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For example if you land at Lava City and the ring is going to be sky hook.. you won’t have much time to loot. Even if you leave early you’re going to take a ton of damage from the ring. You’ll likely die from the ring, if not you’ll be killed by squads camping the edge of the ring.
Hit the jump tower, then the geyser you’ll still have a long ways to run.
I would like to see adjustments made in ring speed and jump tower placement. I’m not sure if increasing legend speed is a good idea. That would entirely change the dynamics of the game, making third partying even worse then it already is.
- EA_David6 years ago
Community Admin
Thanks for the feedback. Would you prefer a similar game length overall or for it to be longer?
Enlarging/delaying ring 1 would necessitate increasing the speed of (the much more dangerous) subsequent ring collapses or lower later round times, which of these would you prefer?
Please, keep it coming.- DarthValtrex6 years agoHero (Retired)@EA_David Right now for my skill level of play I feel like the game length is about perfect. Now if you get feedback from Predators they might feel like it's too long at least for non-ranked matches. Every predator group I've played with (in non ranked) seem to run the map and just slaughter everyone they can find.
Another big one depends on the skill level of the other squads we end up fighting. If we come up against a squad that's equally skilled, the battle is going to take much longer. There is a lot of back and forth until someone finally gains an edge or gets third partied. That can make it seem like the first ring closure is happening too quickly, especially if you have a long run.
I feel like if the game length was extended it would lead to more camping and less action. Personally that's not something I'm a huge fan of. This can already happen if you land on a side of the map that few people drop too. I have rounds in which that happens and we don't see any action until the final 2 or 3 rings. But on the flip side there are rounds in which it seems like it's one battle after another with hardly enough time to heal and repair shields. This is all dependent on if we drop to a side of the map that has a lot of other teams.
One potential issue I could see with more jump towers, it could ruin choke points. I really feel like those are a huge part of the game dynamic. Some times my squad gets slaughtered at them, some times we slaughter multiple squads and walk away with a ton of loot. Those choke points have shifted games into my teams favor. Maybe we have bad loot, hang out at a choke point and take down a few squads.. We now have solid loot that gives us an edge through out the rest of the game. The other part I like about the choke points, specifically the tunnels.. They are strong areas for caustic and Wattson.
So if more jump towers are added, the placement would need to be really thought out and tested to make sure players are still forced to pass through choke points. Perhaps well placed zip lines might be a better option in those areas.
I should add the ring damage is okay, especially for the first round. What makes it so brutal in the first round is when you end up in it for a long period because you have a long run. That can be made worse if you did not find large stack of syringes at your drop or did not have time to loot a large stack of heals for the long run. I also feel like ring damage is really good towards the end of the game. It does so much damage towards the end of the game, you really have to watch your movement.
Finding a way to deal with the fast ring speed on the far sides of the map in the first round is the big one. But doing it without impacting other aspects of game play is key IMO.- EA_David6 years ago
Community Admin
Thanks for the detailed update. I'm with you on jump towers, but fortunately their range is pretty modest so it would be relatively achievable to have towers that don't affect the chokepoints, but as you say there's a lot to consider when making such a change.
Now that you mention it I totally want a giant tower that bypasses the chokepoint between Fuel Depot and Captiol City, that one can get very spicy and I'd love to just be able to bypass it. 😛
- 6 years ago@EA_David Perhaps just adding 60 seconds to the first ring countdown is a solution. That should only increase match length by about one minute on average. This would help in the situations that @DarthValtrex describes. Situations that I find myself in fairly regularly.
- DarthValtrex6 years agoHero (Retired)@DarthVaapar I like that idea. Perhaps even a bit of refinement on the warnings the legends give about ring closure. Add a bit of language to each legend, "If we want to stay ahead of the storm we need to leave now" and have that based on the players distance from the ring. They would need to play with it a bit, but the if they are on the far side of the map and will need let's say a minute head start to stay out of the ring, then at a minute the legend speak up and say hey we need to leave now..
Toss in a few well placed jump towers and/or zip lines and I think that would be a good start. You'll still have players who push looting to the limit and complain about it. You'll still have players who get into gun fights and get stuck in the storm anyway. But it happens, you can't edit some of that out of the game.. It's just sort of part of it. I also feel like knowing you don't have time to finish a gun fight is part of game play.
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- EA_Mari3 months ago
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