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Показані результати 21–30 із 294,649,074
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9
Tropico 7 - Announced for Release in 2026!
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gavomatic57
У форумі «Counter-Strike 2 Обмін»
0
[H] $30,000 inventory, Knives, gloves and playskins 🥵 [W] Any offers!
21,036
47
🔴✅КИДАЮ ИНВАЙТЫ ДЕДЛОК🎁🔴
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pluton62cg
346
24
Patch 0.221.3 – Call To Arms (Public Test)
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MONKWORKS
У форумі «Rust Обмін»
0
trading steam gems for rust skins
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Sweeper_
1
is it just me ?
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Zothen
5
1
Silver was more fun than plat.
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Syntheticat24
Цитата допису Capataina:
I've been playing Apex Legends for almost 100 hours now—long enough to develop opinions, short enough to be completely wrong about everything. But here's what I've noticed climbing from Bronze to Plat: the better players get, the less they actually want to play the game.

Let me explain.

I started as an Ash main because she's aggressive and I like moving fast and breaking things. Classic approach. But somewhere around Silver, I realised my teammates had developed an allergy to combat. They'd rather spend twenty minutes looting buildings than spend twenty seconds shooting at people. So I switched to Caustic, became the bloke saying "let's camp this circle," and suddenly everyone started playing around me. But the moment I'd spot enemies and suggest we, you know, *engage with the core mechanic of the game*, I'd find myself in a 1v3 situation faster than you can say "third party."

Here's the thing: Apex's ranked system rewards survival over skill in a way that feels fundamentally broken. You can eliminate an entire squad solo and still lose points if you don't crack the top 5. Meanwhile, someone who hides in buildings for fifteen minutes, then swoops in for a couple of cleanup kills, gets showered with rank points. It's like a basketball league where passing the ball is worth more than making shots.

The game has trained players to default to avoidance rather than engagement. When in doubt, leg it. This creates a weird feedback loop where "good" players are defined not by their ability to win fights, but by their ability to avoid them until they're absolutely guaranteed to succeed.

I get that tactical decision-making matters. Knowing which fights to take is important. But when the system incentivizes hiding over fighting in a *battle royale*, something's gone sideways. A good player should be someone who can aim, who knows when to retreat, who manages resources well, who understands their character's abilities. Not someone whose primary skill is architectural appreciation.

And before you suggest casual modes—no. Nobody tries there. Fights are boring and unstrategic. Nobody cares about winning or losing. People die and quit rather than playing it out properly. It's like five-a-side football where half the players sod off when they miss a penalty. Ranked is the only mode where people actually give a damn about the outcome.

I've hit GM on EUW in League of Legends, so I'm not new to competitive games or team dynamics. But Apex is the first game where the ranking system seems actively opposed to the thing that makes the game fun. Maybe I'm missing something fundamental here. Maybe hiding until the final circles is the intended experience.

I'm curious what others think about this analysis. Perhaps there's a perspective I'm not considering, or maybe this is just how battle royales are meant to work at higher ranks.

The placement update makes ratting way more rewarded, so it'll sadly be worse the higher rank you go.
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sound bug
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KittenPurrr
10
Only 12K players?
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Billy Tommy
21
1
Pharah sincerely needs a rework and to be looked at more and here is why.
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Sky
Показані результати 21–30 із 294,649,074