over 5 years ago - /u/Jayfresh_Respawn - Direct link

Hey all, Drew and I will be sticking around for next hour or so to answer questions that we can [as of posting this at 10:35am PDT today]

To say that the launch of Apex Legends exceeded our expectations would be an understatement. 50 million players the first month (and growing) is staggering for any studio, let alone a new IP from a relatively small team who, for many, were taking their first swing at a free-to-play game.

Rapid growth is a wonderful thing to achieve, and we’re thrilled with the response we’ve received since launch. However, that growth comes with some clear challenges, and we’ve hit a few bumps along the way, including missteps with our updates, not giving players enough visibility into future content, and properly setting expectations on how we plan to support Apex Legends.

We are 100% committed to the long-term growth of Apex Legends, and supporting the millions playing every day. So today we want to reset our commitment to you and give you some insight into where we are as a development team and how we’re approaching live service for Apex Legends.

Getting a huge player base in a very short period means exploits, bugs, cheaters, and more come fast and frequently, and we’ve had to react and direct resources to play whack-a-mole with lots of unexpected issues. Since launch, we’ve shipped a number of server and client patches that have addressed a range of issues.

While we’ve made some good progress towards a healthier game, as our community grows issues have come up that need to be addressed. The stability of Apex Legends is very important to us, and we’ve been doing a lot of work internally to improve our processes across the board. As we are getting our house in order, some of the critical things we’re prioritizing to address are:

Slow server performance at the beginning of a match

· So far, we know that it affects some datacenters more than others, it happens on many different server configurations, and it doesn't seem to hit multiple server instances running on the same machine. In other words, it's not that a machine is overloaded and everything on it is running too slow - it's that one instance on the same machine seems to be doing more work than the others, and we're trying to nail down what work it's doing and work backwards to understand the root cause. But this is extremely high priority for us to solve, and we'll keep you updated on our progress.

Audio Issues

· Currently testing some potential fixes that will hopefully address many of the performance issues we’ve seen reported.

Cheaters

· We’ve been doing a lot of work behind the scenes. This is something we will always be more secretive about to avoid telegraphing our moves to cheaters, but we’ll be sharing more on the progress made next week.

Hit Registration Issues

· We are adding engine features to help track down and report instances of incorrect hit registration in playtests so we can force the bug and reproduce the issue consistently. While we have made some progress with some fixes locally, more work needs to be done to address the root of the problem.

Over the next few weeks we’ll talk more about the work that’s being done in these areas and provide updates for when we’ll be addressing them in future patches.

We know that, in addition to addressing issues with the game, everyone is hungry for new content. The studio culture that we’ve worked hard to cultivate, and the health of our team, is very important. We take those things into account when we discuss our content roadmap, the production schedule, and the frequency in which we can update the game. Our long-term goal is to ensure Apex Legends always feels alive and thriving, with a focus on quality of content over novelty or speed of release. At the same time, we want to maintain our culture as a development team and avoid crunch that can quickly lead to burnout or worse.

At launch we shared a high-level view of our roadmap, showcasing how we would be taking a Seasonal approach to live service. Today we wanted to provide more clarity on what you can expect for content and cadence of updates in the future:

Season Launches

· The beginning of each Season will start big with a new Battle Pass, a new Legend, something new for the meta, and more.

Thoughtful Updates throughout the Season

· Just as we've done since launch, we will continue to address exploits, needed balance changes, bug fixes, and small features throughout the course of a season. For complete transparency our goal isn't, and never has been, to patch or update content on a weekly basis. We believe strongly in the importance of large meaningful changes to the game that have a lasting impact, thus our focus on a Seasonal release cadence we laid out at launch and we will continue with in the future.

Improved Communication

· We need to provide more visibility into the future and what we’re working on. That doesn’t mean we’re going to start telling folks everything they want to know when they want to know it, but you can expect more transparency on future updates and fewer surprise drops.

At EA PLAY in June, we will give you the first details on what you can expect from Season 2. We’ve seen all the feedback on Season 1 and look forward to showing you the improvements we’re making. For Season 2 you can expect a Battle Pass with more meaningful content, the introduction of a new Legend, the debut of a new weapon... and you didn’t expect Kings Canyon to stay the same forever, did you?

Lastly, as for other games in development at Respawn, it is important to understand that there are entirely separate development teams working on Apex Legends and Star Wars Jedi: Fallen Order. Additionally, in order to fully support Apex Legends, we are pushing out plans for future Titanfall games and no resources from the Apex Legends team are being shifted to other titles in development here at the studio, nor are we pulling resources from the team working on Star Wars Jedi: Fallen Order.

We know we have a lot of work ahead of us, but we’re up to the challenge and are looking forward to building Apex Legends to its full potential together with our players.

Drew McCoy / Executive Producer / Apex Legends

External link →
over 5 years ago - /u/dko5 - Direct link

Originally posted by TheNoobScoperz

So, we're gonna wait till June to see any new content added to the game? I don't think there's enough in the battlepass and even in terms of world building/changes to sustain players until then. Just my two cents.

As mentioned in the post, between now and June we're focusing on fixing some of the core issues the game currently has while continually working on additional content. At EA PLAY in June we will be showing off some of what is in store for Season 2.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Grim-_-Grave

  1. so this confirms we wont see watson till season 2 correct?

  2. Can we look forward to any changes regarding crafting material acquisition?

  3. Are there any weapons that you guys think might be iverpreforming? (Personally i think most weapons are in a really nice place right now)

  1. Sorry, won't comment on future content at the moment.

  2. Nothing to share on any economy changes at this time.

  3. Right now nothing is really standing out as blatant or problematic, that said we're always watching data and reading feedback if any changes are needed.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by hdeck

Any plans for another bonus XP event or challenges before Season 2?

Challenges no. Another bonus XP event is definitely possible.

over 5 years ago - /u/dko5 - Direct link

Originally posted by nmpraveen

When I aim down my sights I can’t differentiate between team mates and enemies. The name disappears. There are many instances I was shooting at my own team mates. Is there a possibility that team mate have a green outline or something. That would be useful. Thanks.

There is always a fine balance between information and clutter. When it comes to down the barrel gunplay we tend to try and err on the side of keeping the picture sight clean. Good feedback, though!

over 5 years ago - /u/dko5 - Direct link

Originally posted by LilPumpESSKETIT

In addition to the changes to sound and its bugs (so relieved you guys have been hard at work with it!), has there been any consideration for changes to the sound mix itself? Footsteps and gunfire just seems... inconsistent at times.

Also the kicker here, Mirage. You've mentioned about adjusting his ult, particularly the cloak and changing variables like hue and brightness, but his passive seems to have been left out. Any hopes of a change there? People love Mirage, I love Mirage, but he just feels a little lack-luster at times.

Any more detail you can provide on footsteps and gunfire inconsistency? We definitely spend a lot of effort on ensuring a detailed and comprehensible soundscape and want to ensure it is working as intended.

After recent balance changes it is clear that Mirage is slightly underperforming compared to other Legends. No plans to share at the moment, but we like to take a holistic approach to balancing characters to ensure they're where they need to be.

over 5 years ago - /u/dko5 - Direct link

Originally posted by XfactorGaming

Hey guys,

Any news on mouse/aim sensitivity being affected by FOV changes such as Bangalores passive and Bloodhounds ultimate? Can we get a slider added to turn off FOV changes in ultimates/passives?

I'd have to check if its on the list - so no promises, but I'll do some digging.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by billiamthesecond

Are you planning on making any changes to the existing colorblind modes, both in terms of the existing colors, and how they apply to in-game elements?

What specifically would you like to see for changes?

over 5 years ago - /u/dko5 - Direct link

Originally posted by PM_me_cute_Zoe_pics

Improved Communication

· We need to provide more visibility into the future and what we’re working on. That doesn’t mean we’re going to start telling folks everything they want to know when they want to know it, but you can expect more transparency on future updates and fewer surprise drops.

Can't wait for you to forget about this by the next week.

Edit: Thanks for the gold stranger!

I want to be incredibly clear with what I'm saying in that portion of the blog post.

We have been pretty quiet since launch on what our actual long-term plans are for Apex Legends. We talked about our seasonal approach, and then shipped some stuff and fixed some bugs. This has led to a vacuum in the community where lots of speculation and desire has resulted in disappointment from everyone. This blog post is the first step in clarifying where we are, where we're going, and what to expect. Specifically, we're going to start talking about content and features before they drop and give everyone more insight as to when to expect that stuff. This means we will be doing less hot-drops (like Season 1 or the game itself) and more traditional lead-up marketing when the time is right. This does NOT mean we're talking months in advance of things that may or may not happen. We want our communication to you guys to have concrete information and timelines wherever possible.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Balwator

What are your plans to make progressing through the game feel rewarding?

Casual matches and pretty much nothing to gain after Level 100 obviously isn't enough for many players.

I also hope the various feedback for the Battle Pass is noted for Season 2, since right now, the Pass also gives no satisfaction of progressing through it.

We designed Apex Legends with a long-term core competitive identity to master over time as opposed to short-term novelty. I agree that we do not have enough of the right kind of player progression in the game at the moment and is something we're putting a lot of effort in to for players of all skill level.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by Rando-namo

Just going to leave this here cause I want someone from Resapwn to see it. The way the store can be leveraged for so much more than a slow painful cycle of exclusive skins...

Proposed fixes for the store:

  • Fix: Decrease rotation time from 5 days to 1

  • Why: This will prompt people to log in to check for skins more often, specifically “exclusive” skins

  • Fix: Increase “exclusive” slots from 2 to 4

  • Why: Show more “exclusive” skins so people know what is available and will want to purchase before it rotates out in a day, or so they can save for the next time it rotates in.

  • Fix: Decrease cost of Legendary skins from 1800 Apex coins to 500 Apex coins

  • Why: The barrier to entry for “exclusive” skins is reduced

  • Fix: Increase “exclusive” skin cost from 10,500 to 15,000

  • Why: “Exclusive” skins are made slightly more exclusive by virtue of cost, thus making them more desirable

  • Fix: Increase Legend cost (Mirage/Caustic/Octane/Unreleased) from 900 Apex Coins to 1500 Apex Coins and from 12.000 Legendary tokens to 24,000 tokens.

  • Why: Increasing the cost to 1500 Apex Coins allows for a purchase of 2000 Apex coins to include a skin as well, while the increase to 24,000 Legendary tokens presents customers with a choice between large time investment/legend currency or money.

Proposed fixes for the Battle Pass:

  • Fix: Change rewards to one Legendary skin per character and weapon

  • Why: Who doesn’t want legendary skins?

  • Fix: Remove leveling, instead introduce goals to attain each skin so that players can choose their own rewards

  • Why: Players can focus on the skins they find most rewarding while achieving goals doing what they love – playing. This also let’s people with less time to play cherry pick their rewards.

  • Fix: Tie Legendary Battle Pass skins to level 3/evolving “exclusive” skins

  • Why: Provide prestigious grinds to players while providing a sense of value to the money spent on the Battle Pass

  • Optional Fix: Increase cost of Battle Pass to 1500 Apex Coins or remove coins as a reward in Battle Pass

  • Why: With the reduction to cost of skins, and the increase to quality of the Battle Pass (possibility of over 15 legendary skins to be earned), Apex Legends will need to pick up the slack elsewhere.

How does this fix anything?

With the decrease in rotation time, along with the change of 2 exclusive slots to 4, we have now reduced the store rotation time down to 28 days instead of the current 280 days.

This will hopefully lead to people logging on to check for the exclusive skins, while providing them with the knowledge of what is available for purchase.

The decrease in cost from 1800 Apex Coins to 500 Apex coins will make “exclusive” skins more accessible and frankly, the price point is probably just way more palatable to most people.

Increasing the Legendary token cost of “exclusive” skins will serve to make them rarer and more sought after while at the same time, in combination with lowered Apex coin cost, will drive monetary sales of skins. “Exclusive” skins, due to their cost, will now serve as prestigious items that show you have put time into the game.

Furthermore, this also helps with the sense of progression that many have felt has been neglected. Through the increase in Legendary token cost for “exclusive” skins and Legends, players now have choices to make and Legendary tokens become much more valuable by forcing choices as opposed to “how do I even spend all of these?”

The Battle Pass changes give Respawn more money, provide us with more desirable content, and further tie into progression and prestige through “exclusive” level 3/evolving skins. Would love to hear what others think and if there are any other improvements we could add that would benefit both Respawn and the players.

Thanks for the feedback! Will pass along.

over 5 years ago - /u/dko5 - Direct link

Originally posted by FrothyOmen

Hijacking this for a personal audio request. When your squad wipes, and you are forced to spectate another team, would it be possible to mix down the master volume unless you choose to remain spectating that person?

I know it's weird, but when you're waiting for that post-game stats screen to come up and everything, gunfire from the people you're spectating feels super loud. In actuality, it's no louder than your own, but once you're dead I feel like I notice the volume level more and it's kind of annoying. Purely a psychological thing but many people i play with all complain of this same thing. Makes dying a little bit more frustrating than it ought to be!

Great feedback, noted!

over 5 years ago - /u/dko5 - Direct link

Originally posted by Psyclone_Joker

Any more detail you can provide on footsteps and gunfire inconsistency

When you're shooting you can't hear footsteps or other gunfire. It's an issue that popped up in the S1 patch. Pretty much every streamer has been talking about it non-stop since then.

After recent balance changes it is clear that Mirage is slightly underperforming compared to other Legends

Well, yeah. Glad your numbers finally reached the conclusion we all had since day one.

Gotcha - wanted to make sure we're all talking about the same thing.

Well, there's only so many meta changes we'd like to make at once - too many variables and it can go sideways real quick. Originally Pathfinder, Gibraltar, and Caustic were lower success rates than Mirage so we immediately put work in to them.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by hdeck

Have you seen this post from the front page?

https://www.reddit.com/r/apexlegends/comments/bgxbg5/can_we_address_the_issues_that_really_matter/?utm_source=share&utm_medium=ios_app

I know you won’t comment on specifics, but there are a lot of great QOL ideas as well as needed bug fixes here that we hope you are aware of 👍🏻

Oh yeah, I love that post. Awesome to see you folks put clean lists like this together and use upvoting that helps us understand what priorities are from players POV. Team is well aware of this. Thanks to everyone for putting it together and sharing.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Smoakraken

"as our community grows issues have come up that need to be addressed"

I highly doubt the community is growing...but whatever you say chief...

By the way, tapping into the recent hate for overworked studios as an attempt to excuse your tiny excuse for a roadmap, is a poor look on you. You aren't overworked.

You've kind of just demonstrated that you know exactly what all of the issue are, but the studio is only committed to tackling a subset of those, and at their own pace, even if it means the death of the game. Sad.

EDIT: Not a single person had a meaningful way to disagree with this post. Downvoting and calling names doesn't really do a whole lot. The only person with the balls to provide a meaningful response was the actual Executive from Respawn. If you think the OP is everything you needed, I'm happy for you. But some of us, aren't convinced.

Nope, not overworked and that is the goal.

No conspiracy theory here. As EP I care deeply about the work/life balance of our team and have always tried to keep workloads to a sane amount. For complete transparency, there are people on the team that have had to put in extra time to get the game out the door but as a practice we do everything we can do minimize or eliminate crunch. No amount of extra content or features is worth the cost that a crunch-happy culture brings.

And before someone chimes in with "Just hire more people lul" realize that it has taken us 9 years to go from 30 devs to 115. Hiring quality people is a HUGE effort, and one we are constantly undertaking. You can't just throw people at problems.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by iMini

Has the issue with the Big Bois been fixed or coming up?

Neither shows shields when they get hit even if they have them, until you break their shields and then it pops when it breaks.

Also they both take direct health damage instead of taking reduced damage? It's really messed up.

Yes we've been working on that. I'm sorry I can't provide an ETA but fixes are coming.

over 5 years ago - /u/Scriptacus - Direct link

Originally posted by billiamthesecond

Are you planning on making any changes to the existing colorblind modes, both in terms of the existing colors, and how they apply to in-game elements?

We've made some improvements (sorry, no details) that you can expect to see by Season 2.

over 5 years ago - /u/dko5 - Direct link

Originally posted by pjharnbarn

Hopefully you guys find a solution for the sound breaking down whenever I am in a fight with 2 or more people. I've almost had to go to the hospital because of the awful screeching sounds that are produced. Verging on game-breaking, if not already. I play on Xbox BTW.

That issue is incredibly high on our priority list, and apologies for it in the first place!

over 5 years ago - /u/dko5 - Direct link

Originally posted by hdeck

Have you seen this post from the front page?

https://www.reddit.com/r/apexlegends/comments/bgxbg5/can_we_address_the_issues_that_really_matter/?utm_source=share&utm_medium=ios_app

I know you won’t comment on specifics, but there are a lot of great QOL ideas as well as needed bug fixes here that we hope you are aware of 👍🏻

Very aware of that list.

You should see our internal list ;)

over 5 years ago - /u/dko5 - Direct link

Originally posted by Mandrova

Hey! Thanks for the effort put towards Apex so far it has been great... the new changes to Caustic/Gibraltar would be great if they worked as intended.

Is there any news on a fix for that coming soon? Looking forward to what else you guys bring to Apex!

Pretty sure we have identified and fix the bug and it will be fixed in the next patch. No ETA as of yet when that patch goes out.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Cartina

Ranked/Competitive mode, is this something you want to do further along the road or something that is in the pipeline or are you content with having this one single game mode and focusing your resources on that?

Thanks for the update, best of luck to the studio.

We have definitely spent a lot of time thinking about for the future of Apex. As mentioned earlier we did envision Apex as a game that is competitive at its core during development and we have great interest in helping elevate that aspect of the game in the future.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Ayoocatastrophe

I get consistent FPS drops on Xbox One whenever I get in hectic fights or situations where it may seem the console can’t keep up at 100% with the game. I have changed my HDMI cable so it’s not that. Is this just an issue with my console or is Apex not optimized perfectly from your guys’ end? This hasn’t ever really happened to me with other games.

Do you play Bloodhound a lot? There is an issue where framerate can drop when you pop their ult - which will be fixed in the next patch AFAIK.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by gr00ve88

  1. Any QOL upgrades planned?
  2. Any changes to season rewards? -There is nothing worth unlocking besides the rank 100+ items. Everything else is like... "leaves" skin for the mozambique. Feels like I paid $10 to grind so I don't need to pay $10 next season. Seems to be my only motivation right now.
  3. Love the changes to Caustic/Gibraltar, they are 100% more playable now.
  1. Yeah, lots of them. I can't give any details yet but when they are coming out we'll share more info. Please continue to give us feedback for the stuff you folks want to have.
  2. We're very aware of the feedback on Season 1 and we'l see you in June! We hear you.
  3. Rad! We're working to get a fix on the bug affecting damage going through shields but our data is showing improvement with them as well. Keep sending us feedback!
over 5 years ago - /u/dko5 - Direct link

Originally posted by Jimmy-TheFox

Is there any work being done on the 00000000002F2DCA crashes, potentially related to overclocked CPU's. I've heard reducing overclock can help but I don't particularly want to impact the other games I play or mess around in BIOS every time I want to play.

I love the game but I'm crashing pretty frequently and I don't like to queue when I'm crashing this much as it isn't really fair on my teamates

I just checked the JIRA bug on that one and it is indeed on an engineers plate to be working on. No promises or ETA, but we're aware.

over 5 years ago - /u/dko5 - Direct link

Originally posted by ulldott

Are there any truths to the comment from some dev that you are going to be nerfing Wraith and Lifeline instead of buffing or making the other legends up to par with the others?

Just nerfing everything seems like a easy solution to a problem instead of making the other options more viable or attractive.

Edit: Comment in question - https://pbs.twimg.com/media/D45B54DW4AELnXH.jpg:large

I can't comment on any specific changes to Legend balance changes - but in general the reality is buffs and nerfs are both useful tools when it comes to ensuring balance.

over 5 years ago - /u/dko5 - Direct link

Originally posted by DrunkSamuraiZ

Do you have a set number of legends to be released?

Also are there other heirlooms to be released?

We have plans to work on Apex for years to come, and internally we have a lot of Legends in various states of development. There is no magical "max roster" number or anything, but being that this is a character based battle royale I don't see us stopping any time soon.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Balwator

Alright nice

If you want my 2 cents, I think something like a rushed ranked mode with improvements over time, would be way better than having to wait for a fleshed out competitive mode.

It seems like many players already hit a wall and some kind of ladder would keep them busy for a while, giving you a somewhat more relaxed time improving it.

I like the way you think.

over 5 years ago - /u/dko5 - Direct link

Originally posted by TweeterGibson

Can you provide any commentary on the potential to see more stats? Such as total wins?

We've heard the feedback loud and clear.

over 5 years ago - /u/dko5 - Direct link

Originally posted by FrozenFroh

Are one of the reasons you guys can't say much because of new sites like titanfallblog taking you out of context and spreading misinformation?

Not calling any one site out in particular, as it is a common occurrence everywhere - but... kinda? For example, this blog post was started almost two weeks ago as the wording has to be just right and even then we already know there will be clickbait headlines as a result. You just can't avoid it, and its a part of life in games. It is for this reason that we tend to only post things that are as concrete as possible.

over 5 years ago - /u/dko5 - Direct link

Originally posted by pufnstuf360

Do you have a plan for competing with games like fortnight or pubg that release a lot more content more often? With the day and age of instant gratification, 3 months for new content, even such things as solo or due que might cause a large drop in player base. Part of the issue may be the lackluster content that was in season 1 (level badge for a season level for example). I do think last week's xp event was a nice step in the right direction! Keep up the good work.

We are continually working to remove content pipeline issues, hire quality devs, and maximize our ability to create features and content - but the reality is we're a relatively small team in the AAA space and we value our people and a good work/life balance. We do not currently have immediate plans to drastically increase our release cadence.

That said, feedback on Season 1 has been very clear, and we agree with a lot of it. We've got a lot of awesome stuff we've been cooking on for a long time and can't wait to start showing some of it off at EA PLAY.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by frigidclam

Just wanted to add some feedback

 

Bugs / Issues

 

Hit Reg - Has been not working correctly since season 1 patch

Pathfinder Hitbox - Gets more no regs they any other character since season 1 patch

Slow mode - Game is in slow motion the first few minutes of a match

Lag / Stutters - Have gotten worse since season 1 patch

Netcode - Just watch this https://www.youtube.com/watch?v=9PfFPW9a90w

Crashes - They don't affect me but I still see people having issues with crashing

Hackers - Aimbots and speedhacks need to be dealt with

Audio - Very inconsistent and choppy

Jumpmaster - Getting stuck in clumps and jumping in general seems to be RNG who gets to launch straight down faster

Return to battle - Getting "return to battle" for 30 seconds then dying even though you are on the ground

Wraith ult reset - Using wraith ult in a certain manner does not put it on cooldown

Remove smoke - Launch command to hide smoke is still in the game

Remove muzzle flash - Launch command to remove muzzle flash still in the game

Finishers on ship - Finishers on the ship make you float off the ship or sometimes get stuck in the ship

Death box loot - Items in a death box need to load instantly. Trying to loot armor mid fight and die because it loads slow feels bad

Double Pump Shotgun - Season 1 patch was suppose to fix this but now you just have to wait .25 sec to do it

Supply Bin Jump - Punching Suppy bins turns them into launch pads

Octanes Q - Prevents you from pulling out your gun sometimes

Gibraltars Sheild - Traps and jumpads stick to his shield

Fortify passive - Losing health before you shields are gone

Party not ready - Shows party not ready while party loads in the game and you get stuck in the lobby

 

QOL Changes

 

Finisher Bind - Option to rebind finisher to a different key

Training Mode - Needs all attachments and all champions playable

Custom Crosshair - Option to use custom crosshair and colors

Stats - Total Kills and Wins banners would be great and a total stat page with more detail

New Items - Option to clear all red dots for new items we receive

Kill Cam - Would make reporting hackers easier so we don't have to spectate until another fight

Spectate enemy squad - Need to be able to spectate whole enemy squad we died to not just to one who finished us

Thanks for this! I can't speak to everything here but we are aware of many of the bugs you've mentioned and noted on the QoL stuff.

over 5 years ago - /u/dko5 - Direct link

Originally posted by ThatGuyWithAVoice

In regards to in game voice chat, are there any future plans on improving the bitrate or codec of it?

It's frustrating to have people tell me they cant understand me when in other games the same setup makes me sound like I'm tickling their eardrum with my tongue. There's a lack of wanting to communicate with my team verbally due to this, and it hinders the experience to a degree.

We play the game a LOT and are very aware of how "awesome" our string and can system has been working. Expect it to get better in the future.

over 5 years ago - /u/dko5 - Direct link

Originally posted by johnruby

Thanks for your post! (again)

Apex is a very unique BR game, since it seems the only BR forcing players to play as a team. Does this uniqueness makes the development more challenging because you guys don't have any reliable precedent to follow? Do you guys still want Apex to be developed and played as a teamwork-oriented game? Or do you guys are considering making APEX more like a traditional BR game?

We definitely started out and continue to think of Apex as a team game. This specifically resulted in the development of the Legends, the ping system, and the respawn chambers. If we had taken the standard BR route of solo/duos/squads we wouldn't have forced ourselves to go down those roads. It causes a lot of headaches developing a team game, for sure, but it pays dividends when it comes to our ability to create a deeper gameplay sandbox that still adheres to core fundamental FPS mechanics.

over 5 years ago - /u/dko5 - Direct link

Originally posted by Medarte

Bloodhound's ultimate needs to be fixed. While you consider some over performing or under performing, this legend is totally broken. The dramatic FPS drop when using the ult is across all platforms.

Mentioned earlier, but yes - the performance drop of Bloodhound's ult should be getting addressed in a future patch. Can't promise it'll have NO performance impact, as there's a lot of rendering shenanigans going on, but it should be improved.

over 5 years ago - /u/dko5 - Direct link

Originally posted by messooo

Will we get more cinematic scenes like the official trailer? Lets say season opening? I would love to see more, like more about lore or game events.

We loved making that trailer and think the slice of the frontier we've developed with Apex Legends is a really cool place with interesting personalities.

over 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by mergemonster

Dialogue is very much appreciated but I still have some questions.

  1. Are you exploring new ways to play? I don't have anything specific in mind. Many people want skill based matchmaking. Some want solos and other queue sizes. Private lobbies are another popular idea. I would personally like to see a split queue where players can declare their intent to play aggressively or defensively and be matched with like-minded folks. Another thing you could explore is a deathmatch style game mode in which the players who score the most points becomes champion. I believe a lot of players are even more hungry for new ways to play than they are for new guns/legends etc. There are definitely other possibilities here, but I trust your team to figure out what's best.

  2. Can you comment on long-term progression? The more hardcore players have already completed their Season 1 Battle Pass, and thus have few, if any rewards left to aim for.

  3. Do you plan to address the slow periods in game? There are a lot of times when players are neither looting nor fighting and simply waiting for the next ring movement. In most games, half the squads go down by Round 2, but the game doesn't end until Round 3 or 4 (yet the ring is still fairly large) and that may be contributing to these slow periods.

  4. (3a) Another suggestion (might not be good): In-game squad quests. These could be related to lore and provide a minor EXP boost to the squad if completed. They could also be a way to get timid players to move around the map and not sit in a single building for half the game. I think this addition could be good for casual players who survive for 15-20 minutes, just to get wiped by veterans. That tends to be an unrewarding experience.

  5. Will you have any sort of in-game events? I know you said titans and pilots weren't going to work out, but what if they made a brief appearance every now and then?

  1. The short answer is: yes. That's all I can say!
  2. We totally hear this feedback and in June we'll have more to talk about.
  3. Good feedback! A very interesting aspect of the pace of the game as it is right now relates to how different the pacing was for us during development. Playtesting a large playercount game with a very small player pool during development means we all took a much more reserved mindset as an early death came with a big penalty - you had to sit out and wait for the next match. In the live game with millions of active players, there is very little reason to not hot-drop into Skulltown or a supply ship, thereby leaving mid-round feeling very empty. This is actually a very nuanced and interesting design challenge which we have lots of ideas in development to help address it.
  4. Thanks for the feedback!
  5. Nothing to comment on here.
over 5 years ago - /u/dko5 - Direct link

Originally posted by Marble-Wolf

Whoa - when did that start happening? I see XB1 controller HUD prompts, I assume this is on an Xbox and not a PC w/ a gamepad?

over 5 years ago - /u/dko5 - Direct link

Alright everyone gotta head out - sorry if I wasn't able to get to all your questions. To everyone with complaints and issues we hear you - we won't always agree, but we hear you! For everyone posting their appreciation and support, thanks. We have a LOT of work to do and look forward to the future of Apex with all of you.