- Game Designer - Senior Game Designer -AmandaD - Lead Writer -Travis - Gameplay Engineer - Director of Comms _quazz - Senior Level Designer - Team Director, Respawn Vancouver
EDIT: THE AMA HAS CONCLUDED! Thanks everybody!
In today’s AMA we’ve assembled some of the lead devs from the team that brought you the Emergence update—including Seer, the Rampage LMG, the latest World's Edge update, and Ranked Arenas.
Today's AMA officially opens at 11:30am PT and runs until 1:00pm PT.
Got questions? Hit us.
Below is the list of devs participating in today’s AMA, along with their area of focus. Feel free to point specific questions at any of us by tagging us._Jello" class="reddit-press-user-link" target="_blank" rel="noopener"> _Jello
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Hey! Mr. ModBot filled up his post with replies, so I'm posting them here instead!
Part 2 (This Comment)
This isn't a fun answer, but I don't think I can answer any of these without spoiling future reveals, especially things we'd like to explore through skins.
The one I can answer is that Wraith always hears the voices, but has found a way to tune them out over time when needed.
We briefly looked at Fragment as we are aware of the communities feedback in regards to a lot of the players landing there. Fragment is a massive central POI and we would require a lot of planning, iteration, and playtesting as we would want to make sure we nail it. That being said, we won't rule out anything for the future. We hear you and the community and are paying attention.
We had around the same amount of time for development on the map update for any other season map update. Season 9 development was a little different as we were introducing Arenas and that took up some of our art resources for Olympus. We always try and push for fresh new spaces that really make the map feel new! Stay tuned, we got some stuff coming 🙂
Nope, it'll be sooner than that.
Thanks! Glad you're liking the gun 🙂 We currently like the choice of having to use up the charge before charging it up again.We want the moments to charge to be meaningful and I'd worry if you could keep toping it up you'd end up trying always stay in the Revved up state. We like the risk reward of knowing when is the right time to charge it up.
Thanks! I made a note of this in case trying it in firing range helps lead to the fix.
With Apex, we have some levers that we can tune with a patch and some that we can tune on the fly. Regardless there's a whole testing process that we have to go through and as much as I'm sure we'd love to be able to do these things instantly the reality is that we can't, and they can take some time to go through the process and ultimately be released.
Yep, looking into it
Just to clarify, the intent was strong and not broken. I think you can look back at some of our previous legends and see that we missed the mark there, where they were picked a lot in the first week and then they fall into obscurity. At the end of the day we just can't know exactly how something is going to land in the wild with 100% accuracy. Seer is too strong right now and we'll be looking to adjust him soon in an upcoming patch.
I'll just tackle #2 since the others are addressed elsewhere in the thread:The level cap is one of those features that has existed for a long time and we've been looking to update it for along time too but we plan to do this in a few phases. First we are planning to straight up increase the cap with maybe a couple small changes in the mix but we also want to future proof it with some of the other progression mechanics we are developing that are not yet ready. With that said we may hold out a little longer to ensure these core systems are as consistent and stable and future proof as we can with fewer bigger changes rather than constantly making small changes.All of that is to say you can expect a more significant update to the whole system in the future with a possible level cap between that larger update when our other progression system features are ready for prime time.
The cone on Bloodhound's tac is much more generous than the cylinder for Seer's tac. It's pretty easy to walk to up a POI and tag everyone in it with Bloodhound whereas Seer's tac isn't nearly as easy to hit enemies with.
This is right! We weren't sure exactly which hop-up we were doing until relatively late in the process. We'll get around to it probably next season.
Horizon's backstory and personality were ultimately created by Sam Gill, but the part I got to develop was making sure her connection to her son and her representation as a mother--especially a working mother--felt authentic. I channeled a lot of my own persistent fears of ever not being around to protect my son, especially with all the stresses of the past couple years. I also drew from what is probably the strongest emotion I've ever felt: my love for my son and my desire to move heaven and earth to give him a good life. Horizon's unflappable optimism and almost superhuman ability to surpass every seemingly insurmountable obstacle to make her son happy and safe is an inspiration and a mindset I happily inhabited in 2020.
Yes, as of right now, that is usually how we approach Town Takeovers. Maybe in the future that could change, that's the benefits of working on a live service game 🙂
I personally like the idea of supporting it at the settings level but I'm really not the guy who owns these decisions. Nevertheless I can take this on to the team and raise visibility on it!To your other note: I've heard a lot about that re: sounds being audible across the map. If I had to guess I'd say it's because of the way our servers send updates about the map (whole world data is transferred every tick). We have a strike team working on audio right now which we hope will help us solve some longstanding issues. We know there's work to be done here.
We generally look at holes in our roster of weapons and have a bunch of prototypes in the works. It just comes down to deciding what the best gun to focus on next and finding the right time to release it. Good suggestions, what do you think a smg that uses arrows would look like?
Balance and meta is always going to be a moving target as new things get added to the game. We've heard the Wattson feedback and know that players are eagarly awaiting changes, there's stuff actively in the works right now but I can't get into the specifics today.I don't think you can just look at the cooldowns to compare the two abilities. One has multiple charges and leaves behind a fence in the world that can have a persitant impact until its destroyed. The Seer tac goes off and hits some targets or it doesn't and then its totally done.We were aiming to differentiate the enemy/allied Seer abilities with the addition of the red tinting applied to the VFX. I know readabilitiy has come up a few times with the VFX for Seer and we're going to be taking a look at them to see what can be done to help with that.
Definitely a bug if it's still happening. I thought this was fixed? I'll double check what's happening but yes, recalling should not use up a tactical charge.
Is there plans for custom lobbies? atleast for arenas so friends with more than 3 people can play together or maybe potential for modes that supports more than 3 people?
Oh man custom arena lobbies would be so fun, if it's done like valorant customs I'd be so down
Sometimes in Arenas i cant charge my Sentinel or Rampage, sometimes it gets fixed by the next round: sometimes not. Are there any fixes in the works?
It's definitely on my radar. It doesn't repro in dev like it does on live, which has made it a little hard to track down. I'm hoping to get a fix out as soon as I can.
This happens very consistently for me when I go into the firing range and pick up only a rampage to charge it, both before picking up a thermite and after. I have to drop the weapon and get a new one to get it to charge.
Why was proximity interact changed sometime in 2019, without any mention in the patch notes? It's frustrating that we aim at our teammate to revive behind a door and the door flies open. This was not the case in season 0, but at some point in time you changed it without saying anything. Can we get some clarity on this and if we can get this ever changed in the future because it's an awful mechanic.
i want to know about this too!
Any ETA on the next gen update for apex?
Yes, please, it’s been 9 months!
Oh man, I WISH I had an update to share but we can't say anything definitive at the moment—so can't spoil anything here. Trust us tho, it's in the works and we're excited about it too
Any rough timeline on Cross Progression? Or maybe share some light on what the issue is that has prevented it for so long now?