Forum Discussion

DKGK1's avatar
7 years ago

XP Distribution

Too much XP is rewarded for survival time in comparison to damage dealt, kills, champion, etc. I think this is a backwards approach because it rewards players for staying out of combat and simply waiting to be seen if they want to level up. I'll finish a game with kill leader and champion and over a thousand damage and the survival time still gives over twice the XP from all of those accomplishments together. 50 XP for kill leader and almost 3000 XP for waiting till the end to fight.

3 Replies

  • So you get 4500 for playing the whole match. Then you get another 1500 for other bonuses? Seems pretty fair to me.

    Other people playing with a different style than you (skimming the edge of the map) aren’t being rewarded for hiding, they’re being rewarded for their time put in to it. And the last I checked, everyone’s time is as valuable as everyone else’s.

    I think the scoring system is fair. You do more, you get more. Doesn’t have to be a massive amount more, just enough to tip the scales. It’s not like you get any gameplay advantages from leveling up. It’s purely cosmetic, so why worry about it?

    Enjoy the game for what it is.
  • DKGK1's avatar
    DKGK1
    7 years ago

    Yes it does reward people for hiding. They may never get into a fight and still get nearly as much as the team putting everyone down. You can make it to the top 3 without even knowing how to shoot your gun and that is not a difficult task. Staying out if fights is very easy in this game, so you should be rewarded for surviving fights, not surviving the storm and avoiding all other players. The reason is that players looking to get cosmetics will then avoid the other teams until the very end, leading to a lack of combat in the match. I don't see it often, but I have seen it before and changing the XP distribution would reduce this problem.

  • In a game where battling to be the last team alive is the main objective, not engaging in any way should not be the main factor in gaining experience.

    If you kill 6 shieldless players before dying after 2 minutes you get 6*50+6*100/4+2*60*3=810 xp. But a player staying alive for 4 and a half minute doing absolutely nothing will yield the same amount (4,5*60*3=810 xp).

    This encourages players to NOT get into fights to draw the game out as long as possible. That just feels *-backwards. Active stats in game should be more rewarded and passive stats less, to make it worth engaging each other in fights

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