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jaykay_007_90's avatar
jaykay_007_90
Seasoned Newcomer
2 days ago

How to Fix the Solo Queue Nightmare: Individual Penalties for Ranked

TL;DR: Apex Ranked shouldn't punish the whole squad for one random teammate’s reckless behavior. This concept introduces targeted Individual RP Penalties for hot-drop dying and solo-wandering in Platinum and below. To make it fair, it includes a macro-level Vicinity Audio Cue (POI-wide, outskirt clusters, and moving trains) to warn you of enemy drops, alongside built-in Disconnection Amnesties so lagging out doesn't unfairly penalize players. Penalties can stack up to a maximum of 2.5x RP cost if a player breaks both rules.
 
Hello Legends and Community Managers,
 
As a dedicated solo queue player, I’ve been thinking a lot about the current state of Ranked team dynamics in Platinum and below. Right now, it feels like competitive strategy takes a back seat because one reckless teammate can wipe out an entire squad's hard-earned RP with zero personal accountability.
 
I wanted to share a comprehensive, structured concept that shifts the punishment directly onto individual toxic behaviors—like reckless hot-dropping and isolating from the team—while introducing smart macro-audio cues and disconnection safeguards to keep it completely fair.
 
I would love to get your feedback on this system design!
 
The Problem
 
Right now, Apex Ranked mode punishes the entire team collectively for one person's bad choices. When random teammates force reckless hot-drops or wander off without communicating, serious solo players have their hard-earned RP wiped out. Changing placement points doesn't change reckless behavior—players only care when their personal progression is directly halted.
 
Ranked is not Pubs; it is a competitive environment meant to reward teamwork and strategy, which is why individual punishment must be added to hold offenders personally accountable.
 
The Solution: Individual Accountability Mechanics
 
Instead of tweaking overall placement points, let's introduce targeted automated penalties for individual bad behavior in Platinum and below, supported by an advanced macro-awareness audio system.
 
1. The Reckless Deployment Penalty (Early Game)
 
The Trigger: Any individual player fully eliminated (thirsted/box out) within 60 seconds of landing.
 
The Knockdown Safe Zone: If a player is knocked within the 60 seconds but their squad defends them until the timer expires before they are fully eliminated, the penalty is not applied.
 
The Warning (Vicinity Audio Cue): A new macro-level character voice-over notification alerts players that multiple teams have landed in their zone. It triggers the exact millisecond the first player of an enemy squad touches the ground. It is strictly for initial dropship deployment (not Ultimates, Evac Towers, or Ziplines) and follows distinct positional rules:
 
* Major POIs: Silence if only one team lands. If multiple teams land, it triggers POI-wide using full volumetric columns (height/altitude like the top of a tower does not bypass it). Each team gets exactly one warning per match; a late-landing Team C will get a warning, but Teams A and B will not be spammed again.
 
* Isolated Outskirt Clusters: Buildings 50m–100m apart are dynamically grouped into a separate, single Isolated Zone. Buildings 100m+ apart are completely separate zones. Cues only fire if multiple teams land within the same cluster. These zones never leak audio warnings to adjacent major POIs.
 
* The Moving Train POI: The train is treated as its own mobile, self-contained POI. Its trigger zone moves dynamically with the carriages and is completely isolated from the ground map. If only one team lands on the train, it is silent. If multiple teams land, a mutual audio cue fires strictly for the players on the train.
 
* Disconnect Safeguard: If a disconnected player lands (e.g., following their Jumpmaster), they are still treated as an active enemy asset. Their landing fully triggers the zone's multi-team check and audio cues for other teams.
 
The Penalty: The individual player who died suffers a locked-in Double RP (2.0x) entry cost deduction for the match, even if the remaining team survives or respawns them later.
 
Disconnection Amnesty: A disconnected player will be completely spared from this added RP deduction if they were already disconnected before the Jumpmaster jumped from the dropship.
 
2. The Perimeter Penalty (Mid Game)
 
The Trigger: An individual stays farther than 150 meters away from their designated squad anchor for more than 1 minute, gets downed, and dies.
 
The HUD Warning & Timer: To ensure complete transparency, players receive an active HUD warning once they exceed the 150m boundary. A character voice line triggers alongside a small, red visual countdown timer in the bottom-middle of the screen, right beside the Ultimate ability icon. The timer ticks down for the final 30 seconds of the 1-minute window so the player always knows their penalty status.
 
The Anchor Logic: Because teammates cannot be at the exact same location, the "anchor" is defined dynamically to protect smart players:
 
* All-Solo Squad: The anchor is the closest of the two players who are currently sticking together (staying within 20m–50m of each other). This confirms the other two players are playing as a unit, proving the runner is the one abandoning the squad.
 
* Pre-made Duo + Solo Squad: The Solo player automatically becomes the anchor. This prevents uncommunicative duos from running off together and abandoning their third teammate.
 
The Penalty: The isolated runner takes an individual 1.5x RP entry cost deduction. The abandoned teammates are completely protected.
 
Disconnection Amnesty: Being disconnected before the 1-minute perimeter timer starts automatically forgives the extra RP deduction.
 
3. Penalty Stacking Rule
 
Maximum Deduction: If an individual player triggers both infractions in a single match (e.g., they hot-drop, get knocked early, get respawned, and then immediately run 150m+ away from the team and die again), the penalties combine.
The Cap: This results in a total 2.5x RP entry cost deduction for that match, maximizing the punishment for throwing games.
 
Proposed Rollout Plan: The Pubs Trial
 
To ensure a smooth transition, Respawn should trial the new Vicinity Audio Cue system in Public matches first. This allows the community to get used to the macro-POI alerts, the outskirt clustering distances, and train-specific logic without any penalty anxiety, before the full accountability system goes live in the next Ranked season.

5 Replies

  • jaykay_007_90's avatar
    jaykay_007_90
    Seasoned Newcomer
    5 hours ago

    I completely understand this frustration. I think that's actually another reason individual accountability is worth looking at.

    The proposal isn't specifically designed to solve premade duos bringing lower-ranked friends, but the underlying problem is similar: one player's decisions shouldn't be able to disproportionately determine the experience and RP outcome of the other two players.

    Right now, everyone pays the normal RP entry cost regardless of who made the bad decision. If the lower-ranked player hot-drops, gets eliminated immediately, and leaves the other two to deal with the aftermath, the two teammates still lose their normal RP and have to decide whether to risk crafting or respawning them.

    And that's not a harmless inconvenience. Crafting or using a beacon can effectively announce your location to the lobby. Teams actively look for crafting stations and respawn beacons because they know players are likely to be vulnerable there.

    Then you're potentially fighting the rest of the match as a 2v3 because someone else made the initial reckless decision.

    That's why I think an additional individual penalty makes more sense than simply making everyone lose more RP. Everyone still pays the normal base entry cost. The player who triggers the reckless-behaviour conditions simply takes an additional deduction.

    If someone repeatedly makes those decisions, eventually losing an additional 2x or even 2.5x entry cost should discourage the behaviour. The objective isn't to ruin their progression; it's to make reckless behaviour have a consequence for the person actually choosing to do it.

  • jaykay_007_90's avatar
    jaykay_007_90
    Seasoned Newcomer
    6 hours ago

     

    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.

  • sashazyryanov's avatar
    sashazyryanov
    Seasoned Vanguard
    17 hours ago

    Hello. You’ve asked for a feedback, so here’s mine.

    I think the first penalty may do more harm than good if implemented. There are cases when dying early has nothing to do with reckless behavior. You can go to a free POI and start split looting, then 5 seconds later a late-dropping team that flew backwards lands on you and 3-v-1 you. You may be lagging (but not disconnected) and unwillingly land in an out-of-bound area. You may also accidentally jump of the map (sounds ridiculous, but I did that a couple of times in Overlook). Secondly, if hot dropping punishment becomes effective to the point of making everyone not wanting to contest, it will become very hard to find a free POI with decent loot, and you may get contests just because there’s nowhere else to land. We had “early contest protection” in the form of drop zones in seasons 26 & 27 and apparently it wasn’t a good experience for many lower rank players.

    I’m equally concerned about penalizing for being too far from your team. The biggest problem here is that this system will make no distinction between cases when one player plays recklessly and when one reasonable player refuses to follow a reckless duo. In case of three solos you can get punished if you are the only person who tries to play sensibly and chooses to rotate around a big POI where 5 teams are fighting. In case of a duo plus solo, pair’s movement will be at the mercy of solo’s desires and, for example, the duo will get punished for refusing to hot drop with the solo.

    Finally, great post and proposal breakdown. You made it very easy to grasp your suggestions and motivations behind them, which is very helpful for having a meaningful discussion.

  • DeepBeats's avatar
    DeepBeats
    Seasoned Adventurer
    1 day ago

    All i want is for those duos that i always get to stop bringing their 1 rank lower console bot player into my lobbies where they clearly dont belong. If his partner wanna try carrying him fine but dont force that dead weight on me too.

  • TDxBarret's avatar
    TDxBarret
    Rising Newcomer
    1 day ago

    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.

     

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