Apex Legends

Apex Legends Dev Tracker




29 Nov

Comment

Originally posted by hdadeathly

Has there ever been thought into a dedicated comp version of the game with differences from the main game? We’ve seen some differences like heat shields being banned, but I always wondered if this idea has been expended upon and what the pros and cons are.

If something's problematic at the comp level, it's probably only a matter of time before it rears its head in some way down the chain in Ranked. We want to preserve parity between comp and the main game so that spectators don't feel a disconnect: "This could be YOU one day."

Comment

Originally posted by SvelterMicrobe17

I’ve been curious on your thoughts around balancing of assault legends specifically. Currently as it stands from a comp and ranked POV, there are really only two legends from the class that are viable: Bangalore and Fuse. Personally, I think this has a lot to do with the fact they have two tactical charges while the other three don’t.

Bangalore has the ability to break line of sight (tactical) and force disengagement and movement off of high ground (ultimate), and Fuse has the ability to force movement and farm evo damage from a safe distance (whole kit for both applications). A big part of what allows the legends to do this so effectively is the fact they both have two tactical charges that come back quickly: it allows for constant pressure. And the tactical of both of these legends are their strongpoints because of this.

Ash, Maggie and Ballistic are simply not competitive in these regards (which is what I feel the main focus of the whole class is: to force enemie...

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Great question. We don’t have a steadfast rule around which abilities get two charges. It’s easy to turn on as a balancing tool, but two charges have big, potentially scary consequences. However, I do think we have a history of being overly cautious when shipping new Legends with tacticals that have potential to be “aggressively imposing” in good players’ hands.

It’s preferable for players to feel like they got outplayed by their opponent, not that they simply died to a tactical. Tacticals that restrict the ability to fight back or inflict damage on a low cooldown are much more viscerally connected to the latter. (“Where’s the skill expression in Knuckle Clustering a rock?” or “I couldn’t move/shoot/use my abilities!”) A lot of Assault abilities creep towards this slippery slope. If we’re doubling the cadence at which you can use those abilities, sure, it’ll add power and open up a bunch of new gameplay opportunities, but at what cost?

Similar to the response from ...

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Comment

Originally posted by Derkster_

As the game evolves, we have seen the comp legend meta shift such as the Gibby caustic meta to seer meta. Whenever a legend meta establishes itself and becomes overly prominent that teams that don't follow the meta are at a disadvantage, will there be other ways in the future to incentivise legend variety outside of direct legend nerfs/buffs? such as the legend class rework from s16.

Yes. I think it's short-sighted and naive not to think about how we can affect the meta with system-level changes to breath new life into the ever-growing cast of Legends. We've learned a lot from the Legend Class Rework!

Comment

Originally posted by NoxEnjoyer

Are there some legends you thought would’ve been heavily used in the competitive scene but never caught on?

Ash.

During development we were extremely concerned over the power of her tactical. Seems like a joke, right? But for a long time it was very potent and internal feedback on it's power was loud. Even after reeling it back to what we eventually launched with, a well coordinated team could snag an enemy and reign inescapable grenades on them securing a kill more consistently than a Horizon ult combo. With the power to follow-up and chase with her Ult, the offensive team potential, and the map knowledge from her passive - she seemed poised for a strong foothold in the meta for edge play, but there were cumbersome elements to each of her abilities that bogged her down and never let her fully excel or play as reactive as you need to be in the high level. And once Valk arrived with superior macro-rotation and beacon scan, there was no real place for her on the squad. Tac changes have helped, not sure if it's quite there, and the ult is still unreliable though.

Somethin...

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28 Nov

Comment

How much do you guys like JIRA tickets


27 Nov


24 Nov

Comment

Hello @valmirademi,

 

unfortunately, at the current moment, there are no plans for the game to return. If this changes at any point, we will let the player base know.

Pythia.png
Bitte schickt mir keine Direktnachrichten für Support - taggt mich im Forum @EA_Pythia

23 Nov

Comment

That's great to hear, @RodgerDodger97 Thanks for the confirmation. 

 

The team is continuously working on this for the remaining players. Hang in there a little longer and check your account from time to time @keimize 😉

 

...

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Comment

Originally posted by Stillcouldbeworse

I'm a little disappointed that what we had previously was the storm, since I always thought the clouds were foreshadowing a proper storm on the horizon

is it a possibility that proper weather effects (rain, thunder) aside from a skybox could appear in storm point one day? do you think they'd have too much of an influence on gameplay to be viable in a pubs map?

In the past we've explored the possibility of weather features like dense fog and falling snow. The biggest challenge is to introduce an element like this that performs well across ALL possible consoles and PC specs and gives a consistent player experience so that there isn't a competitive disadvantage. Adding ambient details in the forms of falling leaves, snow, rain, etc. adds a lot to the believability of a world, but can heavily impact gameplay in a negative way. We see how changing our time of day can sometimes alienate our players...so weather is an element we are even more cautious about.


22 Nov

Comment

Originally posted by Kadensocktoe

'Giant Purple New Antilla Flower'.

Not really unique but they're giant, purple, and come from the New Antilla Archipelago.

Or the 'Purple Shark Flower'.

Just a name I like.

Edit: Curious as to what you'd name it 👀

Naming things is one of the least favorite things to do in all of game dev.:)

Comment

Originally posted by _stream_line_

Storm Point was a bit of a dissapointment to me in the beginning but has grown on me and especially after the latest update - it's great. What were the lessons you learned from making that map and subsequent updates?

Glad you're enjoying the new Storm Point! When the map launched, it was clearly more preferred by Ranked and Pros vs the more casual audience. When we did the first update and introduced the Downed Beast and IMC Armories it felt more like a nudge than a shift. The first update came 2 seasons after the map launched, so it felt too soon to really get enough feedback and analysis given our dev time from launch to that first update. With the second update, we gave ourselves more time and made a concerted effort to make major changes in an effort to hit our goal of balancing Ranked vs Pub enjoyment. Our biggest takeway is that we need to give ourselves time to dissect feedback, thoroughly test and prove out our design goals and make impactful changes

Comment

Originally posted by ExoticEmploy1

I know it’s not directly what you asked, but what are your future plans for storm point, or do you have any already in mind? I feel the map, at the moment, feels the best it ever has to be honest!

Thanks for the feedback! In an ideal world, our map updates knock it out of the park, hit all our design goals and are well received and balanced. IF we find there are further things to be done, then we can start to plan a future update. As of right now, there are no plans to do another update on Storm Point. If that day comes, we'll start to think about what those changes can be and what the story is that we can tell. Some other maps DO have story arcs we'd like to do through multiple updates, but unless there's a design need, we don't want to do change for the sake of change.

Comment

Originally posted by Kadensocktoe

Is there a name for the giant purple flowers seen around the map?

None that I'm aware of. What would you call them?

Comment

Originally posted by Local_Bug_262

Great fan of new pois added and changes made to the map. The only thing that i don't like is the lighting in new storm point. The map looks amazing don't get me wrong but a lot of the places in storm point are too dark. Can we expect any changes regarding this in the future?

I touched a bit on this in my prior answer to a similar question here https://www.reddit.com/r/apexlegends/comments/180tcus/comment/kad02qy/?utm\_source=reddit&utm\_medium=web2x&context=3

Balancing visibility across large maps is not an easy task. We focus on the main POIs and golden routes first, but there are some secondary or tertiary areas that sometimes don't get the same amount of attention due to time and scope. You can expect tweaks here and there, but we won't do another big swing of a lighting or skybox change unless it's a potential future map update...

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Comment

Originally posted by asterion230

  • I love the new skybox but i dont like the lighting on the new storm point, its like were going back to the old Worlds edge lighting where nobody liked that red & dark hue of the game itself.
    Of course theres going to be the hurr durr comments like "just turn your brightness up" or similar to those comments but i just want to know the reason.
  • 2nd would be the merging of 2 POIs (almost 3 already) into one POI, lightning rod and previously Thunder watch, ive played enough storm point to know that you are almost guaranteed a zone console on 2 points and a high tier loot, why? on a competitive stand point, this isnt balanced at all compared to the rest of the POI

I'll tackle the first question. Introducing new lighting into a map that's familiar is always going to open up opinions. We certainly take feedback re: visibility seriously, but we also want to create variety across our maps. If all maps had the same midday, blue skies they would all start to blend together and feel the same.

Comment

Originally posted by thisismynewacct

Thanks for doing the AMA! Not so much a question about Storm Point specifically, but would love to hear what the day to day work is for the Storm Point team is and how they prioritize work. How do you guys function? How’re different goals for the team structured and prioritized? Said differently, what a day in life of a Dev on the Storm Point team?

Thanks!

That's a very deep question...and certainly a tough one to answer thoroughly. I'll try and break it down as simply as possible.

  1. LD (Level Design) does a paper design and proposal.

  2. LD blocks out and we start to playtest.

  3. Art Direction puts together a style guide and Narrative gets looped in for gut checks.

  4. LD is iterating while Art starts doing Look Dev on biomes and assets.

  5. LD starts handing off areas to art that are "locked" (iteration still happens but on a refined scale.)

  6. Skybox and lighting starts development.

  7. Art is in full production and LD is refining, adding cover and other gameplay elements.

  8. FX and Audio start getting visibility and doing their passes.

  9. PLAYTESTING AND REVIEWS HAPPEN THROUGHOUT.

  10. Optimizations, bug fixing, polish from all departments

  11. SHIP!

That is OVERLY simplified ...

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Comment

Originally posted by GoofyMonkey

Any chance you could put the armories in the firing range? Just have endless waves of drones, each harder and harder to kill? Would be a fun training drill and a good test to see how many waves we could beat?

That's a good suggestion! Something worth bringing up to the team!

Comment

Originally posted by Galvantula42

I have more general questions about the maps if that’s alright.

I’ve noticed that new maps tend to take place on worlds mentioned prior in lore (such as Gaea, where Stormpoint is, being the home world of Caustic). Is there a chance that we could one day see a map on mentioned worlds such as Tartarus, Págos or Nexus?

My second question is in general when it is time to make a new map, what comes first? Where it will be located or it’s setting? Like for Stormpoint, was it already decided to make an island map and Gaea made the most sense for it, or vice versa?

Excellent questions! The Games take place on Syndicate Worlds, so Págos and Nexus would not be considered unless they were to somehow join the Syndicate. That's not to say the Syndicate would never expand (as we saw in Season 8 with Salvo joining.)

As for question #2, new maps are prototyped with a gameplay goal in mind. Level design focuses on the experience with some very light exploration around biomes or themes. As it starts to take shape, the narrative backstory starts to form, visuals and mood boards get put together and those help inform further development of POIs and possibly new gameplay ideas. Design always comes first! We add context and flavor later.

Comment

Originally posted by Dylbobz

What damage did the storm cause to neighbouring city suotamo? Will we see any future development for cryptos home city

Suotamo has been dealing with blackouts ever since the storm hit and took out the infrastructure. The Energy Banks are running low and it's affecting quite a few districts throughout the city - in particular E-District which is the part of the city that Crypto was originally from. This in turn has caused turmoil in the streets as citizens have begun fighting over what remaining power there is. Wattson's "Project Electro" plans (as seen in her POI) is in reference to E-District and trying to help her friend's neighborhood. I certainly hope we'll see some sort of resolution to the energy crisis in the near future.