Apex Legends

Apex Legends Dev Tracker




19 Apr

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Originally posted by danzgeturmanz

Cant wait to get third partied by this bad boy 😍

Oh you don't even know yet

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Originally posted by SergeantJinto

"Alexa (or whatever it was) Zhera, play relaxing sounds."

"Ok, playing axing sounds. crunch... thunk"

That one got a good laugh out of me.

Zhera :D


18 Apr

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Hey! That’s me! GGs!


16 Apr

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Very nice! :D

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Originally posted by KeepYouPosted

Do we have an update on this? Its a pretty significant issue hindering this Legend's entire kit.

It's in Season 9.


15 Apr

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The only true measure of a match is if you enjoyed it! Hope you had a fun time playing with us.

(This is Ben Derisgrate)


14 Apr

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Originally posted by [deleted]

[deleted]

My son just started playing a few months ago and he’s way better then me too. I don’t set a really high bar, but I love playing the game anyways. Almost as much fun as developing it...also I don’t main Lifeline.

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Originally posted by Acid_13

We died to another squad. sorry for my bad aim, haha...

Ah I remember that. We put up a good fight!

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Probably not. How’d we do?


13 Apr

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Actually got some very detailed stuff from our network engineers. They want to talk, so the upcoming blog (2 weeks away) is a deep dive into a lot of common problems. Response should be interesting.


12 Apr

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Originally posted by omeganemesis28

curious, could the maps have signage like "DO NOT CLIMB" or "NO CLIMBING"? To avoid having to do the translations, could just be an icon/sign.

I haven't seen the fences so maybe they are already there haha apologies if so.

Another idea could be to maybe make a red transparent wall when you run up to the fence super close (like out of bounds warnings). This is some unusual functionality though compared to everything else in the game.

It’s awesome to see you try to figure out the design problem. These are the exact kind of conversations we had back and forth for months! After many proposed solutions, some exactly like your own, the current fence is what was decided. Ideally, you shouldn’t even notice them very much. They were made to fulfill the idea that they’re noticeable when you look for them and “invisible” when not.

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Originally posted by TL10

Since you are the level designer, could you maybe have somebody whip up a quick asset at this spot to memorialize all the brave souls who lept into the unknown?

Please? 😃

Hahah That’s a pretty cool idea! Let me get back to you on that :)

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Originally posted by sandefurian

Very polite way of calling out our idiocy. Thanks lol

I’m so sorry!! You’re not an idiot. We all play very differently when under the stress of combat. We made this call based on that

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Originally posted by VisthaKai

And then there are fences that cannot be climbed at all.

This map, I swear.

I see this comment a lot and I want to explain a bit why we made this call.

During development of Olympus, players fell off the map... a lot. There were no barriers. Since open, non playable space was a design goal for the map, we needed a way to tell players they were approaching death. When the fences were being tested, players climbed over them to their death. We let the fences sit for a few more weeks and this was still a constant complaint. We learned that if some players see playable space through the fences and that they can climb them, then they assumed it must be safe on the other side. So we made the call to place non-climbable clip on the fences and the original feedback was never heard from again. This was a compromise we needed to make because while some players will see a pit and avoid it, others won’t depending on the situation (in combat, outrunning the circle, abilities blocking sight lines...etc.)

We did think of using the lava float triggers fro...

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10 Apr

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Originally posted by miathan52

In the podcast you guys talk about it being OK if certain less fun, or more frustrating to play against, characters are a bit less powerful, because having them be meta can lead to an overall less fun game (I think it's mainly Hodsic that said this w.r.t. Caustic, but I could be wrong).

Have you ever thought about Bloodhound this way? As a solo queuer, he's easily the most fun destroying character for me to play against, because I often end up as the last squad member alive and then no matter how good my map movement and positioning are, as soon as I see that "you got scanned" message I know I'm as good as dead.

I can spend 5 minutes carefully moving my way into zone, using walk and crouch to prevent being heard and constantly trying to watch all directions, only for a single bloodhound to nullify my efforts with a single button press, without even needing any skill or game sense to do it.

Needless to say, I am not enjoying the current meta...

Yeah I've been keeping an eye on Bloodhound. Seems rare to come across a squad without one in my experiences in ranked, and they have the third highest pick rate at the moment. I'd be curious to see how much that may dip if we removed assists from scans. I know it's a super powerful ability regardless, but I'm curious if it'd move the needle at all before looking at nerfing the ability itself.

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Originally posted by ConsiderableNames

Hey, thank you soo much for doing this! I've always wanted to have the opportunity to talk to a balance dev, specially about some of the least popular legends (in mid-high ranks). I'm a sucker for underdogs, so I tend to play them in plat whenever I see some small possibility of them working with a team comp.

  1. Any plans for Mirage? I know you guys said you are afraid of making Mirage become too oppressive for newcomers, so I was wondering if there were any ideas that you guys have thought about in regards to him or if you guys are done messing with him. I'd just love if Mirage was at least playable in higher ranks without teammates sighing audibly whenever you pick him. (I thought about turning Mirage into a recon character and allowing him to use survey beacons since he seems to have better recon abilities than Pathfinder with his decoys giving info and all, but it seems like some people are very against this).

  2. How does Crypto do stat-wise and are ...

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  1. We talk about Mirage in the podcast! But ultimately, we think Mirage is in a pretty good spot right now. Hell, I got a buddy who I'm playing with in Diamond lobbies who pulls off some mean bamboozles. In a game where combat readability is a priority, and Mirage's entire kit revolves around reducing combat readability, I'd be scared of a Mirage meta. As far as making him a recon character, that's just doesn't seem very on brand for our favorite holographic trickster.
  2. Crypto's got a really low pick rate, but healthy win rate. Good Crypto's love the character, but there are definitely some QoL things that could help (e.g. allowing him to see minimap/killfeed in drone view). But to get his pick rate up a significant amount I think he'd need a bit of a rework. Transitioning between drone mode and FPS shooter mode is not as streamlined as it could be.
  3. We've thought about it, but ultimately don't feel it's necessary. The black market's in a pretty good spot right n...
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Comment

Originally posted by docwaffle

For Fuse's ult, maybe have it highlight players affected by it? Similar to how enemies are highlighted when behind Horizon's ult. Still kinda lackluster, but at least you get a better chance of capitalizing on it.

That's not a bad idea, and it's something we talked about at length actually. It would be nice and relatively simple to implement, but I don't think it does enough to address the root of the issue. We also want to stray away from just slapping sonar onto abilities that are underwhelming.

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Originally posted by ebk_errday

Please don't ruin rev's ult. To all those that complain about it, it is a complaint about a very niche situation - pairings with mobility characters. If you want to nerf the mechanic of pairing it with someone else's ult, have at it. But if your nerf extends beyond those pairings that some complain about then you really screw the legend over in all other scenarios and that's not fair for a legend struggling in placement and win rate and all that stuff. Please don't ruin the legend for the entire player base to satisfy a few vocal competitive players that want to win easy with their overpowered wraiths. It would frustrate a larger portion of your player base. If you HAVE to address the ult to appease those vocal players to keep them in your good graces, then address the problem they speak of specifically and nothing beyond that. For instance, a 4-5 second delay of using a jumppad after going back to the totem should allow the team getting attacked a moment to heal or reposition. Tha...

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I hear you. I have 6000 kills on Rev and I love his character concept. We're very mindful of his weaknesses and the frustrations associated with playing against him. That's why we're taking some time to make sure we get it right.

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Originally posted by MiamiFootball

We learned a lot about what players liked/disliked about L&L gameplay

Dropping with a white shield and an hcog was such a great idea because it alleviates the very irritating experience of running through several loot groupings and not getting a shield during a contested drop while your teammates are wondering why you're on the other side of the POI. Being able to just grab a gun and go fight made the game so much more fun -- when we went back to the normal mode, it felt unbelievable that we played 7 or 8 seasons without dropping with a shield, it was a real bummer going back to dropping naked.

The mozambique isn't necessarily and a bit cumbersome because you need to swap it for a second gun and hold down the button rather than just picking up a gun with a single press -- this is relevant in the tense contested drop scenarios.

Having the HCOG though is a god sent idea -- it seems completely unnecessary to feel like you need to s...

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Having an HCOG on drop undermines all the collaboration between weapons designers and artists when creating unique iron sights! There's a lot of thought and iteration on capturing the essence of a weapon through what's on the player's screen while ADS. And it's very purposeful to have certain iron sights feel better than others... it can influence players preferences for certain weapons on drop and lead to varying levels of excitement when finding optics. Even something as minor as a guaranteed HCOG on drop can have gameplay implications that make it more than a simple QoL update. Like you said, if you no longer feel obligated to spend half your game looking for it, you'd become combat ready much more quickly. I'm not saying HCOG alone would massively change the game or anything, but in conjunction with other L&L changes, gameplay over the course of the entire match changes. We just have to be very mindful of what that can mean for overall game health.