August 2019 - last edited August 2019
I will keep it very brief.
Current RP situation:
Per kill: 1 (max 5)
Top 10/5/3: 2/4/7
Champion: 12
Entry costs:
Free/1/2/3/4/5
I have come accross lots of posts on reddit complaining about how the game is no longer incentifying the fast pace and action that made Apex fun and different in the first place, simply because hiding and not picking fights increases the odds of coming top 5/3 or 1st; especially at higher levels, also bearing in mind the higher entry costs. Picking fights never justify the potential rewards of doing so. It is very likely in fact that another team will come and wipe your team even after you win a fight against 2 other teams. Much better to just loot and hide the whole game till the last team, as the most you can get from fighting is 5 RP in total.
Assists or damage done are also not factored in when calculating RP rewards, nor teammates revived, respawned or healed.
My simple solution is to remove the 5 RP cap for kills and introduce formulas. Make the RP rewards a function of everything mentioned above, that your end standing multiplies. So if you have got 10 kills and revived 2 teammates, that's great. But if you also become 2nd, then it will net much more RP than ending as say, the 20th team.
Example formula: (As long as it is a function of all contributions that is in one way or another multiplied by your ranking, any would do. Below is just a fast example, please do not criticise this :P )
RP gain = ((1/Standing)/J) * (X*Kills+Y*Damage dealt+Z*Damage healed+K*Teammates Revived+L*Teammates Respawned+M*Assists)
This way, everyone would have a very natural incentive to go out there and engage as much as possible, all the while also trying to become the champion. Please play around with the math so that getting a few kills and hiding till the end is still not more beneficial. I have done this very quickly.
Please let me know what you think, devs and players alike.