Forum Discussion
So, I'm assuming this is in good faith and as such I'll try to explain this in detail.
On the Amsterdam server there are roughly 1M players active (at the moment of me writing this).
Let us assume that they are equally distributed across all 5 (or 6) game modes (duos, trios, ranked, arenas ranked arenas, (limited time mode)). This gives us roughly 200k (160k) players per game mode on this server. A BR lobby is filled with 60 players and so there are 3400 (2800) lobbies.
We are in season 12, assuming a new map or single map change every season (and starting with season 1) we have roughly 12 different maps. So we now have 280 (230) lobbies per map. Per definition the queue time will be 12 times longer already.
Finally we can split this in 6 to take skill slightly into account (so that a * (Bronze) player doesn't get into the same lobbies as decent (Gold) players and they don't get in lobbies with good (Master) players). This means that in pubs there are big jumps in difficulty (much larger than now). This gives us 46 (38) lobbies per mode per map per skill level. On average!
With only 46 lobbies to que in the queue time would be discustingly high. And with every new change this would go down even further.
Furthermore, you can further imagine that the player base becomes extremely polarised since all the streamers will go to the older World's Edge map or to skull town. It is easily possible that specific maps become popular for specific skill levels. This gives the following problem: What if there are only a couple of extremely good players on a single map and the rest are decent. They would absolutely destroy these lobbies every single time, since they can't be sorted into better lobbies.
Finally map changes are probably done in response to accumulated data and thus reflect the intent of the designers to change the meta in some way. It is a way that the designers can balance the game, if you can choose older maps this is no longer possible
So why is choosing a map problematic:
- It reduces the number of available lobbies to a point where queue times become way to high.
- It increases the probability that lobbies become unbalanced.
- Allowing older maps to be chosen removes balance options for the design team.
Even if you don't allow the older maps, you would still have 4 maps to choose from this still ends with 138 (115) lobbies. The more game modes are active the higher the queue time and the inbalance of player skill (even more than now).
So giving player the choice of maps is probably going to have a negative effect on the player experience.
Now what I'm in favor of is a (semi) permanent limited time mode which is just old maps (if there is an actual limited time mode then that temporarily replaces the old maps). This would mean that there are only 6 game modes and thus we end up with 460 lobbies per mode per skill level. A more significant chunk.
- 4 years ago
1. I was responding to OPs question (which included the old maps). You ignoring that part indeed changes the amount of maps from 12 to 4.
2. You might be lucky enough to play on reasonably well populated servers, but others do not and I was demonstrating why just including more maps/game modes is not always going to work out as intended.
3. Every online game has to deal with player count, that you believe Apex's player count shouldn't impact the game is all well and good. But unless you show that it doesn't or give good reasoning all you're actually doing is deepthroating the misinformed and haters.
4. Cangrats. Your comment contributed nothing to the discussion, was hateful and quite frankly as useless as you.
The point I was trying to make is not that I care about the streamers. But that the player base becomes polarised which can have negative unintended consequences for the average player.
About Apex Legends Feedback
Community Highlights
Recent Discussions
スパローのウルトBotの手の上に乗る
Solved2 days ago