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PROGRESSION UPDATE
TL;DR - Player Level Progression Changes. Read the full notes here.
- Player Level cap increased from 100 -> 500
- XP required to hit level 100 has been reduced by approximately 5% to smooth out per level XP increases
- Players can now earn 199 Apex Packs by level 500 (previously 45)
- Level 2 - 20: One pack every level
- Level 22 - 300: One pack every two levels
- Level 305 - 500: One pack every five levels
- You will continue to earn 600 Legend Tokens per level
- Apex Packs rewards will be retroactive
- Players will also earn a Player Level Gun Charm every 100 Player Levels
NEW GUN CHARMS!
- 36 new Gun Charms are going into Apex Packs at Epic and Legendary tier.
- Gun charms will also appear in the Rotating Shop for players who prefer direct purchase.
THE PEACEKEEPER
We’ve heard feedback loud and clear that the Peacekeeper is still feeling too powerful after latest changes. We are working to push out more tweaks to address it ASAP and will post details on timing and what those changes will be soon.QUALITY OF LIFE
- Helmets and armor should now be more colorblind compatible and appear slightly more vibrant - please let us know if this improves the experience for you!
- Added on/off setting that determines if taking damage while looting a deathbox closes the menu. You can toggle this in the Gameplay section of settings.
- Improvements to final circle locations to help bad end locations and provide more variety.
- Players that have auto-sprint enabled can now sprint out of a slide by using L3.
- Added inspect animation for Lifeline’s Heirloom.
- Fixed bug where “Thank you” key became unbound. It’s now back to its original default: “F1”.
- [PC ONLY] Fixed issue where using any arrow key after selecting a number field in the settings would jump to the next option instead of changing the selected value.
- Gold Armor spawn rate has been reduced.
- Players will now receive a prompt allowing them to cancel Finishers in progress.
BUG FIXES
- Fixed bug where other players would appear to be in the wrong Rank (e.g. they are actually Apex Predator but appear Bronze IV)
- Bunch of bug fixes to World’s Edge related to collision, geometry, supply bins spawning in bad areas, and cases where loot couldn’t be picked up in certain areas near Geyser.
- Fixed bug where sometimes the Respawn Dropship would be silent when arriving.
- Fixed bug where Bangalore would reference the Skullpiecer hop-up when pinging a Wingman.
- Fixed issue where player banner would appear off center in the match summary / squad eliminated screens.
- Fixed a visual bug where the progress bars for Shield Cells and Phoenix Kits appeared desaturated and hard to read.
- Fixed bug where players were able to instantly revive in certain locations.
- Fixed bug for rare cases where a player was unable to revive a teammate while outside the Ring.
- Fixed bug where the visual FX for the knockdown shield would remain visible after being destroyed by an enemy.
- Fixed bug where equipping the EVA-8 Auto Shotgun Double Tap hop-up would remove the rate of fire increase from equipped shotgun bolt.
- Fixed bug where some Legends would relay incorrect “ability not ready” sound FX when trying to activate an ability that was still on cooldown.
- Fixed a visual bug where sometimes when a Legend starts using a Shield Cell it causes their weapon to appear to be briefly floating past their arm.
- Fixed bug where sometimes the Train's lead car would detach from the rest of the Train after a player stops and then starts it back up.
- Fixed bug for cases where players could get crushed by the Train while standing near the back of the front car.
- Fixed bug where Legend’s faces would appear distorted in third person during matches and while browsing inventory.
- Fixed issues with corrupted graphics and frame drops that we found were related to detonating ordnance in certain locations causing object to trigger bad pixels.
- Fixed bug for cases where flying Crypto’s Drone near the Train can cause Crypto to move around without player input.
- Fixed a bug where Crypto’s tactical hud looked like it was stuck recharging until you used it.
- Fixed bug for cases where a deathbox would not come to rest on stairs and players were unable to retrieve the player’s Banner Card..
UPDATE TO KNOCKDOWN SHIELDS
- KO shield protection now extends over and behind the player’s head.
- Changes to Shield health
- Common [gray]: 100hp -> 200hp
- Rare [blue]: 250hp -> 450hp
- Player movement speed while KO Shield is active reduced: .65 -> .55
FIRING RANGE
- Friendly fire is now supported! You can toggle it off and on in the setting menu. The option only appears if more than one player is in the Firing Range with you.
- [PC ONLY] Fixed cases where players could not enter the Firing Range.
- Fixed various issues related to players in other realms affecting each other in Firing Range including:
- Seeing other Legends abilities and animations that are not in your realm.
- Invisible zip lines.
LEGENDS
- Wattson’s Trophy System
- The trophy system is now significantly more aggressive in the way it shoots down grenades. Rather than just identifying between incoming and outgoing projectiles, it now predicts the trajectory of grenades thrown within the interception zone and intercepts them if they will land anywhere within that zone. This means that no grenade can contact any surface within the interception zone regardless of team, but players can fire grenades outwards from anywhere within the zone.
Let us know what you think in the Feedback Thread
- Player Level cap increased from 100 -> 500
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Publisher: Deep SilverDeveloper: Ys NetRelease: November 19, 2019Rating: TeenReviewed on: PlayStation 4Also on: PCAfter a successful Kickstarter campaign backed by almost 70,000 fans who longed to see Ryo Hazuki’s journey continue, developers Ys Net and Neilo created a new Shenmue game – one that would feel right at home on the Dreamcast. Shenmue III provides a deep well of nostalgia for fans returning to the series, but also feels dated and desperately needs to evolve in key areas. It is a game that time forgot, a new experience that stubbornly clings to its retro roots and ignores most innovations that shaped interactive entertainment for the last 18 years.
Picking up exactly where the last chapter left off, we see young Ryo and his new friend Shenhua Ling emerge from a cave to continue tracking Lan Di, the man who killed Ryo’s father. This opening moment flashes fool’s gold in front of players, with a scenic walk backed by stunning visuals. You see highly detailed textures, lushly populated storefronts, and lightning that makes Bailu Village look like one of the most tranquil places on the globe. The world looks great, but is the only part of the game that is truly modern. The gameplay that follows screams of the early ‘00s and can be downright awful – not just from how old it feels, but also how poorly conceived it is.

While I had some fun ignoring Ryo’s bid for revenge to dabble in a nice selection of side activities (such as catching ducks or collecting capsule toys), the critical path suffers from monotony. This is primarily due to an overreliance on talking to civilians to uncover the path forward. Shenmue III struggles with how it implements conversations, and yet that’s what you do most of the time. The dialogue is stilted, lines are repeated, and some responses don’t line up with the question at all. Ryo’s line of questioning also makes him sound like the world’s worst detective. “I’m looking for some thugs. Have you seen them?” “Do you know where I can learn kung fu?” Get used to hearing him ask about these things for hours on end.
When Ryo isn’t engaging in these maddening exchanges, he’s training to improve his skills – not just to take on Lan Di, but those pesky thugs and plenty of other threats. He gains experience and levels up by sparring against other opponents and by practicing on training dummies. Despite the exercises being incredibly boring – like squatting in place for a minute – the skills you collect provide a nice pursuit of power. If you take the time to train extensively, you can basically break the game balance and become a monster of a combatant, which I found to be worthy of my time in light of the suspect combat system.

Battles are more fluid than in Shenmue 1 and 2, allowing you to initiate special attacks with a click of a button, but don’t expect every hit to land – even if you punch someone square in the face. All too often, I would knock an opponent down, circle around to get behind them, and then perform another devastating blow that, despite hitting the target spot on, didn’t do any damage or stagger them at all. It’s like I didn’t even deliver it. The targeting lock also has a mind of its own, losing track of your opponent when he falls. These inconsistencies can be infuriating, especially since you may need to stop retrying a battle to buy more food to restore your health, which could also mean you need to take on a job or be forced to gamble to have the requisite funds.
Some of the mission designs are clearly used to halt player progress, such as being forced to earn enough to buy a bottle of wine or a book. Earning this money sometimes falls onto dumb luck at the casino or completing mundane jobs over and over again. Inconsistency is everywhere. You can sometimes fast travel to speed up the clock to reach a story moment, but not always.
Click here to watch embedded mediaShenmue III is often frustrating, but I still enjoyed my time in Bailu and the other locations Ryo eventually visits. The freedom to explore and do what you want still holds plenty of fun, and the world is charming; it has its own vibe, flair, and pacing. I just didn’t like it when Ryo would talk or fight, which just happen to be what Shenmue III’s critical path is mostly about. It also has plenty of QTE moments, which are oddly the most polished and fair part of this experience. In these moments, Ryo skillfully ducks and weaves out of the way of punches and obstacles, and should you happen to miss a button press, you immediately get another shot. They’re fun to watch and don’t punish you.
I also enjoyed the journey that Ryo and Shenhua took, even though little progress was made in the overall story. Fans knew this going in, however, as director Yu Suzuki stated Shenmue III only gets us through roughly 40 percent of Ryo’s tale. We’re not even halfway through this epic idea yet. Despite having many issues with Shenmue III, I’m glad I returned to this world. It scratched an itch I didn’t know I had, and periodically showed me why it was an important game back in the day. But it mostly reminded me of why a third entry didn’t release for almost two decades.

Score: 6
Summary: After 18 years, Ryo is back and he hasn't learned a thing in his time away.
Concept: A sequel 18 years in the making that feels like it was made 18 years ago
Graphics: The world is filled with details and scenic shots. Character models range from realistic to cartoony, but they all mesh somehow
Sound: Music loops too quickly, and some of the voice acting made me cringe
Playability: Conversations are repetitive and often pointless. Combat is clunky and inconsistent. QTEs and minigames are sadly the most polished parts
Entertainment: Exploring small towns is still fun and rewarding until you have to engage in battle and dialogue. Then it falls apart
Replay: Moderately Low
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Starting December 3 we will be making changes to Player Level progression, which includes raising the level cap as well as rewarding players as they progress. We will also be introducing new gun charms to the Apex Packs. To find out all of the latest, check out the details below from Lee Horn, Direct of Product Management for Apex Legends.
All Hey,
Leeeeeee-RSPN here! We know y’all have been asking for more free Apex Packs and a higher level cap so today we’d like to share our upcoming changes to Player Level progression and rewards (resulting in MOAR FREE STUFF). Additionally, we’re also introducing Gun Charms into core Apex Packs for players who want to further swag out their favorite weapon in their own style.
TL;DR - Player Level Progression Changes
- Player Level cap increased from 100 -> 500
- XP required to hit level 100 has been reduced by approximately 5% to smooth out per level XP increases
- Players can now earn 199 Apex Packs by level 500 (previously 45)
- Level 2 - 20: One pack every level
- Level 22 - 300: One pack every two levels
- Level 305 - 500: One pack every five levels
- You will continue to earn 600 Legend Tokens per level
- Apex Packs rewards will be retroactive
- Players will also earn a Player Level Gun Charm every 100 Player Levels
TL;DR - Gun Charms
- 36 new Gun Charms are going into Apex Packs at Epic and Legendary tier
- Gun charms will now appear in the Rotating Shop for players who prefer direct purchase
Player Level Cap Increase & an Additional 154 Apex Pack Rewards
The Player Level cap has been increased from 100 to 500. Players can now earn a total of 199 Apex Packs related to Player Level rewards at the following cadence:
- Level 2 - 20: One pack every level (19 Apex Packs total)
- Level 22 - 300: One pack every two levels (140 Apex Packs total)
- Level 305 - 500: One pack every five levels (40 Apex Packs total)
- You will continue to earn 600 Legend Tokens per level and per 18,000 XP at level 500
The net impact of this change is that players will now earn 59 Apex Packs from level 1 - 100 (up from 45 Apex Packs prior to this change). All players will be retroactively awarded any Apex Packs they should have received under this new system. For example, players who are currently level 100 will receive 14 Apex Packs when this system goes live.
Players will now earn a new badge every 10 levels from 110 - 500.

Players will also receive a Player Level Gun Charm inspired by the above badges at levels 100, 200, 300, 400 and 500.

Player Level XP Reductions
Under the old system, there was a large increase in XP required at level 26. Under the new system, we’ve reduced the rate at which XP required to level up increases from levels 20 to 58. The net impact of this change is that the XP curve should be softer for new players, meaning they will get more rewards, faster through level 58. Additionally, the total XP required to hit level 100 will be reduced by approximately 5%. Because XP requirements are being reduced, players between levels 20 and 99 may find they are a level higher after this change goes live, if they were close to leveling up. These XP changes will have no effect on players already at level 100.
The maximum XP required per level will remain at 18,000 starting at level 58 (26 in the old system) and will remain constant through level 500.
Gun Charms
We’re introducing 36 new Gun Charms to Apex Packs. They will be available in Epic and Legendary tiers. Additionally, Gun Charms will now rotate through the Shop.

As always, we appreciate all of your support and feedback. We hope these progression improvements make playing Apex Legends a more rewarding and engaging experience!
Leeeeeee-RSPN
(Source)
- Player Level cap increased from 100 -> 500
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