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Akipekopeko's avatar
Akipekopeko
Rising Adventurer
22 days ago

RP too Low

Now that Split 2 has begun and some time has passed, I really feel that the adjustments made to the entry cost and RP distribution this season have significantly improved the experience.

While the match quality has become denser (or more intense), the low RP gain means the number of matches required to rank up has increased. If this continues, won't players burn out and eventually abandon Ranked Matchmaking?

I have seen information indicating that the team is testing an internal system for periodic rank point decay. Despite acknowledging the necessity of addressing smurfing and account inactivity, the low RP yield is, in my opinion, making the ranked experience feel suffocatingly cramped.

How about experimenting with an adjustment that increases Kill point gain, but exclusively for Top 5 placements and above?

What are your thoughts on this? I'd like to hear the developers' opinions.

5 Replies

  • Here is what imo people get a bit wrong:

    1. and most importantly - comparing current system to something from the past.
      Apex has changed so much from having 3000 or what was it Preds to 500? per gaming hardware type
      Free to take rat master/pred seasons to seasons where only 0.3% of player base got Masters and 0.05% Pred
      Deranking and hardstuck stystem...
      Apex is about making changes in meta, weapons and ranked = you should not play as before nor compare your rank. If you compare, probably should in relative terms e.g. if previously in Diamond level there were 18% of player base and now with new system Plat contains 25% => see where you rank in Plat, if on top levels then probably you can assume that current Plat = old Diamonds + old high Plats = you remained / improved / slid down the ranks
      Like now I am P1 and last time I played I guess I was D2, do I bother about the fact "not reaching Diamond" -> no. Plat lobbies are harder than ever, ok this time it is thanks to hackers being present in every game for most part, yet overall when there was legit hard Plat lobby I am fine with that, I grind ranked, my current level is Plat, let's go, there is nothing else I need.
    2. in its basis Apex should be placement based game which this community never will get / accept I guess => how much you tune RP for kills really does not matter as most who play Apex "wrong" will still not get them, basically they will lose less on average than now and ones that play correctly will accordingly gain more by doing the same.
      Only major difference is for smurfs, hackers, account boosters who will get to their desired results faster imo.

    Ranked grind should be about reaching your level lobbies and then grinding your craft/skill vs similarly skilled players not reaching X rank and quit / smurf or aim for X kills or X damage. Latter is more like TDM mentality / free for all / solo ego player mentality. Apex is BR 3v3 after all and time and time again proves that 3v3 should be 3v3 not 1v3 1v3 1v3 or any other odd combination that appears daily in Apex fights.

  • Akipekopeko's avatar
    Akipekopeko
    Rising Adventurer
    2 days ago

    Eshshshss​ 

    The claim that "players' mindsets must change" is an impractical pipe dream.

    Apex is a service and a business, not a philosophical treatise. If the developers share that mindset, it is an irresponsible dereliction of duty for a service provider; customers are not obligated to indulge a producer's self-righteousness.

    Let me reiterate: my proposal is to increase RP exclusively for Top 5 placements and above, not to disregard placement.

    I do not tolerate smurfing or cheating. However, if the focus is solely on countermeasures while neglecting customer satisfaction, that will only please those who wish to sabotage the game. Balance is crucial; too much is as bad as too little.

  • Eshshshss's avatar
    Eshshshss
    Seasoned Ace
    2 days ago

    I think I understood your suggestion in my first take and you should re-read what I wrote.

    Long story short (assuming indeed that community will not change their way of playing this game):

    • ones who play for kills, damage => will rarely end up top5 => they would not care about such change, in a short term would not be able to adjust to reach top5 with assuming kills they gain in very early game
    • players who play for placement but soloq and are matched with type of players mentioned above will not be able to reach top5 with kills because as we know winning even 2v3 is hard/impossible not  to mention 1v2 / 1v3 given your kill focused teammates are dead <60 seconds into the game
    • players who either hack, smurf or play the game the right way = will just get extra for what they have been doing already = even bigger gap RP wise between soloq "right mindset" player playing for positioning as well as KP vs 2/3stacks that already doing that + have more success regarding KP part because of teamwork factor

     

    Imo such system would create even bigger gap / currently Platinum ranked RP pit of hell where mostly smurfs, hackers and totally incompetent players are present given players who are playing for placement will leave that level faster just to end up in hacker Master/Pred feeding ground aka Diamond4+ lobbies.

     At least I got pretty much same teammates or players within a game after like 9pm EVERY day for past 2 weeks = clearly shows to me that either player count is low (despite 25% being in Plat level alone - apexlegendsstatus.com data) or matchmaking is just bugged in a way that you are forced to play with and vs same people again and again no matter how well or bad you do in previous game(s).

  • In a way I would actually try the "stick" method if anything as positive encouragement to "fragment droppers" have not worked for 26 seasons?

    Meaning I would actually introduce a system where RP gained for kills ARE NOT placement related but TIME (when kill was done) related.

    As many say / well working practice is to take early fight because people will be on white / blue armor, worse loudout / limited heals / other teams still be on their POI (less chance of 3rd party arriving) = easier fights. So I don't really get why say 3 KP gained in first minute of the game should be multiplied by X just because you managed to "survive" till say top5.

    And the opposite = rotating into the zone, being alive and able to kill stacked teams later in the game = harder fights and harder tasks in general = should yield more RP for kill done.

    IMO that would work better for players like you and me who post stuff like this because say our randoms from soloq rush like crazy, get say even 5 KP while accordingly 19 and say 17 squads are still alive and are given say 1 RP and 2 RP for each kill = at the end of the game they get placement (delivered by you and me) + e.g. 3 RP in total for first 3 kills and 4 RP for last 2 kills in total = placement points (same as us) + 7 RP. Instead if we get a kill as TOP5 we might be awarded 10 RP = end result we get less damage, less kills but more RP because we used our head + had mechanical skill to convert a kill on our own in later game stage.  = no bragging rights to rushers / overall insignificant yet still better result rank wise to us.

    This way I would say fragment droppers would be either forced to leave the game (raging) and miss out on placement points or in any way potentially gain less than the person who tried -> forcing them to change as only option for them to outscore you in RP would be winning like 2-3 fights 2 vs 3 (assuming you don't drop fragment with them into 10 teams) which is hard task to do and kudos to them if they are able to do that.

    Current system unfortunately makes players like you and me like fools = we have bad gaming experience not able to play like we would prefer / like game should be played, players who by luck get those early KP then gain more RP because of placement we bring, overall gain more RP than we because they gambled and won (this time), potentially matchmaking also then views us (no KP, just placement, lower damage etc.) as worse players and put us in worse lobbies with worse teammates...  

  • Akipekopeko's avatar
    Akipekopeko
    Rising Adventurer
    2 days ago

    Eshshshss​ 

    The process of translating your extensive response, analyzing each item, and then generating my reply in English consumes a considerable amount of my time and effort. I ask that, moving forward, you formulate clear and concise points before presenting any further arguments.

    I welcome the increased disparity that Top 5 RP gain would create. As previously stated, I appreciate how the current strict RP distribution has intensified match quality, and I do not object to this gap.

    This clear distinction is essential for easily identifying violators and maintaining the quality of high-rank lobbies. Those who have sloppy playstyles early should not reach the top tiers, and players who are too focused on themselves to contribute to team coordination—even when playing solo—should not be present in high-rank lobbies.

    I favor rewarding players who demonstrate strong teamwork. However, the unfairness of matchmaking itself is a separate issue that should be solved by the matchmaking system, not by RP distribution adjustments.

    My core concern remains that the overly restrictive RP gain is unnecessarily increasing the number of matches required and causing player burnout.

    your alternative raises serious questions about its technical and environmental feasibility for players. in contrast, my proposal to increase rp exclusively for top 5 placements requires only a bonus multiplier on the existing system.

    Finally, I must correct a potential misunderstanding: I do not share your way of thinking. I do not believe that I am right and others are either wrong or inferior. My scope of understanding is limited. That is why I frequently frame my arguments as hypotheticals, beginning with "What if...?" and concluding with an open question like "Why?" or "What do you think?"

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