StryderPilot

StryderPilot



19 May

Comment

Originally posted by WafflesSoakedInTears

Hey! So...arenas! Loving it so far. Great change of pace from BR. I wanted to inquire about potential future maps. Custom maps aside, there are obviously some very popular POIs many people would love to see in arenas. Skull town, fragment east/or west, or other popular BR pois, with some adjustments to make them more suited for arenas of course would make great maps.

But this brings me to my question. Would you guys be open to experimentation with different styles of arenas maps?

Something like Estates would be extremely interesting. I know the first initial concern is probably the size. Concerns about rounds ending too fast, confusing or cluttered combat, awkward engagements or fights that are too chaotic. But, I think most of these potential concerns could be nullified or at least viewed in a different light.

With estates being a small POI, it could offer something unique. Somewhat of a shipment or Nuketown situation, where you have an extremely fast pa...

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Hey! Thanks for asking! We've got a ton of ideas for future maps and the team is working hard on new custom maps as we speak.

In terms of POI usage for Arenas, we have a plan to use new ones every season. Estates has been highly requested along with a few others (Skulltown) but I’m tightlipped on which POIs we choose to use in Arenas. :)

We’re VERY open to experimenting with different style of Arena maps. We’re trying wacky ideas and some spicy locations; some not even POIs but open fields in BR maps. However, when it comes to the size of Arena maps, we want to be careful that Arenas doesn't turn into TDM. We carefully choose locations or create custom maps that allow teams to breathe, strategize and create pacing that starts off slow and ramps up in intensity over a period of time. We tried some smaller maps internally, and it gave rise to reactive combat that rewarded twitch shooting and that doesn’t give time for teams to strategize while on the move. Plus, some ...

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26 Apr

Comment

Originally posted by lucasc_26

We've seen a couple developers confirm a ranked mode for Arenas will come in the future, maybe Season 10.

Can we expect to be able to play against our friends as well in the near future? Kinda like a custom lobby for Arenas. I feel like this would be huge!

Not at launch, but it's something we want just as much! Can't say anything more than that.

Comment

Originally posted by brundlehails

I really want to know if stats in this mode count towards your regular stats

They don't. Arena and BR stats will be separate. There are Arena only stats (and badges) that you can flex on your banner.


12 Apr

Comment

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.

Comment

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 :)

Comment

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

Comment

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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02 Apr

Comment

Originally posted by Dam_Kop

Are we supposed to be allowed in the trident on top the tower without a timer going off?

No. I’m looking into that bug too. I think we already caught that but I’m checking

Comment

Ooooooof. Taking a look


05 Mar

Comment

Originally posted by Dirty_Skirty

I thought you knew! I'm sorry lol, I can send the steps over

Ahhh this bug. Yes, this is on our radar. Tricky one to fix. Thanks


04 Mar

Comment

Originally posted by Dirty_Skirty

I just posted it this morning, I don't believe I've seen anyone else go inside the phase runner but I could be wrong. The method for going under the map has been out for a while though

The method for going under the map has been out for a while though

...go on. Don't tease me with a good time.


18 Feb

Comment

Originally posted by BottlecapYT

Only way to get out would be to Revenant Totem, enter as Wraith, then grenade+portal out. Basically no, we didn't get out.

Lmao. I think I got a fix for this locally. Now pinky promise you won’t do this again so I can go back to watching anime and working on future content :)

Comment

Originally posted by BottlecapYT

I'll try to limit my exploit finding to once a month to make things easier on you.

Lol it’s all good. Trident bugs are expected. Did you manage to get out?

Comment

Welp. I know what I’m working on today lol


26 Nov

Comment

Originally posted by Superderpygamermk1

FINISH THE DAMN TURKY

Ugh fine! You win! Thanks for the wisdom lol

Comment

Originally posted by draak1400

There are more invisible things on the map. There is an invisible box at hydroponics (hope I spell this right). There is one up a door at that place with two towers that are connected.

Those two are fixed locally! Rogue clip that previous had geo in its place but was removed at the last moment.

Comment

sigh Note to self: Don’t look at the Apex subreddit before basting a turkey. I’m now compelled to head downstairs and open the map to see how exploit-y this looks...


24 Nov

Comment

Originally posted by thatkotaguy

Is that why if you get knocked in the phase runner you fall to your death under the map instead of popping out at the other end? I’ve had it happen a few times to storm damage and thermites.

Hmmm that’s probably a bug. I’ll see if we can reproduce that and get a fix in. You shouldn’t be able to die in it, but I bet the thermite played a part. Sorry about that!

Comment

Originally posted by aupa0205

Well when teammates go through the Runner, it looks like they get temporarily teleported below the map on someone else’s screen. I imagine it’s to prevent deathboxes from glitching under the map and being irretrievable.

You’re almost right. There’s two phase runners because the one within the map is full of occluder brushes to help with performance. To prevent players from seeing those, we duplicated the phase runner below the map and use the “white flash” effect to hide your transition below to simulate you going through the real one. Then teleport you back up top with another white flash effect. The reason you probably noticed is because we couldn’t block player tag names below the map in time.

We don’t kill players in the phase runner runner to reduce complexity of the task. We don’t need to kill you to solve our issue. What did need to be solved was reducing the potential abuse of using the phase runner late game to avoid circle damage. I’m sure you can imagine how abused that could have been...

Comment

Originally posted by Dante200

What about those that land out of reach where you fall out of the map?

That’s fixed locally and will be patched soon! Requires a client side patch for reasons I can’t speak of just yet