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Mihiro_Vtuber's avatar
Mihiro_Vtuber
Seasoned Newcomer
8 days ago

Proposal: End-Match Rating System Applied ONLY to Teammate Matchmaking

Hello,

As a long-time player since the early seasons, I want to propose a realistic solution to the toxic voice/text chat problem, especially in Diamond Rank and above, without causing any queue delays.

Many players, especially in the Japanese community, turn off voice chat entirely because they fear toxicity. This ruins the high-level coordination needed in upper ranks. AI voice detection has too many barriers (languages, slang, mic quality), so we need a player-driven system.

The Idea:
1. End-Match UI: Add a simple thumbs-up/down button for teammates on the match summary screen. It takes only a second and doesn't interrupt the gameplay.
2. Anti-Griefing (Accumulation system): A single toxic teammate's rage-click won't affect a player. The rating only drops if low ratings accumulate over multiple different matches (e.g., 5+ low ratings in a week). This easily filters out casual bad-mouthing and catches actual serial toxic players.
3. Teammate-Only Filtering (NO Matchmaking Delay): This is the most crucial part. The game collects 60 players for a lobby based on skill (RP/MMR) exactly as it does now. Therefore, queue times will NOT increase. 
4. Once those 60 players are gathered, the system simply avoids pairing low-rated players with high-rated players when forming the 3-man squads. 

Benefits:
- Zero Impact on Queue Times: Solves the developer's biggest fear of matchmaking delays in low-population high ranks.
- Self-Inflicted Punishment: Toxic players will be paired with other toxic players who don't communicate or cooperate. They will naturally drop in rank or change their behavior.
- Healthy Community & Streamers: Positive players and streamers can safely use voice chat again, showcasing high-level Apex coordination to viewers, which brings back the game's original fun.

No bans are necessary. Just separate the team-building inside the lobby. I believe this package is the most realistic step to save the rank experience and prevent player dropouts. 

Thank you for reading.

4 Replies

  • Frankencooler's avatar
    Frankencooler
    Seasoned Hotshot
    8 days ago

    I haven't used voice communications forever as I got tired of cursing 10-year-olds and foreigners. I hate it, because non-communication puts any team at a disadvantage, but I don 't need some ahole cursing me because I didn't res him fast enough.

  • It may be challenging to ensure that people are assessing just communication skills and not, say, ability to land shots. My worry is that survey-based matchmaking will be more random because of not-so-great input data’s quality, and we probably don’t want that.

  • I like the theory. In execution there might be some problems.

    "the system simply avoids pairing low-rated players with high-rated players when forming the 3-man squads."

    I would have said the system already does a terrible job of assembling squads out the 60 person lobby. Not sure I want "history of toxicity" to be the determining factor here.

    And, as already noted, there are a lot of players who would use this system to rate teammates on a lot of other things apart from bad communication habits. Some out of ignorance, some out of spite.

    So my take away here is that reporting someone through the normal channels takes too long?

  • I have seen such system in Deadlock game, not sure though what it does, does it have any affect besides just ego boosting :)

    Also if you think about what you said: people join 3 people team game, competitive environment, adrenaline, factor of being "protected" by internet anonymity ... I mean what are the odds that now and then people will not lash out.
    Sure those crazy ones that lash out or troll or blast noises are different category, but still they kind of the same = they all use comms not in the intended way.

    On the other side as in every sports people should have a bit of a spine, mental fortitude. E.g. when I play with my 3stacks I do lash out when we f-up something we just talked about not to do or something super basic. The difference between what I call "soft Apex community" and 3stack of mine is that my 3stack understand that my frustration comes from us losing, us zoning out, not communicating. They don't see that as a personal threat even if I say something super direct like "omg man can you s%uck more and this".

    In my experience the only change that is needed in Apex regarding voice chat is: instantly review and ban those noise makers, music blasters, people who wish your family to die, racial slur.

    For the rest...just create more severe competitive advantage to those who use coms :) so that those "soft ones" that for whatever reason don't, get significant disadvantage.

    I mean I get it all about mental illness, introvert people types and all, but hey guys...ranked... especially seeing that people who don't use comes don't usually also bother using pings which are equally helpful, they just totally silent. Maybe ranked is just not for you because even if you have mental issues you basically put your ego = "I want to play ranked" vs obvious drawback of your team being on a back foot vs those who use coms. Basically this ego / behavior has normalized people not using coms.

    My approach: I always use pings even if my team pisses me off and I always start the game with using voice coms. If my teammates do not react to voice coms or start to slur being triggered by me using voice as such -> I stop using coms and mute them. Gladly game finally keeps that mute history so the next time you get matched with such people they will be muted by default, also indicating what you can expect from the game :)

    But all in all what I see time and time again - people don't want to think or to be proven "bad thinkers". People don't like to feel stupid basically. And unfortunately in Apex that goes even further where people will actively sabotage the game not following IGLs calls even knowing they are correct just again not to feel stupid or "controlled by mom/dad in game". They rather make their often brainless decisions of just do random stuff and then cry about bad teammates not following them into 1 vs 9 e.g.
    Problem is that game still rewards such people with RP via ranked point system being multiplied by placement vs when kill was made e.g. person hotdrops, gets lucky and get some kill(s), then relies on team to rat the game out as they can't respawn him -> eventually people left outnumbered can't make as big impact as they could as 3stack -> person who threw the game gets more RP because of the system.
    CS e.g. now is implementing system that is able to understand which frag was game altering and which was just filler / kills after round time ended, valuing first more latter less.

    I would even pair up above mentioned CS logic (frags done early in game are less worthy of frags done late in game) with something like if you are dead (not knocked but dead) you get only fraction of placement at the same time team that wins the game or dies at place X while being all 3 "alive" gets X% boost to earned RP motivating people to craft and res teammates (in case of winning knocks count as alive, in case of losing all 3 players get thirsted at the same place/placement). And the math here is not hard, imo easy to implement.

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