Forum Discussion
@apostolateofDOOM you're dealing 1000+ damage which implies you're hitting shots. That indicates something about your skill rating. You could have always positioned yourself better or heard the guy. That indicates something about your skill. But this guy walked up behind you while you were healing. He hit you so that indicates he's good enough to hit a person which gives him a very tiny boost to his skill rating based on accuracy and engagement rules. You lose a tiny bit because of your poor positioning. But I want to stress how little you would lose in such a circumstance. You could not lose any at all. This is an open forum. Hitboxes factor into accuracy and while Respawn suggests certain characters are used certain ways, you don't HAVE to use them that way. I got an aggressive 19 Kill 4600 damage game with Rampart and used her walls 4 times that game. I didn't even use Sheila. The aim assist system in this game is how they track accuracy. You really think that if you shoot 30 bullets into a wall Respawn decreases your overall accuracy? You'd be put into skill brackets very similar to ranked with with RP. Except RP becomes your skill rating. There'd be a range to allow for plays having better or worse games still in the same bracket. Keep having good games, keep moving up the ladder.
And you're absolutely wrong. There is NO FLUACTUATION WHATSOEVER in the lobbies now. That's the whole point. That's the key point to all of this. Fluactuation. Dynamic. Always changing. Real time. That's exactly my problem with SBMM now. You're hardstuck in pred lobbies with nothing to do about it. There is NOTHING YOU CAN DO.
@ErectRainbow There's to many random elements to it.
You can do your best to avoid getting pinched in bad positions or 3rd partied but it's bound to happen at times no matter how good you are. Audio and such might not be heard in part because it doesn't always work as intended (ie completely broken at times) or intense fights where it's over saturated and footsteps just won't be heard. You can also have 2 very good players who just don't mould well together because of different playstyles.
Let's say hypothetically that 19 kill game was only because you had a Caustic to secure an area to fall back to. Your stats can be dependant on others in your team and should they then get an increased rating because of teams success or just the person that secured the most damage and kills? That Caustic might not be able to shoot to save his life but without him giving you that safe space to heal up you wouldn't have such a high rating... team synergy in a team game. I used to troll about in low ranked games doing 720 grapple spins round the enemy team, they used to focus fire me as i was up close while my teammates took them out. They get the rating but i don't even though my i played my role in the teams success.
1000 damage can be from playing risky aggressive or camping safe taking pot shots and as @DoYaSeeMe said, i see this being easily exploited.
The hard stuck in pred lobbies is overblown too.
I sympathise because yes it happens often being mentally taxing and frustrating leading to burnout but it's not ALL games like some make out.. My personal grievance with SBMM is why should i learn to improve only to get the same end result or even potentially worse? Less wins for getting better? Makes no sense and no incentive to actually improve unless you want to join ALGS. As the game is catered to casuals (they have made that abundantly clear) then i expect most here play casually, not competitive. I want to play the game casually and even be rewarded for getting better, not punished and have lesser skilled IRL friends in my team not leading to a depressing experience for all as they can't keep up while i'm expected to carry or circumvent those protections negating the point of them in the first place. This has absolutely nothing to do with slaughtering low level lobbies and always having easy game like some defend or even at Respawn make out but that's their counter argument to keep bringing in new players and the cash flow coming in. With so many regular smurfs now and including rank split it's actually counter productive with how harsh it is for new players but engagement is up and money rolling in while burning the candle at both ends.
I don't think this is healthy for the game in the long run...
As i said in your other thread, we've had literally thousands of SBMM threads over the past 2 years and the ONLY amicable solution that most people agreed with was giving players the choice. These lobbies with it turned off are likely to be much harder but you could give incentives for people playing in them, like ranked but with actual rewards you could earn or even crafting materials but they would probably need to remove duos for this now which is highly unlikely.
About Apex Legends General Discussion
Recent Discussions
- 2 hours ago
- 13 hours ago
- 16 hours ago