Original Post — Direct link

Hey Legends!

Respawn just released a tweet with new information on Battle Pass leveling.

We've seen a lot of feedback about Battle Pass progression being too slow. So today we'll ship the following change:

🔸XP required per Star: 10,000 > 5,000

Also, starting next week, your Weekly Challenges will take much less time to complete.

Some context: Two goals for the Battle Pass in Season 7 were...

1) Make it engaging for the entire length of the season

2) Encourage you to try out new Legends and playstyles

We think we missed the mark with the first iteration, so hopefully these changes help out!

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This thread serves as an attempt to condense all your thoughts, suggestions and ideas into one for the developers to look at. Your opinion matters! But we also want room for all kinds of content to be able to surface.

Current properly structured threads that have already been posted will not be removed, newer ones may be redirected here.

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over 4 years ago - /u/rkrigney - Direct link

pokes head in

Hi. I'm new to Respawn, as of like 6 weeks ago. Part of what I hope to do in my new job as Comms Director is putting together succinct explanations for devs of where sentiment is at and what isn't working for people, along with specific examples.

So, let's do this. Let me list the issues that (in my own opinion) I'm seeing people call out, and y'all tell me what I'm missing. Or simply help flesh out our thinking:

1) Weekly challenges that require ownership of a specific, singular Legend feel particularly bad for people who don't own that Legend

2) I've seen specific daily challenges (e.g. survive for 75 min) being called out as too harsh

3) People have rightfully pointed out that even the change to 50,000 XP per BP level isn't the same as the escalating chain of level costs (9>18>27>36>etc.) from season 6 and prior

4) We still haven't shown the promised changes to Weekly challenges, so people don't know what to make of those yet.

Are these the biggest issues? Or are there others?

Also: What do people think about the amount of reward dailies give now? Folks internally at Respawn feel that the difference is meaningful, but I haven't seen it called out or noticed in other threads here, and wanted to dig into why that is. (Seriously, fishing for criticisms and opinions on that aspect too).

Also open to tackling any other questions people have. A little more about me: Like I said earlier, I just joined Respawn 6 weeks ago. I used to lead communications on League of Legends. I'm here to hopefully help open up more dev communication with players.

EDIT: Got a lot out of this actually, glad I popped in. Gonna log off for now but y’all will be seeing me around. Thanks for the constructive conversations.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by Ddlutz

The other biggest one is you used to get 2 levels each week for the number of daily quests completed. Each week you would get one level for 5 daily quests done, and a second level for 10 daily quests done that week.

that comes out to something like 24 BP levels a season ( I didn't count exactly how many weeks are in this season)

That means that's another 2.4 million XP (before the change 10k=>5k xp change) that somebody would need to grind to make up for that.

Now it's another 1.2 MILLION XP to grind after the 5k xp grind. That is so insanely high.

I'm glad that Respawned hired somebody for this position and I'm hoping it'll be productive for us the gamers and you the devs!

Yo, thanks for this.

To check my understanding, let me restate what you're saying about dailies: as I understand it, even the very cheap, low-value dailies in season 6 felt worth chasing because you could convert those into guaranteed BP levels via the recurring weekly challenges (5 daily quests done / 10 daily quests done). That definitely resonates with me. I always did the "2 knockdowns with Revenant" or whatever dailies for that exact reason.

Let me know if I got it right. And much appreciated, again.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by Ilovepickles11212

I’m mostly puzzled as to why you thought the system needed change to begin with. What about the old system was confusing for players? The new UI for tracking challenges is better but everything else about the changes seems designed to make players spend significantly more time per day in order to level the BP. Challenges have always been very wonky in exp:time but these new challenges have kept that while also decreasing rewards across the board.

At this point I’m probably going to completely drop Apex from my playlist entirely in favour of the new wow expansion and cyberpunk instead of making time for it like I have since launch. I’ve levelled every BP to 110 and I’m 5 hours into this season at level 2.5 and basically have completely given up on the idea of completing this BP even with the upcoming changes. Big time thumbs down for me.

I’m mostly puzzled as to why you thought the system needed change to begin with. What about the old system was confusing for players? The new UI for tracking challenges is better but everything else about the changes seems designed to make players spend significantly more time per day in order to level the BP.

Yeah, you raise good points. I'll add a little insight to it based on the conversations I've been having today.

Your point about the UI being better is mainly what we meant when we talked about simplifying things. We feel like stars are just easier to track than a more inflated currency like CP.

And to your point about the Battle Pass driving you to play more, I see the criticism. Like we said in the linked tweet, we've also been wanting to drive up engagement for the full length of the season. Basically, if people finish the Battle Pass too early in the season, it feels bad for them because they don't have anything to focus on.

But to point the obvious criticism at ourselves, though, if it feels like we're just driving up hours played per day to obnoxious levels, that's definitely us failing to meet our goal of making a system that feels fun and engaging for a whole season. That's why we said we feel like we missed the mark with v1. Hope this explanation makes sense.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by 8a9

Very much appreciate at least the attempt to establish communication.

Not moving the goalposts would be great. Not using anchor negotiation by going 2 steps forward and 1 back, to something that is still ultimately worse would also be great!

Such tactics will never be accepted by the community and I, as many others, will do my best to create as much push back against any attempts to normalize it.

It also doesn't help players not to feel like there is an attempt to squeeze them out of every dime, as was also the case with, for example, the Halloween bundles, which received a very, very significant amount of backlash. Unfortunately, zero accountability was taken for them.

Not moving the goalposts would be great. Not using anchor negotiation by going 2 steps forward and 1 back, to something that is still ultimately worse would also be great!

Such tactics will never be accepted by the community and I, as many others, will do my best to create as much push back against any attempts to normalize it.

I don't know how else to respond to this other than by saying, bluntly, we aren't masters of manipulation. We actually just screwed this one up.

Today in a meeting with a bunch of leads, Chad, our game director, was like, "hey, I played for six hours last night, why did I only get one level." And like three other people chimed in to go, basically, yes, Reddit is right, this feels bad, and somebody should've called it out earlier. We had a conversation where we realized that--because we often reset our accounts and wipe our progress when swapping builds for playtests--a lot of hadn't been paying attention to what it felt like to go through the s7 battle pass.

Over the last few years I've been doing communications on games I've been seeing this more and more: when devs make an unpopular change (particularly with anything connected to monetization) and then partly revert it, a lot of people get suspicious that the devs are being manipulative: doing something they know will suck, just so they can look good when they walk it back halfway. I wrote a blog about how this claim almost always gets made now when devs walk back a "Bad Change."

Personally, I work on games because I love them, I've been in love with them since I could barely walk and talk, and I want to help people make great games. Any studio that would intentionally puts out sh*tty updates isn't a place that makes great games, and it's not a place I'd want to work. I know the team at Respawn feels the same way.

I hope this explanation makes sense--along with the fact that we acknowledged in our tweets today that part of the reason for the change was that we've been trying to drive up longterm engagement with the battle pass. But I understand if people are skeptical. I hope given time, we can earn that trust.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by DontCryBaby__

Revert it back to the old system. Easy fix.

I won't disagree with you here, but I will share some perspective (which I'm sure some folks may disagree with):

The thing with live-service games is, you gotta learn to iterate. You gotta try new sh*t every once in a while. When you put out something new, and it's got problems, devs don't want to just completely turn tail and run. They wanna understand it deeply, maybe tweak a few knobs here or there and then watch the impact to see if maybe they can't learn something new.

Maybe we should abandon stars and all the rest that came with the S7 Battle Pass changes. Maybe we shouldn't. That's not my call. I'm just the comms guy. But I would always want to put in an honest effort to try to keep the good and fix the bad by iterating first. Otherwise you miss out on chances to learn, and you let fear keep you frozen in place.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by Infinity293

Firstly thank you for reaching out and gathering opinions!

To add to number 1: I feel like having them be one specific legend (even if I own them or not) means that if it's a legend I don't especially enjoy playing, I now have to choose between grinding it out or missing out on that challenge, and that's just no fun. With the old system chances are there was one legend that I did enjoy playing and it let me mix it up from my mains but still have fun as well.

Yeah, a few of us internally have been talking about how having those challenges be for a set of Legends (like three different ones) just mitigates a lot of the pain.

Thanks for giving your perspective.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by ColdAsHeaven

The rewards for the challenges don't match the effort and time required.

40 revives is what half a level? Are you serious? That's absolutely insane. 40 revives takes A LOT of time and effort even as a weekly.

If you're keeping these weekly challenges this long, every single weekly needs to reward a level

This is one of the things we're fixing, per the tweet linked above.

Should be much more achievable after the change. May not become apparent until next week's challenges roll out (although devs are trying to figure out right now whether we could get it out sooner).

One other problem I'm noticing is that "weekly challenges" are actually sort of incorrectly named... because once they unlock you have all season to complete them. In marketing jargon, it's not great positioning.

Regardless, I get where you're coming from.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by AbanoMex

i think the intended design of the battlepass clashes with what people wants with it.

Respawn want to keep the player Engaged the whole 80 days of the season trying to complete the pass.

the players just want to complete the pass WHILE enjoying the game, not making it a chore to complete, as if it were a job to do so.

challenges should only be there to entice the players to finish it faster.

but the players that enjoy the game, probably rest the final couple of weeks of the season to avoid burn-out, it has nothing to do with completing the battlepass.

I don't have any nuance or argument to add here, just wanna say I appreciate the way you framed this.

It actually sounds like the way we sometimes talk internally. "We said our goal is this, but players want Y." It helps cut through the crap and clears up to people what we're really trying to do.

Thanks for your perspective.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by 8a9

Thank you so much for the response. Trust is earned through actions, not just words. And so far, the actions were reflective of anything but respectful monetization tactics. There's still a long way to go. We expect ACTUAL CHANGE, not JUST WORDS (throwback to the Old Ways event, when we got recolors for the "Night Terror" Wraith skin and the "Honored Prey" R-301 skin, both at FULL legendary price. If I remember correctly, you guys said you'd do something about that..). Looking forward (really hope I don't come back to regret this. I love this game so much.) to what you guys have in store for us. Hopefully not more bundles like the Halloween ones and not charging only base legendary prices for simple recolors.

I hope I do not seem like an ""Engaged Detractor"". None of what I said was in bad faith and I'm sure that was the case for the vast majority of people. They're simply stating how they're feeling. It's not hard to see how people could be skeptical after the events of Iron Crown, given your.. collaboration with Electronic Arts / EA , which has the opposite of a good reputation, for very good reasons (the most downvoted comment in reddit's history, as well). That is anything but my interest. I'm open to discussion. I love this game so much, it's one of my favorites of all time.

I appreciate this follow-up, and definitely can see you're here in good-faith because you care. I respect that.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by Nyanyathotep

Changes are good, direction were wrong though. Consider looking at something like 110+ progression. That will appeal to both casual players and grinding maniacs.

Ideas like this are pretty appealing to me, personally. Don't tell the product team I said that though, I'm not supposed to add more work to their plate lol

over 4 years ago - /u/rkrigney - Direct link

Originally posted by unknownmuffin

Basically, if people finish the Battle Pass too early in the season, it feels bad for them because they don't have anything to focus on.

Maybe you have data that points otherwise and I'm just in the minority, but I certainly don't play apex to level up my battle pass. I finished last seasons battle pass 4 weeks early, and I played just as much in those 4 weeks as I did before then. Do people really boot up apex with the primary goal of completing challenges and leveling up the BP? I play apex to, you know, play apex. I like sliding around and wall bouncing and shooting at people, not trying to find that one specific gun that the weekly challenge wants me to use for 25 kills.

edit since i wanted to make my point more clear - I'm sure that having challenges that take longer to complete would drive up engagement, but is that really how you want to be getting the playerbase engaged? For me, the gameplay is enough to keep me having fun for 3+ hours a day for 2 months straight; maybe you should remain focused on keeping the gameplay engaging and fun, rather than applying some arbitrary and tangential roadblocks to keep players online longer? From a monetary standpoint, I'm sure its a lot cheaper to implement lengthier challenges rather than designing and engineering new LTMs, but the community has been asking for more LTMs for a long time, and i haven't seen a single person complaining about finishing the battle pass too quickly.

The lengthy legend specific challenges make me feel especially disconnected from what you guys are trying to do here, since you've outright stated that you wanted to force people to pick a variety of legends. This sub might make fun of me for it, but I am a wraith one trick, through and through. I've got 2k+ hours in apex, the vast majority of which have been on wraith. I dont need to play 15 games as mirage in order to feel like ive gotten a variety of gameplay - the battle royale format already provides so much variety just through the inherent nature of the game. I can have one fight with a mastiff+volt take place entirely in a building in fragment, and the next game i can have a fight with a hemlok+sentinel out in the wide open near countdown. Those are two drastically different experiences, and I'm barely scratching the surface. I just really dont like that Im essentially being forced to change my playstyle because the dev team might get slightly more playtime out of me. It just feels arbitrary and not really fun at all.

This comment was a journey, and I enjoyed it fully lol

To the point you raise in the very first paragraph, I'd say that the main challenge of working on an evolving game is understanding not just how some players play the game (or even how you play the game) but how all the different types of players experience it.

The nuances there make every decision potentially dangerous because you don't want to sacrifice one type of players' experience for the others (unless for some reason you absolutely have to). Just some thoughts.

over 4 years ago - /u/rkrigney - Direct link

Originally posted by 8a9

Having communication coming from people in close relation with the game's development very deeply touches me. I thank you for that. I really hope we can see more communication like this going forward. I think the community is owed some explanations when it comes to some particular monetization that is employed. It would be infinitely better if we got a view from the other side as well, instead of just feeling like we're shouting in the void, talking to a wall. When the community starts to feel like it's only looked at through the lens of being pure data and numbers, it really, really hurts and leads to a lot of frustration that eventually blows over. Especially for the people that love this game with their whole heart and want to see it succeed. A little communication goes a very long way. I think I speak for the vast majority of the players in the community when saying we want a better bridge; we don't want to burn it. We just want this to work.

Talking about monetization is legit the hardest thing I ever have to do in my career. Imma do my best to take it to the next level though.