Forum Discussion
Maybe turn it upside down.
What will make you quit playing, make you rage?
Any of these will drop my fun level until I quit at some point (for the evening or somtimes for some days)
- starting games and dying early in the first minutes
- players who seperate early and drop solo
- players who leave as soon as they are down
- losing fight with a clearly tactical advantage
- losing against super jumpy player which are in front of me but I still cant hit them
- losing too often in a row ( on a big scale - like not won in the last several days)
- feeling the game gets harder and harder even when i get better
- wins got really rare for me even if I have the feeling of getting better (because I pulled of an amazing round two weeks ago)
How could this be managed by SBMM ?
- First of I like the idea of random game lobbies - full SBMM should be a thing for ranked games.
- But the lowest skill tier (beginners, real casual gamers, players with less the x hours of total game time) should have their own MM
- Non team players (droping solo, leaving early) should be put together in squads - for x amount of time.
- High Skill Squads (like after x wins in 24hours) should be noted they are now a "hunted" squad - and you will get a special reward for killing them. (Maybe play a special audio when aiming at them. Or give them glowing eyes or whatever )
If you still insist of having a SBMM (in unranked) a player should be able to see his match score (or squad match score). So they know they are loosing more because the got better and are higher matched!
Add + or - from the match score based on some probability to get some harder and easier games within one evening.
Make SBMM react to a premade squads - if they play often maybe even with its own score - it's just unrealistic to assume how a team will play together based on the solo players skills. (If there is one really low skill player or beginner and they show him Apex he will get stomped hard an deinstall... )
- 5 years ago
Overall, I think most of you heavily underestimate the existing skill gap, even with sbmm. I can only talk for myself, but let’s share some of my shameful experiences:
- When you lose your first fight approximately 75% of the time without even cracking an enemies shield, that’s just painful.
- Back when you had daily challenges such as “get 6 kills”, do you realize that after playing for 2 hours straight, I still hadn’t finished that challenge?
- That awkward moment when your team gets eliminated in a fair fight in just 3.6 seconds (yes, I timed it). This was in a session where my k/d ratio of the day was already very low.
- Having 7 zero kill games in a row and in game number 8 I end up dying to someone that has the 20 kill badge.
- Happy by the fact that, after all the crappy games in a session, I finally came in second place with 3 kills, but only to get matched with predators in the next game or two.
So forgive me if I find it hard to believe that the current system is the best they can do. If a gutter tier gamer like me is meant to fight the top 1% of the community, then I guess the “get good” is exactly what the developers are trying to say. Survival of the fittest rather than sbmm in my opinion. Fair enough, they can choose whatever they want, but at least be honest about it.
- Balladalidila5 years agoSeasoned Ace
Me personally, the only thing that is really triggering is when random teammates doesnt fight and win/die as a team. Nothing worse when you literally are carrying the entire team, downing 2/3 enemies totally solo and cracking the third before getting killed and executed and when you switch to spectate, you realize that your teammates used the time when you were fighting the last enemy to execute the two you downed to loot them, instead of helping you.
I dont get triggered at all if every player in the team is trying the best to both do damage and also take damage/attention which also is important, even if you end up doing 3x your teammates damage combined after the match.
- But the lowest skill tier (beginners, real casual gamers, players with less the x hours of total game time) should have their own MM
I think the really bad players are sorted into the "new account queue" up to like lvl 10 or something. The proof I have for this is that I created a smurf a while ago since my main got banned for 72h (used a bad word=) and I got 18 kills, +4k damage the very first match and the second match, I was back at the normal matchmakin. But I have also heard first hand that some people, real new beginners, manage to stay with the low levels for many games.
But anyhow, I agree. The only thing is that I dont think hours of played game is a good variable to base this on since it opens up for smurf accounts.
- on team players (droping solo, leaving early) should be put together in squads - for x amount of time.
I get the idea but I think its a dangerous think to start messing with the "random" formation of teammates like that, with variables that players can control and affect. What I mean is that certain "unwanted" behaviors like leaving early and dropping solo most likely also have some correlation to skill. In my experience, most people who drop solo are 4k dmg players. So this would just lead to that high skill players had a bigger chance of getting each others as teammates.
- Add + or - from the match score based on some probability to get some harder and easier games within one evening /Make SBMM react to a premade squads
I dont know for sure and this is very much just speculations and "gut feeling" but I honestly feel that the current SBMM works that way. Very often when I get teamed with two other 3k-4k dmg badges like myself, OR when I play 3-man premade with two IRL friends, one Master and one Diamond+ (S1 pred), I feel that these matches have a much higher skill level compared to "normal" pubs as a solo with two mediocre teammates.
- 5 years ago@Balladalidila KD ratio based system.
A top tier player, smurf or not will not put in the work to ruin their KD ratio to drop to an easier lobby.
New accounts would have a 10 game grace period or something close to that. After those initial games you are then grouped based on your KD ratio. There would be ratio groupings that could migrate one way or the other slightly based on total players and updated kd ratios, maybe updated weekly.
So say a pro makes a smurf account, plays 10 games and destroys. Gets 20 kill badge and 4k blah blah, well that's all the "fun" they get as a smurf.
Now you have to play with the big dogs, or be a pathetic skin suit and quit the account..or make a new one. Or throw 20+ games or more to get your KD ration down again. Too much work for most skin bags.
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