
官方公布了排位匹配测试结果。此前针对高水平车队优势测试了“限制组队跨度”与“钻石、大师及猎杀段位强制单排”。测试显示,段位限制改善微弱,而强制单排不仅未能平衡对局,还将顶尖玩家散布到更多队伍中,并导致核心玩家活跃度大幅下滑。因此官方不会永久实装强制单排机制,后续将探索更优解法,重大排位匹配改动预计将于第 31 和第 32 赛季实装。
查看官方原文《Apex 英雄》:匹配测试结果 - 2026/09/30 如需阅读本篇公告的完全本地化版本,请访问此处。 前言 在上个赛季“超频(Overclocked)[[待确认]]”期间,我们对排位赛匹配机制进行了两项临时调整测试。这两项测试都针对同一个问题——一个我们经常听到并高度重视的反馈:遇到由游戏顶尖玩家组成的多排车队体验非常糟糕,尤其是当他们的段位与你自身相去甚远时。 只有当你信任排位赛匹配系统时,它才能正常发挥作用。这意味着该系统必须准确体现你的技术水平,诚实展示你的对手是谁,并将你放入只要全力以赴就有可能上分的对局中。《Apex 英雄》的核心是一款竞技游戏,而排位赛正是玩家选择检验自身实力的舞台。 以下是我们的测试发现,以及后续的规划。 我们着手解决的问题 高水平玩家的预组排车队会给其他所有人带来糟糕的对局体验,在相对较低水平的大厅中尤为如此。我们从数据中清楚地看到了这一点。在整个排位赛中,由双排加一名单排补位组成的小队,其胜率比三名单排组成的小队高出 19%。而完全预组的三排车队胜率要高出 17%。这种行为的集中程度完全符合预期:大师段位的小队中有 85% 都是预组的三人车队。 两项测试均旨在解决预组小队带来的优势问题。 两项测试 测试 1:预组段位限制。你依然可以组队,但只能与相差一个段位以内的玩家组队,而非原本的相差两个段位。其目标是阻止跨度过大的小队将低段位玩家带入高段位大厅。 测试 2:仅限单排。钻石、大师和猎杀段位玩家被强制锁定为只能单排。顶尖水平的对局中完全不允许预组队。 对于这两项测试,我们希望衡量两件事:对局质量是否切实得到了改善,以及该改动的实际游玩感受如何。后者与前者同样重要,而且只有通过倾听大家的反馈,我们才能得出答案。 测试 1:段位限制仅对少数玩家产生微小改变 钻石段位玩家遇到的钻石对手减少了约 8%,而遇到的白金对手增加了约 8%。白金玩家则在大厅中看到了更多钻石玩家。在这两个段位之外,没有任何实质性的改变。 对一小部分玩家的微弱改善,并不足以抵消对其他所有习惯与相差两个段位以内的好友一同游玩的玩家所施加的限制。因此,目前我们不会将单段位限制变为永久机制。 测试 2:单排在机制上生效了,但并未带来体验上的改善 天梯顶端的预组三人车队确实消失了,但其余部分的发展并未如我们所愿。 获胜者并未改变 如果移除预组小队能带来更加势均力敌的比赛,我们本期望大厅中最强小队与其余小队之间的差距会缩小。协同作战是一种排位积分(RP)无法衡量的优势,因此剥离这种优势理应让大厅顶端的竞争回归到更公平的水平。 遗憾的是,这项数据几乎毫无变化。在钻石段位,比赛结果分布基本维持原状。在大师段位,顶尖小队的胜率略有下降,但前 10 名与后 10 名队伍之间的胜率差距依然保持在 9%。大厅中最强的小队依然会获胜,无论他们是否是一起组队排进来的。 面对顶尖玩家的暴露频率恶化了,而非好转 这是我们始料未及的结果,也是我们学到的最有价值的教训。 首先,简要回顾一下排位小队是如何构建的。匹配系统会将 60 名处于可用状态且 RP 相近的玩家拉入一个大厅,按 RP 对所有人进行排序,并将该名单均分为三份。每支小队会从前三分之一、中间三分之一和后三分之一中各分得一名玩家。系统正是通过这种方式来尽量保持各队伍之间的均衡。 当我们取消大师及以上段位的组队功能时,他们中的绝大多数人并没有离开大厅。他们被分散到每支小队各一人,而不是聚集在少数几支队伍中,这意味着更多比赛中的更多小队都包含了一名顶尖玩家。我们拆散了车队,却将他们散布到了整个大厅各处。 对于钻石玩家来说,这意味着在比赛中遇到大师或猎杀玩家的场次比以往更多了。 在我们的赛前技术展示界面上,情况看起来也比实际更加糟糕。目前,拥有一名大师玩家的小队与拥有三名猎杀玩家的小队在显示上是完全相同的。因此,当更多玩家更频繁地遇到单排的高段位玩家时,结果就是在比赛开始前屏幕上就出现了更多的红色提示。 这是玩家能直观看到的典型转变。这两场对局中的对手分布完全相同(6 名猎杀、36 名大师和 18 名钻石)。 我们将继续对这一展示机制进行迭代。 偏好社交组队排位的玩家活跃度下降 此处的回归率衡量的是:在测试开始前几天游玩过的玩家中,有多少在测试期间重返了《Apex 英雄》。数据表现最差的是那些此前习惯双排和三排的钻石及以上群体。这些玩家绝非可有可无的休闲玩家。他们是我们最核心、投入度最高的玩家群体,但在测试窗口期内,他们的排位赛参与度大幅下滑。 这最终成为了这项测试中我们无法接受的部分。只有当各个技术水平都有更多玩家参与匹配时,排位赛匹配体验才会变得更好。玩家数量越多,匹配区间就越紧凑,等待时间就越短,对局势均力敌程度对所有人而言就越高。任何将玩家推离排位赛的改动,都会使我们极力想要解决的问题进一步恶化。这次测试本旨在改善排位赛体验,结果却削减了排位赛的人口基数。这是一笔糟糕的买卖。 我们的结论 我们不会将单排实验作为高水平大厅的永久要求推行。但这并不意味着单排实验就此终止,而是说明当前的方案过于一刀切。 我们将保留核心目标,但摈弃这种生硬的手段:在不剥夺你与好友一起游玩的前提下,降低你遭遇高度协同的顶尖车队的频率。 后续规划 我们的团队将继续筹备多项测试以持续解决匹配痛点,随着方案临近实施,我们将分享具体细节。基于近期这些测试所得出的最大改动,将于第 31 和第 32 赛季实装至排位赛中;我们期待在 10 月份向大家分享这些改动。 结语 《Apex 英雄》的核心是一款竞技游戏,只有当各个技术水平的玩家都积极参与排位赛时,全体玩家才能获得最佳体验。这正是让每个人的匹配体验都变得更好的根本机制。 感谢大家与我们一同完成这些测试,并在此期间分享你们的宝贵反馈。请密切关注接下来几个赛季即将推出的排位赛改动!





Apex Legends: Matchmaking Test Results - 09/30/2026 For a fully localized version of this post, please visit here. INTRO During our last season, Overclocked, we tested two temporary changes to Ranked matchmaking. Both went after the same thing, something we hear constantly and take seriously: it does not feel good to run into a stacked squad of the game's best players, especially when their Rank feels distant from your own. Ranked Matchmaking only works if you trust it. That means the system has to represent your skill accurately, show you honestly who you are up against, and put you in matches where climbing is possible if you play your best. Apex is a competitive game at its core, and Ranked is where players choose to test that. Below is what we found, and what happens next. THE PROBLEM WE WENT AFTER Premade stacks of high-skill players can create bad matches for everyone else, especially in relatively lower-skill lobbies. We see it in the data. Across Ranked, a squad with a premade duo plus a solo fill wins 19% more often than a squad of three solos. A full premade trio wins 17% more often. The behavior concentrates exactly where you would expect: 85% of Masters squads are premade three-stacks. Both tests were aimed at tackling the problem of premade squad advantages. THE TWO TESTS Test 1, premade tier restriction. You could still squad up, but only with players within one tier of you instead of two. The goal was to stop wide-band squads from dragging lower-tier players into high-tier lobbies. Test 2, solo queue only. Diamond, Master, and Predator players were locked to solo queue. No premades at all at the top end of play. For both tests, we wanted to measure two things: whether match quality actually improved, and how the change felt to play. The second matters as much as the first, and it is the one we can only answer by hearing what you tell us. TEST 1: THE TIER RESTRICTION CHANGED LITTLE FOR A SMALL GROUP OF PLAYERS Diamond players faced about 8% fewer Diamond opponents and roughly 8% more Platinum opponents. Platinum players saw more Diamonds in their lobbies. Outside those two tiers, nothing meaningful changed. A small improvement for a narrow slice of players was not worth the constraint on everyone else who was used to playing with friends within two rank tiers from them. As a result, at this time, we are not making the one-tier restriction permanent. TEST 2: SOLO QUEUE WORKED MECHANICALLY, BUT IT DID NOT DELIVER AN IMPROVED EXPERIENCE Premade three-stacks at the top of the ladder went away but the rest did not go the way we hoped. Who wins did not change If removing premades squads results in more even matches, we would expect the distance between the strongest squads in a lobby and everyone else to shrink. Coordination is an advantage that RP does not measure, so taking it away should have pulled the top of the lobby back to a more even playing field. Unfortunately, this number barely moved. In Diamond, match result distributions stayed roughly where they were. In Masters we saw a small dip in the top squads' win rate, but the win-rate gap between the top 10 and the bottom 10 teams held at 9%. The best squad in the lobby still wins, whether or not they queued together. Exposure to top players got worse, not better This is the result we did not expect, and it is the most useful thing we learned. First, a brief overview of how a Ranked squad gets built. The matchmaker pulls 60 available players of similar RP into a lobby, sorts everyone by RP, and splits that list into thirds. Each squad gets one player from the top third, one from the middle, and one from the bottom. That is how it tries to keep teams even. When we took away the ability for Masters and above to squad up, most of them did not leave the lobby. They were distributed one per squad instead of clustering into a few, which means more squads in more matches contained a top-tier player. We broke up the stacks and spread them across the board. For a Diamond player, that reads as more matches with a Master or Predator in them than before. It also looked worse than it was on our pre-match skill display. A squad with one Masters player and a squad with three Predators currently show up identically. So when more players ran into solo high-tier players more often, the result was more red on screen before the match even started. This is the typical shift that was visible to players. These two games have exactly the same distribution of opponents (6 Predators, 36 Masters, and 18 Diamonds). We are going to continue to iterate on this display. Ranked play dropped among the players who play Ranked socially Return rate here measures how many players came back to Apex during the test after playing in the days right before it. The weakest numbers were in Diamond and above cohorts who had been playing in duos and trios. These were not casual players drifting off. They were some of the most engaged players we have, and their Ranked play fell off during the window. That is ultimately the part of the test we cannot accept. Ranked matchmaking gets better when there are more players at every skill level in the queue. More players means tighter bands, shorter waits, and closer matches for everybody. Any change that pushes people out of Ranked worsens the thing we were actively trying to fix. This test was meant to improve the Ranked experience. Instead it thinned out Ranked. That is a bad trade. Where we landed We are not rolling out the solo queue experiment as a permanent requirement for high-skill lobbies. That does not mean solo queue experiments are dead. It means this version was too broad. What we are carrying forward is the goal without the blunt instrument: reduce how often you run into fully coordinated top-tier squads, without taking away your ability to play with your friends. WHAT IS NEXT Our teams continue to prepare various tests to continue to address matchmaking pain points, the details of which we’ll share as we get closer to implementation. The biggest upcoming changes that are coming as a result of these recent tests will be landing in Ranked in Seasons 31 and 32; we look forward to sharing those changes in October. IN CLOSING Apex is a competitive game at its core, and the best possible experience for our whole player base comes when we have players at every skill level playing Ranked. It is the mechanism by which matchmaking gets better for everyone. Thank you for playing through these tests with us, and for sharing your feedback throughout. Keep an eye out for Ranked changes to come in the next few seasons!
来自反作弊团队的更新 - 2026/10/01
10/01
匹配测试结果深度解析
09/30
@apexlivecomms 的 X Thread
Apex 官方团队宣布,已解决部分 PC 玩家在过渡至 EA Javelin 反作弊系统期间遇到的问题。同时,此前出现的“小队未就绪”(Party Not Ready)错误提示也已修复。玩家需要完全关闭并重新启动游戏以使修复生效。官方对玩家在问题排查期间的耐心等待表示感谢。
09/30
@apexlivecomms 的 X Thread
官方正在将所有 PC 玩家从 Easy Anticheat 迁移至 EA Javelin Anticheat。在此期间,若玩家在对局匹配中遇到问题(包括出现“队伍未就绪(Party Not Ready)”错误提示),建议切换至 Steam 启动器以获得更顺畅的游戏体验。开发团队目前正在积极调查该问题,并争取尽快予以解决。
09/29
@apexlivecomms 的 X Thread
Apex 官方(@ApexLiveComms)发布通知,稍后将对尚未更新游戏且当前正在使用 Easy Anti-Cheat(EAC)游玩的玩家执行移出大厅操作,以强制推送并完成反作弊更新。尚未完成客户端更新的玩家需在被移出后及时进行游戏更新,方可继续正常游玩。
09/29
@apexlivecomms 的 X Thread
官方发布提醒:为响应玩家反馈,游戏在上周上线 Apex KO 的同时重新开放了核心外卡模式。由于两模式并行,排队匹配时间可能会略有延长,其中较高技术水平大厅受到的影响最为明显。目前官方观察到的最长成功匹配时间约为 2.5 至 3.5 分钟,提醒各位玩家在准备排队进入对局前提前知悉。
09/28
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