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Thank you @heme725
1) I think the ranked distribution is better to be similar to the distribution of actual players' skill levels, except for Predator.
Once you improve your skill level, your rank should advance almost proportionally.
It's like the score in Go or chess.
There every player is supposed to match only with players at the same level.
I think the situation where one of three players is in Bronze/Rookie does not reflect actual players' skill levels.
2) How to evaluate their skill levels (the balance between killing and hiding) should be controlled by using points.
If KP (Kill RP) is set as high, kill actions are evaluated more; if RP (pure ranking points) is high, surviving is evaluated more.
If we'd like to suppress hiding actions more, I think we should just reduce RP more.
For example, if you are a custom event owner, you would try to evaluate participants by RP and KP, without entry costs.
3) Horizontal transition of the peak of the distribution within the distribution should be controlled by using entry costs.
Because entry costs can be changed for each Tier and each Division.
Entry costs can be used for leftward and rightward flow speed control within the distribution.
Also, I think the amount of demotion is not suitable for use in fine control to shift the peak within the distribution because to do that, you need to use various demotion amounts within one Division.
(That's because to shorten the peak's height, you need to spread players in populated Divisions.)
It'll be so difficult and pretty arbitrary.
To @hayhor
4) I think they should make the stats that reflect frequently active users to maintain good distribution control.
Since, in terms of probability, I couldn't believe around 20-30% of the APEX players, who are additionally stacked there still now, came to rarely play rank matches thanks to changes in season 13, I thought the Bronze stacking has been caused by high entry costs, i.e. leftward high pressure in the distribution.
Although I'm not sure about how they've made the stats, I think they need a chart consisting of frequently active users to check if the distribution control is working as expected.
On the other hand, if around 20-30% of the APEX players are really refraining from playing because of season 13 changes, I think this problem will be more important to be addressed.
If they've increased entry costs to suppress hiding resulting in a lot of people stopping playing, I'd think it's a kind of putting the cart before the horse.
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