Forum Discussion
"In switching to drop zones, following in ALGS's wake, the devs inadvertently highlighted how poorly the drop ship functioned as a spawn mechanic in a ranked context."
The drop ship is a poor spawn mechanic in ANY context IF your goal is to social engineer player behavior and IF you believe the object of the game is to win. And it is. In pubs or ranked.
"Hot dropping is bad in a competitive context"
I would have said that hot dropping is bad in ANY context. When I read things like this it confirms my bias against "competitive" players because it reinforces the idea that they believe they are special, better, more serious, worthy of extra consideration, etc. Forgive me if I'm reading more into that statement than you intended.
"Massive discrepancy in agency when dropping if you're solo queuing. Jumpmaster can and will do whatever they want. Super frustrating to engage with in practice."
There's no discrepancy at all based on solo or stacked status. There's only a discrepancy based on communication (so let's insist that ranked players have mics?) But even if solo status put anyone at some tangible disadvantage then I'd like to remind you of something you said yourself:
"as a BR Apex thrives on players having to adapt to an unpredictable play space, and allowing players to opt-out of some of this might be a bad idea?"
The possibility of a bad jump master has always been a reality of this game. I think the only difference between us is that I see it as a feature and you see it as a bug. I think the solution Respawn came up with introduced even more bugs while you think the gains are worth the price. Yes, many, many jump masters will put you in difficult positions. Will you adapt to that unpredictability or will you ask the developer to let you opt out of mechanics that expect you to learn, adapt, and move on?
"and maybe try and find an elegant way to give back squads some agency w.r.t spawn location."
Forgive my lack of imagination - it's late - but can you think of any way they might do this?