Forum Discussion
I really like the direction of this proposal. The biggest strength is that it focuses on individual accountability instead of punishing the entire squad for one player's reckless decisions. As someone who solo queues, it's frustrating to lose RP because of a random teammate's hot drop or decision to run off alone. I also think the disconnection amnesty and the warning systems make the idea much fairer. Giving players clear audio/HUD warnings before penalties are applied helps avoid punishing honest mistakes, while still discouraging repeated reckless behavior. The rollout idea is smart too. Testing the audio cue system in Pubs first would let Respawn gather feedback and fine-tune it before introducing RP penalties in Ranked. Overall, this feels like a well-thought-out concept that encourages teamwork without being overly harsh.
I also don't want the system to make Ranked artificially safe or punish people simply for losing a fight. The point is to create a distinction between losing while making a reasonable play and repeatedly making decisions that put the entire squad in an unnecessarily bad position.
And I agree that the warnings are a big part of making this fair. That's why I included the Vicinity Audio Cue, the 150m HUD warning, the countdown, and the disconnection amnesties. The player shouldn't be surprised afterwards that they triggered something they had no way of knowing about.
I also think the extra 2x/2.5x deduction is important because otherwise the deterrent may not actually change the behaviour we're trying to address. Everyone would still pay the normal Ranked entry cost as they do now. The offender would simply take an additional individual deduction when they trigger the defined reckless-behaviour conditions. Because getting a 2.5x point entry cost in play is even higher than masters pay for entry cost.
That extra loss could actually be useful in changing bad habits. If someone repeatedly hot-drops, dies immediately, gets respawned, then runs off and dies again, losing an additional 2x or potentially 2.5x entry cost might finally make them think twice about repeating the same behaviour.
And the important thing is that the reckless death is already hurting the whole team before the extra penalty even happens. If someone dies early, the remaining players have to decide whether to craft their banner or use a Respawn Beacon. Both options can be dangerous because teams actively look for crafters and beacon respawns. I've personally died several times because we tried to bring a teammate back and another squad found us.
A normal 3v3 fight is already difficult enough because you have to worry about third parties, fourth parties and teams rotating into the fight. Turning that into a 2v3 because one teammate threw their life away unnecessarily is a massive disadvantage. And if you then risk your own life trying to recover them, the consequences spread even further.
So the goal isn't “punish people for dying.” It's make the person making the reckless decision carry some additional responsibility for the consequences of that decision, while everyone still pays the normal base RP cost.
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