Started By
Message

re: Apex Legends: F2P Battle Royale game from Respawn

Posted on 4/17/19 at 9:30 am to
Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/17/19 at 9:30 am to
Well my buddy and I had loot hog random teammates. Twice he pinged a weapon for me, I called dibs, and the random took it anyway. At one point I was ready to turn friendly fire on
Posted by jefforize
Member since Feb 2008
44104 posts
Posted on 4/17/19 at 9:44 am to
This post was edited on 4/17/19 at 9:45 am
Posted by bamabenny
Member since Nov 2009
14649 posts
Posted on 4/17/19 at 1:50 pm to
Won 3 in a row last night on Xbox, probably my longest streak yet. Longbow and G7 are actually useful now, but couldn't seem to find one very often. Gibraltar fricking EATS bullets now. Dude is just a tank.
Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/17/19 at 4:40 pm to
That's what I was saying. I think now people are picking up the Scouts and Longbows where before they would leave them and take another gun instead.
Posted by LSUcdro
Republic of West Florida
Member since Sep 2009
11129 posts
Posted on 4/18/19 at 7:04 pm to
quote:

bamabenny


We need to play sometime... been trying to hit you up on xbone
Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/18/19 at 10:22 pm to
Another 2nd. Buddy gets Kraber, misses shot. Ughhh.
Posted by bamabenny
Member since Nov 2009
14649 posts
Posted on 4/20/19 at 6:11 pm to
haha yea man, that's my bad..for some reason, you only shoot me an invite in the rare event that I actually have a decent squad online
Posted by dualed
Member since Sep 2010
4695 posts
Posted on 4/24/19 at 7:40 pm to
Anyone else have super crazy lag issues when there’s to many people in one area? It can’t be a connection issue for me, has to be something these guys can fix, idk. It’s started to make me want to play less and less.
Posted by Mystery
Member since Jan 2009
9003 posts
Posted on 4/25/19 at 2:43 pm to
quote:

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


Looking like a ranked mode may be coming to Apex. Sooner rather than later.

quote:

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.

Respawn DEV ~ 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.

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.

Respawn DEV ~ I like the way you think.


Posted by jefforize
Member since Feb 2008
44104 posts
Posted on 4/25/19 at 2:59 pm to
Interesting. Thanks for sharing
Posted by Mystery
Member since Jan 2009
9003 posts
Posted on 4/25/19 at 3:25 pm to
Also seems like Respawn is saying that in no way will they make their employees work 70-100 hour weeks like Epic is reportedly doing with Fortnite.

Glad they are saying they are putting TF games on the back burner and will/have not removed assets from Apex to work on Jedi. I was curious about that.
Posted by jefforize
Member since Feb 2008
44104 posts
Posted on 4/25/19 at 3:44 pm to
haha

Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/29/19 at 1:19 pm to
Really liking the Longbow now. Even without optics it’s easy to hit shots.
Posted by bamabenny
Member since Nov 2009
14649 posts
Posted on 4/30/19 at 8:55 am to
Been getting a little bored with this lately, hopefully some new stuff coming soonish.
Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/30/19 at 10:02 am to
My damage numbers and kills are going up, so that keeps me playing. But yeah, maybe a new weapon would be nice. Or maybe a buff to the Hemlok and Flatline. I never pick those things up.
Posted by TheCorelton
Member since Oct 2013
638 posts
Posted on 4/30/19 at 10:38 am to
quote:

Been getting a little bored with this lately, hopefully some new stuff coming soonish.


Same here. Friends have stopped playing too. I really enjoy the game but it definitely needs something else.
Posted by Matador
Member since Oct 2012
252 posts
Posted on 4/30/19 at 10:54 am to
Hemlock my go to
Posted by bamabenny
Member since Nov 2009
14649 posts
Posted on 4/30/19 at 11:28 am to
Hemlock is a damn good gun, Flatline is straight garbage except for the initial drop.
Posted by txpurpleandgold
Member since Nov 2005
1028 posts
Posted on 4/30/19 at 11:33 am to
Maybe I need to give it another chance. Do you burst fire it or change to single shot?
Posted by jefforize
Member since Feb 2008
44104 posts
Posted on 4/30/19 at 11:35 am to
hip firing the hemlock is pretty good
Jump to page
Page First 60 61 62 63 64 ... 98
Jump to page
first pageprev pagePage 62 of 98Next pagelast page

Back to top
logoFollow TigerDroppings for LSU Football News
Follow us on Twitter, Facebook and Instagram to get the latest updates on LSU Football and Recruiting.

FacebookTwitterInstagram