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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.
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. 😛
- DarthValtrex6 years agoHero (Retired)
@EA_Davidyou’re welcome, I enjoy the game and enjoy watching it grow. I also want to see good solutions to the challenges the game faces.
Oh I agree, it’s a cross road for the entire map. When I’m looking for intense fights I hang out in that area. It’s a place where I either show case my ability to mow down squads or get shot in the back. Then there is the sniping that goes on, lots of areas for snipers to camp and pick you off. If I’m playing with lower skill players I definitely avoid it if possible, but every once in a while I get a random noob that does not know any better.. Those noobs always make the game interesting to say the least.
I almost wonder if during the storm the speed at which players climb the Jumper Towers would come in handy? I would only do it for the first storm and only on the towers that are in the storm. That would help them keep moving towards ring and get out of it quicker. I feel like after the first storm it’s really on you and your squad to stay ahead of it.
Another potential option would be to refine loot bins. Maybe designate some for specific loot. Some are life support bins, you’ll find syringes, med kits or phoenix kits. Players who are in need of syringes, med kits or phoenix kits would know they can find them at those specific bins/locations. Just put a medical symbol on those bins or a red cross. If you wanted to take the medical bins a step further these bins could have a small area around them that increases the speed at which syringes, medical kits and phoenix kits are used. Maybe a small 5 foot circle around them, when you're inside of that circle syringes can be used 1.2x faster. I would set a maximum speed at which those can be used. If a life line has gold armor and stands in one of those they will be able to pop off syringes at insane speed. The same would be true for gibi and his dome. The one issue I see with adding the increased heal time to a small circle around those bins.. It would infringe on Gibi and Life Lines abilities.
One other area that can make the first storm seem worse is your back pack. If you have a level 1 it can be difficult to carry a large stack of heals and other essentials.. But if you have a level 2 it’s easier to stock pile them. I feel like all these variables are what make this game so interesting and fun.
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