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@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.
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.
- 5 years ago
@BalladalidilaI just did predict the changes, the result is more accurate rankings. There are no variables left. In the thread above, I've covered everything you just said about max damage bonus per enemy with the help of other's constructive criticism. I already said we can agree to scrap the idea of knockdowns earlier but you clearly didn't read the rest of the thread, so go back, read it, and then give your thoughts. I've concluded that just damage should be rewarded.
You were playing with a bad player so it's easy to get more kills than him. Whether you'll admit it or not, it still had to be frustrating on some level when you knocked your guy and possibly one other, and the 3rd guy or last 2 kill you at low shield and/or health, cause your teammate was a potato, and you got no RP for any of it, just lost it because there's a buy-in cost. I don't care if you GENERALLY get more RP than teammates because you GENERALLY get more kills. That's not the case for me. It's really hard to get kills when your team is garbage and both knocked right away leaving you to a 1v3. Even if you get lucky and the other team chokes allowing you to clutch it up, your teammates could have done literally 2 points of damage, and you're telling me that they deserve to get the same amount of RP for it that you did ? Ridiculous. I feel like we should, not "generally", but DEFINITELY get more RP for doing more damage than teammates. What's so unacceptable about this ?
I am still yet to hear a good argument against the implementation of RP for damage that I haven't found a way to work around. Just "oh well if you do more damage you'll PROBABLY get more RP".
BS. Probably isn't good enough.
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