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I think the reason they make going down much much slower than going up, to make sure player doesn't low ball to get content/badge/stats:
1. Good player want to get 20 bomb and 4K damage but struggling to get it on his current performance.
2. Purposely hot drop and die few times without any damage to get to low performance lobby.
3. Wreck low performance lobby to get 20 bomb & 4K damage.
Just make people be able to choose between SBMM and MM boom we have a easy solution....
- @PROInD3 Each additional play choice splits the playerbase, so it's not OK. SBMM needs the queues to be big enough in order to be able to fill the lobbies for each skill bracket without a long waiting time, reducing those queues to half would make it inefficient, affecting those who want SBMM.
@asukojo I think some of the longterm stats may be used in the formula, like games / hours / seasons played, overall win rate and k/d ratio, etc.. They may use this to detect whether you're actually struggling or just faking it to get down on easy prey. Also, I think they may check the hardware id to detect smurfs in order to keep them out of the easy lobbies when possible. Anyone who plays Apex a lot should be able to tell how SBMM works. If not, do you even play?
SBMM is entering deathly spiral :
1. SBMM need a lot of player to work effectively.
2. Since player hate SBMM, less and less player are playing.
3. SBMM has less and less player pool to work effectively.
4. Player hate SBMM even more so less and less player are playing.
<repeat the death cycle>
5. Not enough player, server has to take whatever available within allocated time (SBMM doesn't kick in).
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