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That suggestion would literally make the incentives 1000 times stronger for people in ranked to just grab a Charge rifle or another sniper and just trade dmg on long (safe) range and never push and actually go for the squad wipe. Knocking an enemy gives you a significant advantage which you and your team may or may not be able capitalize on. A knock is NOTHING if you dont do something with it and its exactly the same for just dealing dmg. It means, and SHOULD mean nothing unless you can convert the dmg dealt to a kill.
And yes, sometimes you get a bit unlucky with the kill/assist RP system but I say that people who says this is a huge problem just confidently forget all the times they get a free assist from just one R99 bullet, or a free kill when third partying another team. The current assist timer is actually super generous and in the long run will the huge dmg dealers also get a much, much faster RP gain than the small dmg dealers in the same team.
I understand your thought process completely bro trust me, but what if there's a cap to the damage that grants RP and you get a placement bonus based on the most damage done in your squad, and a smaller one for 2nd most? A knock isn't "worth nothing unless you capitalize on it". You just capitalized. It's worth nothing if your teammates don't capitalize on their end and pull their own weight. The ranking system has to be slightly inaccurate because of this. They gave people knockdown shields because they wanted make gunfights happen quickly. If you push on your own that's another story. If you take ranked seriously you should be communicating with teammates and coordinating but those randoms annoy tf out of me. For that I'd say there could be a requirement for a minimum distance of 30 to 40m or so from teammates and enemies to get damage bonuses, and that would fix range-camping too. Even though that's really not a viable strat since you barely fight at long range or if you do people push the first knockdown a vast majority of the time. Octane, Pathfinder, Loba, Horizon, Wraith, and sometimes Bangalore if your team fires at her all have really quick and/or safe pushing potential. I do also understand how did just pull your weight and I see a lack of reward for doing exactly what you're supposed to do and then some while your team can't, at sheild and health disadvantage. You had to deal with at least 1 whole other potentially healed guy. What if your tm8 gets knocked super fast and dude Stims, Jump Pads, Grapples, Ziplines, Gravity Lifts, Voidjumps, Burglar's Best Friends, Smoke Launchers or Double Times their way to you and you definitely can't shield batt, let alone cell/syringe. I'm out here capitalizing man I'm CAPS LOCK BRO AND MY TEAMMATES lowercase af lmao. It's definitely better for the pace of this game.
- 5 years ago@kellanammann I felt this so hard man lol.
- Balladalidila5 years agoSeasoned Ace
Seems to be that your issue is more stupid and unskilled random teammates rather than the RP system, which I totally agree on =) Thats why I very rarely put myself in that hell on earth that playing with randoms in ranked really is. Anyhow, if they started to give out RPs for just knocks and damage, they would have to adjust the system so that it overall didnt reward MORE total RP, just distributed them differently based on another system and that is probably a very hard nut to crack.
So even if I see your point (and your frustration), I stand by my previous objections;
1) This would even further make the "hold position with mid-to-long range weapons without pushing"-meta even stronger, which already is the case, starting in Platinum.
2) In the long run, the big damage dealers will get more kills thus more RPs that the small damage dealers.
- 5 years ago
@Balladalidila It really isn't that hard I listed above everything they would need to do to balance it out and prevent ranged damage farming. The fact of the matter is that a guy doing more damage should be rewarded more than a guy doing less. It's simple maths lol. In the long run, from my experience, teammates more often than not get the same reward for doing less, and that simply needs to change.
I also thought I did a rather good job of clarifying that this wouldn't make the ranks inaccurate or too easy to climb, because if everyone got the same reward, everyone would increase or decrease at the same speed as everyone else if they're doing more damage. It would balance itself out, even improve rank accuracy. Maybe they could make ranks limited to a certain number of players and make it so that if you pass the guy at the bottom, they get demoted, but I don't think they would need to.
- Balladalidila5 years agoSeasoned Ace
I dont agree that it would be that simple, and frankly, none of us could even try to predict how such changes would affect the overall RP distribution since we do not have any data. How can you predict the outcome of a a model with only unknown variables?
To even attempt to formulate this new ranked system, we would need to know (on average) how many knockdowns that doesnt lead to a kill/assist point, how many knockdowns that the kill point is awarded to someone else who just executed (pretty common in hot drops when teams gets eliminated before they get to finish knocked players), how much damage on average that leads to a kill, how much damage that is just traded, i.e healed up again and MANY MANY more variables like that.
"In the long run, from my experience, teammates more often than not get the same reward for doing less"
Well that is the opposite of my experience. I played 100% of my ranked matches with only one premade IRL friend for one season. Not a single match without him. He is not as good as me and before he reached Diamond 4 from Gold 2 on his account had I ranked 2 accounts from Gold 2 to Diamond 4 and was on my way (like mid plat) on my third.. So obviously, I had a much, much quicker RP gain because I constantly performed better than him. My generally higher dmg lead to generally more kills that lead to generally higher RP gain.
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