Season 2 of the Apex Legends Global Series has gone without too many problems so far – Covid aside. The cancellation of the January personal LAN event will likely top the headlines for Apex Legends esports, but it was inevitable. However, gamers and fans alike complain about the scoring system, which rates players based on their gaming performance and ultimately crowns the winner of million dollar championships.
I have to explain it first the Scoring system that we’re talking about because there are three different scoring systems in Apex Legends eSports. No i don’t know why First, there is the regular scoring system that scores teams based on their performance in a game. The longer you survive from the 20 competing teams, the more points you get: the winner of each round gets 12 points, second place 9, third place 7 and so on. Teams are also awarded one point for every kill they take, and those two points are added together to create the leaderboard. The team with the most points after a certain number of games (usually six) wins the tournament.
In the ALGS Pro League, however, teams receive points based on their placement in this overall ranking. The best team gets 12 points again, the runner-up gets 9 and so on. It doesn’t matter if you finished second with one point or 63 (both happened), you will get the same overall ranking reward.
The match point rule comes into play at major events. The teams play games according to the first point system mentioned above, but cannot win the tournament until they have reached 50 points. After a team reaches this mark, it must win a round to be crowned winner of the tournament. That means tournaments can practically go on forever or be over in a handful of rounds, but no extreme has occurred so far.
While the latter two scoring systems are in and of themselves controversial, here we are today to talk about the main system, the first that I described in this article. While it is now the established Apex Legends tournament rating system, many professional gamers are not satisfied with it as they feel that it does not adequately represent performance in the game.
However, it’s hard to get this right. Battle Royale Esports never cracked the formula for accurate scoring as any system that favors placements or kills too high is abused. Many PUBG tournaments evolve into games of hide and seek, as placement is more important to score points than kills. The tournaments of Call of Duty: Warzone are almost all kill races in which placements do not matter and often teams do not even fight against each other, but see how many members of the public they can take out within the given time limit.
However, there is a suggestion that H1Z1 nailed battle royale scoring so I was wondering if the system could be effectively applied to Apex esports. Esports fans will argue against it, but from the outside it seems like a great way to score battle royales. H1Z1 died of course and is now being owned by one. played an average of 81 people per day on PC (I’m afraid to imagine the wait times) but as esport it’s viewed pretty well, at least in terms of battle royale.
The scoring system works as follows: Teams get one point for every kill they score, and placement grants a multiplier bonus for those kills. The multiplier is 2x for first place, 1.5x for second to fifth place, 1.25x for sixth to tenth place and a brutal 0x for all teams that take 11th or lower place. You also get 10 points for a melee kill instead of a normal one, but let’s ignore that for now because it’s wild.
This scoring system puts a lot of emphasis on kills, but the fact that the bottom half of teams get nothing, even if they put together a juicy hit list, should keep matches from turning into kill races or preventing teams from aping too much and too soon. However, if the rounds got down to ten, would all strategy be out of the window?
To give an idea of what to expect, I watched the first H1Z1 Pro League game from April 2018. You can see the whole thing herebut I’ll break it down for you. There are 15 teams of five players in H1Z1, and in this match it took 15 minutes to register the first kill. When things got hot, however, the lobby was reduced from 40 players to the winning squad in just two minutes. The slow start is pretty common in battle royale esports, but the last half of the lobby eliminated in such a short amount of time is frankly ridiculous. For comparison: In the final of the NA ALGS Pro League between Groups A and C, it took four minutes for the last 50 percent of the squad to be eliminated – twice as long.
There are many other factors to consider, but from the start it seems like the scoring system will help take risky fights and place opponents in awkward positions. Third party and irrational choices are the bane of professional gamers’ lives, so a more killing-focused scoring system may not be the best idea. While the last few circles at Apex Legends tournaments are hectic, we don’t want the round to end before we even get there because everyone was pounding on each other.
Is there anything Apex Legends Esports could take out of the H1Z1 scoring system? And no, not the ten-point melee kill mischief. After all, it seems like a great way to reward teams that kill opponents and place well. After all, in competitive apex, wiping out four entire teams is tough, but it’s easier if you don’t care about a good placement. Getting kills and Getting first is the hardest skill to balance, and in principle the H1Z1 rewards that.
Percentage modifiers to the number of kills could work, but there would likely need to be a wider range of percentages to encourage players to focus a little more on the placements once they hit the top ten. However, this could widen the gap between teams locking a course separately and make things less balanced overall.
It’s worth noting that applying scoring to Apex events retrospectively is pointless, as different criteria for earning points will affect the style of play and potentially change the results. For example, a kills-based scoring system would ensure the Wattson meta would never return (Caustic could possibly be out too, but Valk would continue their meteoric rise) and would likely further increase the stakes of the slightly overpowered Rampage LMG.
If we can’t apply a system to results retrospectively, it’s almost impossible to know if it would work. However, a system that rewards teams for killing opponents and A high ranking in games is necessary if we want to ensure Apex Legends is running esports to crown the best teams as winners and provide a fun experience for viewers.
H1Z1’s point reward kills a little too high for competitive Apex Legends – which is very tactical and methodical at the highest level – but there are definitely ideas we can take from its innovative multiplier system. Apex’s scoring system must reward teams that do well at both Points and placements when it really wants to prove who the best players are – any decent pro-level squad can either get a ton of kills or place themselves high, but it takes a really experienced and synergistic team to do both in the same game reach. It’s a difficult line to go: Reward placements too high and matches get boring as everyone hides in corners, but reward kills too high and tournaments become kill races and half of the tactical nous is lost.
H1Z1 doesn’t offer a straightforward answer to Apex Legends’ perceived scoring issues, but perhaps its innovative ideas provide food for thought for the chief honors at EA. Even if the ALGS stays the same, it will at least always be better than the Samsung Odyssey Invitational.
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