June 2019
@kartikins wrote:
OR have a system whereby while the ring is moving it does more damage the deeper you are in it... so when it first crosses you you only take 1 dmg per tick... 50 meters in it ups to 2 dmg per tick, 100m in and it goes to 3dmg per tick, 150m goes to 4dmg per tick and 200m or more it goes to 5. Then multiple those numbers by the time you are outside... up to 30secs x1; 30-45 x2; 45-60 x3 and over 60 x4. That way you give players a little more time and freedom.
@kartikins
First, thank you for writing all the feedback and quoting responses from the thread. That takes time to do and also helps summarize feedback from the discussion for those just jumping into it.
Second, the community has spoken! The damage was too strong and based off the feedback we've been seeing the team adjusted it.
This doesn't mean that's the end of changes and the damage will stay there. The team will closely monitor everyone's thoughts on this damage adjustment and review the data for games.
I quoted that section of your response above because I just love it and it would indeed make for an interesting system. We've actually seen this mentioned before from other players too, but not sure if there's a technical limitation behind it. We'll make sure the feedback here gets passed along to the team though.
Keep on voicing your thoughts and hope you all enjoy the weekend in the ring!
June 2019
Appreciate the reduction in damage but the damage levels in general done by circle are still very overkill based on the percentages you listed. All circle damage should be reduced in Elite. You can't be outside the ring for anytime at all before you are dead. I have stopped playing Elite at the moment because the circle does so much damage it has made it not fun. This needs to be fixed and provides many unfair advantages during the game. I have won multiple fights right by the edge of the ring with it closing and don't even have time to take 1 syringe to make it back before dying.... Appreciate the interest in feedback and the game has a solid foundation.
June 2019
June 2019
@EA_Blueberry TYVM for a longer, more considered response. Let me be clear that the numbers I gave before were just an example of the kind of direction I think it would be best to go IF the consensus of a majority of players is that changes do indeed need to be made at all to the damage how it was prior to these changes. I do feel however that your previous response of, "people are okay with the changes but think the damage should be nerfed a bit" did not capture the majority of sentiments expressed in this thread and certainly didn't address my own personal concerns... as to me the majority were, "nerfed a lot" and/or "why change it at all".
I do fully agree that 1 dmg per tick does afford players the possibility to spend a long time outside the ring for little penalty, and as a result does leave for the possibility for players to exploit that and ignore the "spirit of the game". I personally have a play fair attitude and once the ring closes in I will always head as quickly as I can towards the new zone, grabbing any loot I can easily get which is on my way. And to be fair in my experience most other players seem to do the same thing.
Apex is basically a very well designed game in the sense that by far the quickest way to get well kitted out is to get in fights and loot your victims, and in the late game teams with purple everything will have a great advantage. Imo high ring 1 (and even 2) damage undermines this idea by discouraging fighting OR preventing players from reaping the rewards of fighting... or from recovering from a failed engagement (repsawning).
Now, if you see a team but the ring is coming in 30 seconds you will be far more tempted NOT to engage so as not to get caught when the ring comes in... OR you do engage with 30-60 to go, have a furious battle and win against two teams, but then cannot reap any rewards and have to run to zone with nothing and without even having the time to recharge your still white shields... this totally goes against what I believe is great about Apex.
Personally I am not really convinced that people exploiting the low damage of ring 1 to loot/camp is really that much of a problem, if you were to ask me to list things which I think harm the experience for players I would put cheating, hitreg, sound bugs, latency and even loot distribution (why in some areas can you get nothing but p2020s, shield cells and the odd arc star in 90% of buildings, then you go into one room and find purple shields, peacekeeper, r301 and light extended mag all next to each other?!) higher on the list. But also I think that players who have the "camping"/"exploit" mentality will always camp or exploit... there is very little you can do against that. Like I said if you want to exploit now, all you need to do is drop in a more central area, grab as many grenades as you can carry, then go camp a choke point and wait for teams coming in with the ring... dead easy exploit and if the ring is doing huge damage, impossible to defend against.
I have often thought that all players in Apex should get slowly regenerating health when not in combat (like Octane at least half the speed)... you could discourage camping in all circumstances by making health regen dependent on keeping moving... but that's probably a topic for another thread.
June 2019 - last edited June 2019
@kartikinsWhat they are saying.
The change does not make sense even if you're getting a lot of positive feedback, which I highly doubt that you are. Unless you count Reddit which is literally just an echo chamber in which one side of an issue is up voted and the other is down voted and pushed to the bottom without justification or explanation.
What are you gaining from this change?
1. People can not longer camp the zone to reach top 5
What are you losing from this change?
1. Ability to loot in the zone, something which helps to equalize RNG elements of the game
2. Ability to fight in the zone, something you cant always prevent
3. Ability to revive teammates in the zone. If nothing else this thing alone is not worth losing. The ability to revive teammates and make clutch comebacks is part of what Apex so much fun. Ive won multiple games where my 2 partner died and I ended up making an epic escape, revived them and won the game.
4. Ability to reposition in the zone to counter edge campers. In the current Elite if you're caught between edge campers and the zone you're dead and lose the game 90% of the time. There is essentially nothing you can do, they have a better position and all the time in the world, yet you have no choice but to run right into them and cant stop.
You're losing a core part of the fun and identity of the game for something thats not even a big problem.I dont remember A SINGLE person complaining about zone camping ever. I understand you're probably testing this out for the Ranked Mode in Season 2, but you need to look at other solutions or other metric for determining ranks.
Honestly I could see the damage of the first 2 zones going up from normals because the first zone is pitiful but it shouldnt COMPLETELY REMOVE all zone based gameplay. AT MOST it should be something like 3,6,9,12 for the zones. Anything higher compromises gameplay and tactics.
June 2019
@Gidoru Sry man, but why are you addressing that to me? Its more or less exactly what I have been saying since the start. I 100% agree, this change does way more harm than good.
I personally am skeptical that campers and exploiters are posing such a problem to the game anyway, but if people feel they are then I have already suggested a number of ways to address that without undermining all these other things.
In my opinion, those who camp/exploit will always find a way to do that anyway... in my last post I said how players can jump centrally, stock up on nades, goto a choke point and nade spam any team trying to get back into the zone... either they will have to run into the nades (and go down) or stay back in the ring (and also go down)... then you just run in and out looting for a few seconds at a time until you've got all their stuff.
Anyway, you should be addressing your comments to Blueberry or someone, they are the ones who need convincing, not me. I am only one person and I don't claim for a second to speak for other Apex players, but it certainly seems from this thread that a much greater percentage of players feel these changes are detrimental than positive.
Take care.
June 2019
I was going to write something long but.... In shirt the elite ring damage is crap.(even with the update) if you land to far away it gives you almost no chance.
June 2019
@jdm7875 Yeah I agree, even with the update, 7 dmg is too much... gives you a smidgen more of a chance to escape maybe, but if you get caught by ring you still probably won't be able to unless you can overtake it again within a few seconds, which often isn't possible... and if you have to stop to heal forget it, you'll never make it. Medkit takes 8 seconds in which time you'll lost 60-70HP, and syringes forget it, you'll lose more HP in the time than the syrine will replace. The balloon takes 8-9 seconds to get to top which will take 3/4 of your HP before you have started to catch the ring up with the glide. If the ring catches you even with this dmg its still a death sentence much of the time.
June 2019
I don't know why they have a problem with camping it's a great strategy for a competitive game and for their release trailer they became hypocrites because they said using the circle correctly will help you kill enemy players. This game is made for people who can win games with the right strategies unless you're dizzy who can kill people without a strategy
June 2019
@warslag wrote:
@Vhalei wrote:
@mastiffslingerThere is a certain amount of rng to the game, thats kinda the point. Drop relay and zone is in thunderdome? Bad luck, better move quick. Complaining about that rng element is akin to complaining about loot tiering. You drop on a mazibique, your enemy drops on a peacekeeper? Bad luck, try again. You really are given quite a lot of time to get a wriggle on at the start. Almost immediately after you drop you know where the ring is going to go, and if its far away you should start planning for that immediately and not waste time in a 5-10 min poke battle.You're saying that by having more damage and being faster, the circle amplifies the affect of RNG in Apex Elite compared to ordinary Apex because players have less time to prepare for battle. You believe that if looting is even more of a lottery in Apex Elite that it will prove who the real Champions are even though or even because the result is more dependant on RNG?
If that isn't what you're saying then why are you advocating RNG in Elite Queue?
Surely the fairer and more equal a game is the more likely you are to find who has the more skill and is the best?
If the game is more random than ever then surely the results are more random as well?
The skill doesn't come into play from the RNG, its how you manage what you have and use it to get the kills and the win. High risk high reward based on chance. And I dont think the circle should move faster, but have more damage? definitely. Skilled players keep track of it and utilise it to pressure other players. The skilled player is the one who knows what they have, what the enemy has, and manipulates the situation to their advantage instead of crying about the game not being fair. We could just cover every single loot area in tier 3 shields, peacekeepers, r99s, r301s and call it a day, because that makes the game fair and removes the RNG, but that would break the game. The fun aspect of battle royales is getting what you are given by the numbers and working the situation into a victory.