This Apex Legends Death Box revamp would make looting a lot more efficient - Dexerto
Apex Legends

This Apex Legends Death Box revamp would make looting a lot more efficient

Published: 2/Apr/2019 3:12 Updated: 8/Oct/2020 14:28

by Albert Petrosyan


Looting is one of the most important aspects of Apex Legends, and one players has proposed an idea that could make looting Death Boxes a lot easier and faster. 

What are Death Boxes in Apex Legends?

Death Boxes are crates of loot dropped by players when they get eliminated that carry all of the inventory they had when they were still alive.


When a player gets eliminated, the dead body gets replaced instantly with a Death Box, which will take on the color of the highest rarity item in the crate.

How does looting Death Boxes in Apex Legends currently work?

In order to loot a Death Box, you must first approach it and click the designated button to search through its contents.


The current layout/UI that pops up when looting a Death Box has the items listed out one per line, separated by categories such as weapons, ammo, gear, attachments, and consumables.

Each item features its logo, name, rarity, quantity, ammo count (in the case of ammo or weapons), and an indicator that lets you know if you currently can not pick up that selection.

The current layout/UI for looting Death Boxes lists all of the contents one item per line, divided by categories.


How can Death Boxes in Apex Legends be improved?

Reddit user ‘Baby_Pigman’ has come up with a brilliant concept that would introduce three more layouts/UI for looting Death Boxes in addition to the one that exists now.

  • Standard: The UI that currently exists in the game which features items listed one-per-line.
  • Compact: Similar to the Standard in the listing pattern but minimized to show a lot more items at once
  • Small Grid: Lists like items next to each other in a grid instead of one-per-line in a list. All information still presented, including names of items.
  • Big Grid, No Names: Similar to the Small Grid but removes the names to make more space for each selection to be larger. All info still presented except for names.

Reddit u/Baby_PigmanThis Reddit concept would allow players to choose one of four layout/UI options to pop up when they’re looting Death Boxes.

The way this concept would work is that players would now have the ability to select what kind of UI they wanted to pop up when looting Death Boxes.


Players who enjoy the current UI would just stick with the Standard, while others would have three new options to choose from that could make the game a lot more playable for them.

With this ingenious concept already out there, the main question remains whether Respawn Entertainment would be willing to implement it or something similar to the game.


Seeing as how the game is still only around two months old, it’s not out of the question that we could see something like this sooner rather than later.

Apex Legends

Apex Legends SBMM controversy: Is EA rigging your matches?

Published: 8/Oct/2020 14:06

by Calum Patterson


In the midst of Season 6 in Apex Legends, the controversy about SBMM (skill-based matchmaking) has reared its head again. A 2017 paper from EA researches appears to show a nefarious matchmaking algorithm, leaving players both concerned and angry.

But, before you grab your pitchforks, there are a few key facts that have been lost among the debate on social media.


In an attempt to better explain what we know about matchmaking in Apex, the research from EA, and what it all actually means for you – the player – here is everything you need to know.

First, though, if you don’t know what SBMM even is, here is a quick recap.


What is SBMM?

Skill-based matchmaking is the name for the predominant system used (or allegedly used) in the majority of online, PvP, multiplayer games. Respawn, the developers of Apex Legends, have confirmed that their system uses skill level as a factor in matchmaking.

They’ve said that this system has always been there, will stay, and that they are constantly trying to improve it. The say SBMM is better for the long-term health of the game, and for keeping players playing and having fun.

However, this 2017 paper, written by a handful of researchers from EA, appears to argue the opposite; that fairer matches are not actually best for ‘engagement’ (i.e. keeping you playing or spending). Instead, another system called EOMM is apparently better. So, is SBMM not actually a thing at all?

SBMM in Apex Legends
Respawn Entertainment
SBMM has been a hot topic in Apex for ever since launch.

Is Apex Legends rigging you to lose?

The short answer: No.

Respawn’s Principal Coder Michael Kalas has confirmed that Apex Legends does not use EOMM, and said “no one working on Apex matchmaking has read the patent.”

“Apex matchmaking is designed off skill. It’s not literally designed to make you lose, spend, nor play longer,” Kalas confirms. “Apex features are designed and measured to result in fun, entertainment, accomplishment, playing longer, etc.”


Some players, even professional players, have said based on their own feeling and experience, that there is some kind of system working against them in matchmaking.

Perhaps players are right to feel this way, perhaps not. We will probably never know for certain, as publishers like EA and Activision will never reveal the inner-workings of their matchmaking algorithms. This is because, once known, players could deliberately attempt to game the system. 


What is the EA research paper?

First, remember that this 2017 research paper is not linked to Apex Legends. After all, Apex was released two years after this paper was published.

It is simply a study, testing if such a system is successful at increasing player retention, and in turn, spending. This system is not SBMM. In fact, it argues that SBMM is actually worse for increasing player retention.

The system is called EOMM = engagement optimized matchmaking. Rather than matching players randomly, or based on their skill level, it combines a number of different factors, to try to increase ‘engagement.’

The paper concludes that “EOMM significantly outperforms all other methods in the number of retained players.”

What is EOMM?

Engagement Optimized matchmaking (EOMM) “aims to match players in an optimal way that maximizes overall player engagement.”

Based on a player’s last 3 outcomes (W)in, (L)ose, or (D)raw, the risk of them quitting changes. The paper presents this table, showing that three losses in a row, or two wins and a loss, will result in the highest risk of quitting (4.9% – 5.1%).

However, if a player has DLW, LLW, LDW, or DDD, their risk of quitting is almost half (2.6% – 2.7%).

A simplistic appraisal of this system then, would be, if you get a win, you might get a harder opponent the next match. If you lose, you get an easier opponent. Keeping the balance of wins, losses, and draws, is core to the EOMM system.

The fear is that the game could be “rigging” your matchmaking, to make you win or lose in a certain pattern. The goal of this system is to increase player engagement; things “such as time or money spent in the game, the number of matches played within a time window, or churn risk.”

But, the research paper was based on 1v1 matches, which might apply to a game like FIFA, but not Apex Legends. However, it concludes that EOMM could easily be applied to other, more complex matchmaking.

AC Milan FIFA 21
Games like FIFA could use EOMM, because it’s based on 1v1 matches.

Of course, EA and Respawn want players to be engaged with their game. They want players playing, staying to play more, and hopefully, spending money. So, it stands to reason that they would employ some matchmaking algorithms to optimize this.

But, this study was based on 500 players. Not the tens of millions who play Apex Legends. In the real world, there are countless other factors to consider, including ping, server location, partying up with friends, and much more.

What about SBMM?

The paper on EOMM argues that SBMM doesn’t work because of one key reason:

“Consider a cautious player who cares about protecting his rank among friends, and a risk taker who enjoys difficult matches. Pairing them with similarly skilled opponents will affect these players very differently. Even for the same player, their expectation on the coming match when they just lost three games in a row can be very different from that when they recently performed well.”

In their testing, EOMM retained 0.7% more players compared to SBMM, after one round of matchmaking. This might not seem like much, but over more matches, this number will increase: “For players who play 20 rounds of matchmaking games within eight hours, there will be 15% more players retained by EOMM” than SBMM.

But, the dislike of any system that is not purely random and based totally on connection, cannot be denied. It became a massive issue during Call of Duty’s Black Ops Cold War Alpha recently, where even pro player Scump pleaded with developers to make changes.

We can only hope that the developers take into consideration players’ concerns, and promote having fun in the game, and not just “engagement.”