Forum Discussion

sashazyryanov's avatar
sashazyryanov
New Scout
2 years ago

Ranked progression feedback

TL;DR: Current entry cost is too high, Diamond+ players are getting stuck at Platinum.

Hello. I would like to share my feedback on ranked progression in season 20.

As I see it, there are two systems in play for “distributing” players between ranks according to their skill:
1. Entry cost increase. If you aren’t capable to earn enough RP regularly, you’ll get to a point when your average gain will not cover entry cost of the next rank.
2. Playing against players of similar skill. If you can’t handler tougher lobby, you will not progress, because on average you will be getting less kills and lower placement.

So basically, we have one system that raises entry cost and another that lowers RP gain. While we had both of those systems before (prior to season 17), I feel like this time you are doing much better job with matchmaking than before, which makes system 2 more impactful than in past seasons. Additionally, there was a complete rank reset at the start of the season, which means that everyone has to go through all of the ranks regardless of their skill level.

Imagine a lobby of 60 Masters. They are roughly equally skilled which means that each player has roughly the same probability to finish on each of 20 places and will on average kill one other team. If you do the numbers, the average gain in this full Masters lobby will be abound 60 RP, which is an entry cost for Platinum. So, these Master-level players will be stuck at Platinum and will also gatekeep Diamond-level players from getting to their rank.

This was a thought experiment, but it feels like something like this is actually happening this season. In the past many seasons, I was getting to Diamond rank in about 300 matches. This split I’ve played more than 500 and I’m stuck at Platinum III/II edge. I’m still having fun, don’t get me wrong, but only because I am fine with not getting to a rank I was always achieving in prior seasons. I can only imagine how frustrated are those who really want (and truly deserve) to get Diamond+ rank this season.

My suggestion is lowering the entry cost. If you have concerns regarding making it flat, then something like “10 for Bronze, 20 for Silver, 30 for Gold, 40 for Platinum, 50 for Diamond, 60 for Master” should be good enough.

Thank you.

5 Replies

  • @sashazyryanov 

    I think what Respawn tried to do this season compared to previous "old" seasons was to solve the "hardstuck *insert rank* 4"-issue, i.e rank player distribution showed that almost every active player would peak at the lowest tier of each division, gold4, platinum4, diamond4, master 10.000 rps etc etc. In the old system, if you were good enough to get out of "plat4" for instance, you WOULD reach diamond4; it was just a matter of time. Same for all ranks below Diamond4. And the fact that you peak in mid Plat perhaps shows thats the new system is better in that regard at least? 

  • sashazyryanov's avatar
    sashazyryanov
    New Scout
    2 years ago

    Sure, previously entire rank was one lobby, so if you were rising in IV, you would be rising in the other three divisions. Now that the lobby is more granular, the challenge level is raising constantly, so you may get stuck mid rank. I’m not against more granularity, my feedback is about the fact that the scoring system in Platinum+ ranks makes progression very grindy or even impossible when you are playing in a similar skilled lobby. And that’s not good – you should get stuck when you get to a lobby that is beyond your skill, not when you are playing well-balanced matches.

  • Balladalidila's avatar
    Balladalidila
    Seasoned Ace
    2 years ago

    @sashazyryanov 

    Shouldnt you get stuck when you play "averagely" in a lobby with players average your skill level though? Thats how I perceive fair competition at least, i.e assuming a perfect lobby with 60 players EXACTLY equally skilled in all regards (ofc impossible to achieve in practice), the players who underperforms should decrease in rank, the players who overperforms should increase and the players who performs averagely should remain , i.e "peak". In other words; to rank up in any given rank; you must be, not equal, but actually better than your similarly skilled opponents. 

    But anyway; its so hard to comment on the RP cost/gain balance without the actual statistics of the matches played. For instance; total amount of RPs given vs total amount of RPs lost in every lobby would be interesting to know. I guess it should be a zerosum game for it to be a healthy RP gain/loss balance? 

    My two biggest critics of the ranked progression is think is that its kinda hard to have a consistence performance. I havent peaked yet and I am now like mid plat. But my gain/losses over 10 matches kinda looks like -36 -30, +5, - 25, + 10, -30, + 200, -30, +90, -20. Hrmm so even though I am steadily climbing, my "experience" can feel a bit bad since I "fail" most matches, just to get a big win now and then hehe. The second thing is that I would have preferred a bit more individual based RP gain/loss situation. The whole "win and lose as a team"-principle only works if it was a 3-man premade game but I think the reality is that most people who played rank play as solo or premade duos. So I see no reason why to reward individual performance and punish bad performance more. I dont know how many useless players I have carried to so much free RPS; matches that we win and I have 3000 dmg and they 600+500.

  • sashazyryanov's avatar
    sashazyryanov
    New Scout
    2 years ago

    If you are the only player who is climbing the ranks, then yes, you should get stuck when you reach similarly skilled group. But of course, that’s not the case, everyone is climbing simultaneously and you can get into a similarly skilled group where everyone is lower than they “should” be. When you get stuck in this case, the most reasonable choice is to wait a few weeks until less-skilled players will get to this level and will make the lobby easier so that you will be able to progress. And incenting players to not play is not good for the game’s health.

    Also, I think that team-based reward is a good thing, because it helps recognizing non-damage-based contributions like ring prediction, rotation routes, knowing which fights not to take to avoid getting third-partied, and so on. I admit, I’m biased here as I’m much better IGL than a fighter, but I think that rewarding different playstyles is good for game’s health as it makes the experience more varied. (By the way, I’m solo-queuing 90% of the time and I like the experience.)

  • Balladalidila's avatar
    Balladalidila
    Seasoned Ace
    2 years ago

    @sashazyryanov 


    You are right in principle. If the ranked mode was perfect from a competative POV, i.e that all players in each lobby played at their current peak level and really tryhard played to gain RPs, the team-oriented RP gains would make perfect sense. Because a player who lacks fighting skills and only can hide and avoid fights wouldnt be able to advance if EVERY player try hard played. The only reason this strategy works in the current system is because too many players in a lobby below master/high diamond are smurfing and therefore plays in a way that empties the lobbies too fast (try to play "strategically with smart positioning and movement to avoid fights when there are 15 squads alive in round 4, everyone exactly as good at the game as you.. its impossible and you would need to also rely on your fighting skills)

    So the reason I opt for a more individual performance based RP system is because I think it would work better in the situation ranked is in. Its just not healthy that a player with a fighting skill of an average silver lobby can advance probably to mid plat since so many just wanna frag and mess around in every lobby. It would also combat the smurfing issue since smurfs would then A) much faster get to his appropriate rank, B) not be able to carry his teammates to free RPs. 

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