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Love the post! Can tell a lot of thought was put into this and we've seen others in these forums share similar views as yourself in regards to adding RP for assists and/or damage. We don't have any details to share from the team right now on whether there are any plans to make adjustments to the RP structure for this season, but we'll absolutely continue to send discussions like this their way so they can make refinements when necessary.
@abromley039 wrote:
tween ranked are too small to allow more metrics of the game to give ranked points. Here are some fake patch notes that would improve ranked:
- Ranks
- Tripled all rank point requirements per rank level to the following:
- 0 - Bronze
- 360 - Silver
- 840 - Gold
- 1,440 - Platinum
- 2,160 - Diamond
- 3,000 - Apex Pred
^ Seen some chatter about how players are seeing too many Bronze and Silver League players in higher matches, so adding a rank requirement for each League is an interesting concept.
@abromley039 wrote:
- Damage - instated total damage per match thresholds for rank points
- 200 damage - 1 RP
- 400 damage - 2 RP
- 600 damage - 4 RP
- 800 damage - 6 RP
- 1,000 damage - 8 RP
^ One concern I see is that if RP were awarded for damage, players might not both to go for kills, but more hit and runs. No need to go for the killshot and you could see damage farming. Since we can repair our armor with shields and heal back up, would two teams battling it out take their time shooting at each other from the distance to rack up damage? Do you think this might result in a lot more squads fighting it out at the end because there wouldn't be a need to thirst for kills?
@abromley039 wrote:8 RP - damage
20 RP - kills
15 RP - placement
2 RP - revives
1 RP - respawns
5 RP - assists
👿 - Platinum entry cost
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45 RP - takeway RP from match performance
^ You would surely climb the ranks quickly if you had some amazing rounds like that one. Do you think players could be over-representing the League they should really be in if they happen to party up with skilled friends or had a run of amazing rounds?
Would love to hear thoughts around this. Discuss!
- 7 years ago
@EA_Blueberry This isn't too dissimilar from what I have been suggesting in that why reward RP for just kills and placement? Why not reward RP in a way similar to XP and include the various other stats on top of kills and placement?
As it stands the biggest XP gain is survival time and everything else is second best but noone camps or farms damage or kills steals so why not follow suit with ranked and consider all these as @abromley039 suggests (and more)?
The exact RP rewards suggested for each stat may not be ideal but the idea is there and something I think should strongly be considered.
For ranked perhaps double the 'xp' gain for revive, respawns and damage (to make them worthwhile), triple it for kills and keep the rest as is including kill leader, killed champion etc but then reward 1 RP per every 500 'xp'. So if you earn 5000 'xp' you would earn 10RP.
Now the multipliers above are plucked out of the air but the general gist is there and idea to reward the 'xp' however it was gained.
- 7 years ago
^ Seen some chatter about how players are seeing too many Bronze and Silver League players in higher matches, so adding a rank requirement for each League is an interesting concept.
^^ Part of this is the ability to invite lower ranked friends into higher ranked games, however I think it should be this way to ensure people can play together without giving advantages to higher ranked players. However, Bronze and Silver need a stepper entry cost.
- Damage - instated total damage per match thresholds for rank points
^ One concern I see is that if RP were awarded for damage, players might not both to go for kills, but more hit and runs. No need to go for the killshot and you could see damage farming. Since we can repair our armor with shields and heal back up, would two teams battling it out take their time shooting at each other from the distance to rack up damage? Do you think this might result in a lot more squads fighting it out at the end because there wouldn't be a need to thirst for kills?
^^ I don't think you'll see much damage farming because it's disadvantageous. Here is a short list why:
- Fighting attracts attention, increasing the likelihood of being 3rd partied.
- Only damaging and not killing out enemies gives room for squads to comeback and defeat your squad. In competitive play you always want to reduce the chances the enemy has to win over yourself, inherently, there is no reason to leave someone alive in ranked play (unless it's not safe to kill them atm). You want to ensure your squad has a greater odds of winning than others, thus fight 3v2 or better odds is in your favour. Additionally, if you don't kill out people, that's more enemies alive to kill you outright.
- RP based on damage ensures those contributing the most in teamfights are rewarded to some degree - not just the person who got the last hit. It's very infuriating when you have 1000 damage and 1-2 kills but your teammate has 200 damage with 5 kills. While it is a team game, and an enemy dead is an enemy dead, you're individual effort for the team was not rewarded.
- Many more reasons to award damage with RP.
I think this will encourage squads to get into fights rather than camp for placement. Since damage is now rewarding, alongside kills, camping for placement is likely not as rewarding and being actively engaged. And that is the heart and soul of Apex - not camping.
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45 RP - takeway RP from match performance
^ You would surely climb the ranks quickly if you had some amazing rounds like that one. Do you think players could be over-representing the League they should really be in if they happen to party up with skilled friends or had a run of amazing rounds?
^^ I see what you're saying, but besides a few select well-honed squads, most of us in Platinum already struggle to get over 500 damage with a handful of kills. People are really good, and it's very hard to "Get on a roll." And to those squads that can have games like my example? Good for them, they should be rewarded with lots of RP - but that's why we tripled the rank tier thresholds too to counteract the availability of RP whilst still rewarding various aspects of gameplay.
- 7 years ago
@EA_Blueberry wrote:
@abromley039 wrote:- Damage - instated total damage per match thresholds for rank points
- 200 damage - 1 RP
- 400 damage - 2 RP
- 600 damage - 4 RP
- 800 damage - 6 RP
- 1,000 damage - 8 RP
- Damage - instated total damage per match thresholds for rank points
^ One concern I see is that if RP were awarded for damage, players might not both to go for kills, but more hit and runs. No need to go for the killshot and you could see damage farming. Since we can repair our armor with shields and heal back up, would two teams battling it out take their time shooting at each other from the distance to rack up damage? Do you think this might result in a lot more squads fighting it out at the end because there wouldn't be a need to thirst for kills?
@abromley039 wrote:8 RP - damage
20 RP - kills
15 RP - placement
2 RP - revives
1 RP - respawns
5 RP - assists
👿 - Platinum entry cost
-----------
45 RP - takeway RP from match performance
^ You would surely climb the ranks quickly if you had some amazing rounds like that one. Do you think players could be over-representing the League they should really be in if they happen to party up with skilled friends or had a run of amazing rounds?
Would love to hear thoughts around this. Discuss!
Damage RP - While this does make sense with the loot in ranked there isn't enough ammo to be doing this the entire game. If a team does this from the start by the time they get into a real gunfight they will be low on ammo.
As for final gunfights and several teams remaining surely getting third partied will counter this? If 2 teams want to pepper each other from either side of Skulltown one will surely be caught from another team chasing the sound of gunshots. How are they to know they were never really engaged in a real gunfight?
Too much RP and over representing the league - Sounds like this is the real reason why kills are capped at 5 then? Perhaps following on from my idea why not reward players extra for not being in a squad? Another multipler for being a lone wolf, slightly less for a duo and lower with full squad. Again this is as well as the normal XP gained so it won't force full premade trios to split becuase they are penalised.
Also if extra RP was on offer for more than kills and placement it would make it harder for a lesser skilled player to piggy back off better teammates no?
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