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Being level headed is my specialty. Nah but seriously, I think that forums like this have a tendency to be more about gut-feelings and I guess I try to add some logic to the discussion. Sometimes my logic is wrong but thats another issue hehe.
To comment on the "as you improve, the lobbies will improve with you": I have always been an advocate for NOT applying hard SBMM for pubs/casual modes. Exactly as you say; what would be the reward for grinding this game and improving if you never get to see that improvement in comparison to your competition? So if you have invested time and effort to become, lets say the 80th percentile of the entire player base (perhaps around high Plat/low diamond?) then I think your "reward" should be that you, on average, also are the 80th percentile best player in your casual lobbies. I think they rather should match casual lobbies on premade constellation than skill, especially sorting 3-stacks of high elo players into seperate lobbies.
But isnt this how pubs kinda work right now hehe? Some ppl here on this forum claim that pubs are rigged against you to lose. But I can have generally good games in pubs (avr 3 KD, 15% win rate) as long as I mind my own business and dont try to save brainless randoms.
And to conclude my argument: the mode that SHOULD have hard SBMM is ofc ranked, but there, said "reward" is to progress trough the ranks..IMo this should be the difference between ranked and casual. Ranked = hard SBMM with ranking up as reward. Casual = soft SBMM with noticing your improvement as a player as reward.
Well yes, pubs is like that - people face better opponents some of the time, and less skilled opponents less of the time. The rest is somewhere in the middle. But it all depends on the bucket you are in, meaning that the range of diversity in skill is not that big, and would be a lot more random if "buckets" was not a factor. It's a soft way of putting players in a certain rank, which, to me, is unfair in a public match. Imo, public means casual, not sweat, so why make the game all about that to begin with? Why only have one mode?
I said this previously and I'll say it again - sbmm was not about skill when it was introduced. It was about ping and automating the process of selecting a server to find a game - initially a good thing. When gaming companies realized they could profit from this system by deliberately placing players in certain lobbies and thus resulted in more playtime things changed. This is a big deal. I see a lot of vids posted these days about people trying to expose this system for being manipulative. With everything ranging from sbmm intentional lag, to sbmm better/worse aa, to sbmm no reg / damage resist etc. Basically real time nerfs to better players some of the time, so less skilled players can feel competent and spend some money. I'm not the kinda guy for tin foil hat stuff, but I would not hold these practices past these companies either. They make compelling arguments to say the least with video evidence too.
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