Saturday, December 3

Could the H1Z1’s point system offer a fairer score for Apex Legends esports?

Fans and pros have complained about the ALGS point system this season, but could the inspiration from the H1Z1 make things better for everyone?

Apex Legends Global Series Season 2 has progressed so far without too much trouble aside from the covid. The cancellation of the January in-person LAN event will likely make the headlines for Apex Legends esports, but it was inevitable. However, both players and fans have complained about the point system that ranks players based on their performance in the match and ultimately crowns the million dollar championship winner.

First i have to explain which point system we are talking about, because in Apex Legends esports there are three different scoring systems. No, I don’t know why. First, there is the regular point system that scores teams based on their performance in a match. The more of the 20 competing teams you survive, the more points you get: the winner of each round receives 12 points, second place 9, third place 7, and so on. Teams also get a point for every kill they make, and these two scores are added together to create the leaderboard. The team with the most points after a specified number of games (usually six) wins the tournament.

However, in the ALGS Pro League, teams receive points based on their placement in this overall ranking. The best team gets 12 points again, the second place gets 9, and so on. It doesn’t matter if you came second by one point or 63 (both happened), you get the same reward for the overall leaderboards.

When it comes to big events, the match points rule comes into play. Teams play matches using the first point system mentioned above, but are only eligible to win the tournament once they reach 50 points. Once a team has reached that milestone, it needs to win a round to be crowned the tournament winner. This means that the tournaments can practically continue. Forever or finish in a handful of rounds, but neither extreme has occurred to date.

While the last two point systems are controversial in their own right, we’re here today to talk about the main system, the first one I described in this article. While it is now Apex Legends’ established tournament scoring system, many pro players are unhappy with it as they feel it does not fairly represent in-game performance.

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However, it is difficult to get it right. Battle Royale esports has never cracked the formula for accurate scoring as any system that favors location or kills will be abused. Many PUBG tournaments turn into hideouts because location is more important for scoring points than killing. Call of Duty: Warzone tournaments are almost all slaughter races, where locations don’t matter at all and often teams don’t even fight each other but instead see how many members of the public they can eliminate within the allotted time limit. .

However, there is a suggestion that H1Z1 achieved the Battle Royale score, so I was wondering if the system could be effectively applied to Apex esports. Esports fans will argue against this, but from an outside perspective, it seems like a good way to score Battle Royales. Of course, H1Z1 died a death and is now played by a average of 81 people per day on PC (I’m scared to think what the queue times are), but as an esport it’s pretty well regarded, at least in terms of Battle Royale.

The point system works like this: teams score one point for every kill they score, and the location gives a multiplier bonus to those kills. The multiplier is 2x for first place, 1.5x for second through fifth, 1.25x for sixth through 10th place, and a brutal 0x for any team that ranks 11th or less. You also get 10 points for a melee kill instead of a normal kill, but let’s ignore that for now because it’s wild.

This point system places a lot of importance on kills, but the fact that the bottom half of the teams get nothing, even if they accumulate a large hit list, should prevent matches from turning into kill races or teams stop mimicking too much too soon. However, once the rounds are down to ten, will the entire strategy be lost?

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To give an estimate of what we might expect, I watched the first H1Z1 Pro League game in April 2018. You can watch it in full. here, but I’ll break it down for you. In H1Z1 there are 15 teams of five players, and in this match it took 15 minutes to register the first kill. However, when things heated up, the lobby was reduced from 40 players to just the winning team in just two minutes. The slow start is pretty common in Battle Royale esports, but the removal of the final half of the lobby in such a short amount of time is downright ridiculous. For comparison, in the final NA ALGS Pro League match between Groups A and C, it took four minutes to eliminate the last 50 percent of the teams – twice as long.

There are many other factors to consider, but from the outset it seems that the point system encourages taking risky fights and pushing opponents into inopportune positions. Third parties and irrational decision making are the bane of professional gamers’ lives, so a more kill-focused point system might not be the best idea. The final circles in Apex Legends tournaments are hectic, sure, but we don’t want the round to end before we get there because they have all butted each other headfirst.

Is there anything Apex Legends esports can take from the H1Z1 scoring system? And no, not the melee ten point kill prank. After all, it seems like a good way to reward teams that kill opponents. Y place well. Taking out four full teams is tough in competitive Apex after all, but it’s easier if you don’t care about positioning yourself well. Get kills Y Getting there first is the hardest skill to balance and H1Z1 rewards you in principle.

Percentage modifiers for the number of kills might work, but a larger range of percentages would probably be needed to encourage players to focus a bit more on locations once they hit the top ten. However, this could increase the disparity between teams that finish one place apart and make things less balanced overall.

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It’s worth noting that applying scoring to Apex events retroactively is useless, because different criteria for earning points will affect playstyles and potentially change results. For example, a kill-based scoring system would ensure that Wattson’s meta would never return (Caustic might be out as well, but Valk would continue his meteoric rise) and would likely see the use of the slightly overpowered Rampage LMG further increase.

If we cannot apply any system retroactively to the results, then it is almost impossible to know if it would work. However, a system that rewards teams for killing opponents Y We need to rank high on matches if we are to ensure that Apex Legends esports crowns the best teams as winners and creates a fun experience for spectators.

H1Z1’s point reward kills a bit too much for competitive Apex Legends, which at the highest level is very tactical and methodical, but there are definitely insights we can take from its innovative multiplier system. Apex’s point system should reward teams that perform well in both of them Points and Placement if you really want to prove who the best players are – any decent pro-level roster can get a ton of kills or high ranking, but it takes a truly skilled and synergistic squad to pull off both in the same match. It’s a tough line to tread – the bounty placement is too high and the matches will be boring as everyone is hiding in the corners, but the bounty kills too much and the tournaments turn into slaughter races and half the tactical nous is lost .

H1Z1 doesn’t provide a clear answer for Apex Legends’ perceived point issues, but perhaps its groundbreaking ideas will provide food for thought to EA bosses. However, even if the ALGS stays the same, at least it will always be better than the Samsung Odyssey Invitational.

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