teammates to play well together, and the risk of solo queueing in ranked is a risk I’m aware of and willing to take. You can still make independent choices mid game, decide how aggressive or passive to play, the dropzones if kept should just reduce early chaos and help teammates land in a way that makes coordinated play possible.
Even highly independent players benefit from some structure in ranked, because it ensures that all three players are starting from a point that allows teamwork to happen, rather than forcing each player to gamble on others randomly landing far away or in mismatched locations. This doesn’t take away from the freedom of choice ingame, it just aligns player freedom with practical team needs, which is essential in a team based game. Independence and personal playstyle can coexist with shared coordination, and I think that’s exactly what my idea of having dropzones should aim to provide in a ranked setting.
I think that were are on the same page about dropzones. The dropzones aren’t meant to force conformity to the player, they simply provide a shared starting framework for teams in ranked, while still allowing each player to decide for themselves how and where to land. My post is about letting players have a say within their team and reducing early chaos, without limiting personal choice or creativity. Even with dropzones, players can play aggressively, passively, or however they like. The structure just makes teamwork and coordination more manageable, which is essential when you’re sharing the game with teammates you don’t know.
I do hope I was able to answer all your points.