Forum Discussion

KelRiever's avatar
4 years ago

Let's talk about the main Season 13 Ranked problem: It's not fun

I mean, not for most people it seems.  And the reasons can vary, like some people don't like Storm Point, or bad team play, but the one problem you hear most about in Season13, because the others have all been around before, is the new way ranked is scored.

This isn't a universal statement, some people like it.  And also some people don't, but are struggling through with it.  But I think it's pretty apparent a whole lot of people are cutting back on ranked play.  You can't prove that unless you are Respawn itself and privy to the data...and you know they wouldn't say so unless it somehow favored them to put up those stats.  But from casual, to streamers and pros, the grief volume has significantly increased.

Not saying Respawn should instantly revert inside of 1 week or a few days, because you have to see if all the complaining is a knee * reaction and people figure out the new way.  But I get the impression in this case it is not the players doing their usual gripe.  I've climbed, admittedly not as fast or to the rank I want to be yet, but I have found myself playing ranked less.  I just don't want to deal, and I usually don't want to deal, but I've found ways.  This one feels different.

I've never liked playing with my team mates because the core way Apex works discourages serious play with my team.  This time, around, however, I find myself just entirely disinterested in Ranked play, but actually having fun pugging with my team mates in solo play.  There are more, better players in solo too, which is starting to send me the impression a lot of people are going casual.  Don't care which way you cut it, the goal of the Ranked system was not to have less people play Ranked, sorry, not from Respawn's perspective.  More than anything else, people seem to care less about encouraging the teamwork as a goal, and the awful buy in system of negative RP.

It doesn't matter so much to me, but it does point out more and more, too, that people played Ranked because it seemed to be the more serious mode.  Less team mates throwing, disconnecting early, and more trying to work together.  Now it's less team mates throwing, less team mates disconnecting and less team mates trying to work together...because there are just less people doing much more than going to ground and waiting for the last rings.  I like the post that shows 10 teams still around in the final two rings...says everything about what ranked is like now right there.  

And then there's the iiTzTimmy video where him and his team are parking like 6-11 kills each...in Plat III (heh).  That's pretty much ensuring that most of the teams in that game simply got smashed with a full -54RP.  I'm sure they loved that.

33 Replies

  • reconzero's avatar
    reconzero
    Seasoned Ace
    4 years ago
    @Cheese9Man

    " I can see where people are coming from especially in the drastic change in direction in how you should play rank. It's hard to change what people are used to be doing every split in the past 3 years."

    I can definitely get behind this. I've said before that I think the ranking system should reward winning more than killing, but even more than that it should function with some consistency and not make players have to completely rebuild their playstyle over night. Especially when oh so few of them will turn out to have the patience the new system demands.
  • I'm really trying to give this new Ranking system a chance but it's seriously flawed.  You can do Amazing cleaning up with people in a huge fight and it means nothing unless you survive to the end of the match.  This is absolutely bonkers.  It is no where near as rewarding to play anymore and as the title says this is NOT fun!

  • The biggest changes that the new ranking system introduces are:

    • Participation points
    • Rookie rank
    • Hard KP cap to soft KP cap
    • Lowered KP at bad placement (-9 to -1). Essentially unchanged KP at good placement (+1 to +3).
    • Demotions
    • Increased Entry Cost
    • Gradual increase of entry cost per division
    • Lengthened each division by 200RP
    • Rank up bonus 100RP

    We can divide this into three parts:

    1. QOL updates:
      • Rookie Rank
      • Demotions
      • Gradual increase of entry cost per division
    2. Change grind length:
      • Lengthened each division by 200RP
      • Rank up bonus 100RP
    3. Balance Updates:
      • KP changes
      • Participation Points
      • Hard KP cap to soft KP cap
      • Increased entry cost

    QOL updates shouldn't really impact the grind itself that much.

    • Rookie rank should be relatively easy to climb out of
    • Demotions should only pull you out of ranks you don't climb in anyway.
    • The gradual increase to entry cost should place you more finely into the division you belong in. It also smoothens the jump between ranks allowing for better acclimation to the higher rank.

    Changing the grind length changes how much RP is needed to climb:

    • +100RP per Rank from Rank up bonus
    • -800RP per Rank from lengthing 4 divisions
    • This is an effective increase of 700RP per rank.

    Balance updates change how much RP you earn during a match:

    • KP changes lower early KP and slightly increases late KP
    • Participation points slightly increases RP gained
    • Hard KP cap to soft KP cap decreases RP from moderate amount of kills, but slightly increases RP from large amount of kills
    • Increased entry cost lowers RP gained.

    The increased entry cost was probably introduced to combat the combination of soft KP cap and participation points, since those give more RP.

    But as far as I know the soft KP cap works as follows: 100% KP for first 3 kills, 80% KP for next 3 and 20% for everything else. This means that exceeding the 125 KP is going to be difficult and further kills actually contribute very little (5RP at 1st place).

    Participation is also strictly worse than assists, so it doesn't actually boost the expected RP from an engagement that much, it just stops you from missing RP from a fight.

    This essentially means that the overall value of KP has decreased and you need more RP to stay equal.

    You also need more RP to climb.

    This also immediately highlights where there is space for design in my opinion. Tweaking KP distribution and entry costs to better compensate the higher entry costs and longer divisions. (I'm not saying perfectly compensated, or easier. Just differently balanced).

    Ps.

    I think most of the ideas introduced are pretty solid, from the gradual increase in entry cost to participation points and demotions.

    I just think that the balance is highly wonky.

    Personally I'd like the KP to vary between +5 and +15, with a weaker decay in the soft KP (maybe 50% for 7+ kills) and a higher placement RP (150 at 1st, 120 at second, 100 at 3rd, ...) To account for the increase in division length.

    Removing the starting entry cost of 15 RP and increasing the Division increase from -3 to -4 would keep Platinum and above difficult, while punishing the lower ranks much less.