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@nebwiseThe faster rings are not really a problem if you are not dropped next to enemy players. I have been on plenty of teams that solo-drop the corner of the map, get a really unlucky first ring, but still survive the ring closing when we don't notice till its already on us. If people were forced to spread out then you could instill in players a willingness to pay attention to the first ring location and leave early rather than loitering for so long getting caught up in gun fights or over-looting and just start moving.
The two issues most responsible is of course #1 hotdrops, but even if you completely and forcefully removed hotdrops issue #2 is just the loot pools hyper density on maps. If you dropped into a smaller POI then you will usually only loot for like a minute then get moving, but if you solo-drop a large POI then you can expect people to spend way too long trying to gear up. The gear ratio is so very densely in favor of large POIs.
But in all honestly #2 is more self inflicted than #1. You can just look at the ring when you land and say "should probably get moving" so I don't really bring it up as much as hotdrops.
Meanwhile hotdropping is symptom belonging to multiple causes:
- Players that should be playing arenas, but for some reason don't. (10 squads in the first 2 seconds of launch)
- Bad advice streamers saying "just drop hot and press W on those fools." (world's edge)
- "If you can't win a hotdrop your team is trash and you would have lost anyway" (self-fulfilling prophecy of "the wraith main")
- "I'll just escape on my own, if they don't too that is their fault" (Movement skill heavy meta, and difficult to revive/protect meta leading to frequent team abandonment)
- And of course the ranked mentality of "get a team kill from a hotdrop then rat to the end for big gains." (Symptom of placement being overshadowed by a need for kills, resulting in players taking the RNG based approach to securing at least one kill) [Honestly if it was not for all the 'rats are lame' complaining ranked could actually be about surviving as a team rather than just ratting alone in a corner after stealing one kill. Like why not do a "gain points for every ring your team is alive multiplied by the number of alive team members" system. Instead we get the "even if you lived to the end you get nothing for your time and effort to survive unless many other teams die."]
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