Fortnite: Save the World

Fortnite: Save the World Dev Tracker




02 Jul

Comment

u/Sebastiao_Pereira How come Ray has two kids (according to the Blockbuster event) even though she's a robot?

Dennis assumed she had kids, but Pop, Lok and Kevin are her roommates.

Comment

Originally posted by PapaDEarly

If you get rid of ashly burch i'll never forgive you

Reasonable.

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u/PigMayor Will we ever learn the name of that yellow pyramid-shaped robot in the Commander Support Crew? We know Ray (the blue one, the leader), Pop (the grey one with a red helmet that was temporarily evil after going into a rift), Lok (the 7-year old yellow-and-gray one that speaks in farm sounds), but the yellow pyramid-shaped one still hasn’t been named. He/she needs to be known too!

Kevin! We’ve been waiting for the right moment to introduce Kevin, and that time is now! Now-ish. Eventually and probably very soon.

Comment

Originally posted by Z3n3x

My question is: Will Dennis get a western style clothing and voice update?

“I reckon I can’t leave without ‘er!”

This is very tempting!

Comment

Originally posted by ManiaCookie

So about Dennis and Penny in Canny Valley?

We'll be seeing those two in Canny :)

Comment

u/Harryolo97 Question about Dennis: The guy who is asking for medkits and acts as melee defender is called Dennis during quest to grab him burgers. He might have been called so during christmas event too, but I'm not sure. But then again the dude that from Valentines event who loves Summer and his son in the future will lead the resistance if timeskips are real is also called Dennis. Are there 2 Dennises in the Homebase? How is it not confusing for people in Homebase? Or is it Oversight by you guys? ;) Also are TimeSkips real.

The character we interact with during the events and in the main questline is Dennis. We also have another character who wears a Durr Burger uniform named Ned who is searching for Medkits…

Time skips are not real. Denni...

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Comment

Originally posted by loltotally

I love you guys

We love you guys!

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Originally posted by DBRichard

" Along the way we’ll meet new allies, say goodbye to old friends, and learn a little bit more about the origin of the storm. "

Are we saying goodbye to Ray just like it is now at the start of Canny? (I personally hope not)

Don't worry, Ray is sticking around.

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u/SouthpawSpidey Will there ever be full sized bosses? There has to be something bigger and badder than the epic mini bosses that exist.

The storm is going to continue to evolve over time as we become stronger and better at fighting back. I can’t make any promises about bigger and badder bosses, but I think that sounds like a lot of fun.


06 Jun

Comment

Originally posted by TestSubjectF4

Now do us a huge favor and fix the melee perks that are currently doing literally nothing. Damage resistance does nothing and some people are saying that movement speed also does nothing. It would be awesome if these perks actually worked with this buff coming to the 4.4 patch.

The Damage Resistance perk is not functioning at all, and will be fixed in update 4.4.

The Movement Speed perk does increase normal run speed, but is not increasing sprint speed. In update 4.4 it will be fixed so that it increases both.

Patch notes sneak peek! :)

Comment

Originally posted by Harryolo97

Hey while you are taking look at melee weapons I wanted to bring notice that currently you can't get Damage to slowed and snared enemies at level 20 perk. This is really bad since 30% snare is probably best level 25 perk for melee weapons but not being able to combine it with snared dmg buff really sucks especially since guns have no problem with that. Please someone from epic who sees this comment look into this.

We discovered several weapon types where the Damage VS Slow/Snare perk should have been possible, but was missing from the perk loadout. They should be fixed up in update 4.4.

Post

Hey everyone,

 

We’ve heard the community feedback loud and clear that melee could use some love, so with patch 4.4 we will be making substantial buffs to melee weapons. Damage and impact values will be raised across the board, with an eye towards closing the gap between fast, light damage-focused weapons and slow, heavy control-focused weapons.

 

As a result of this change the durability of melee weapons will be consumed a little faster, and the cost to craft them has been increased. This increase is only affecting the lower-rarity materials - ore, crystal, and power cell costs are all remaining the same. The overall cost to use melee weapons is still well below the cost of crafting ammo for ranged weapons.

 

We recognize that this change alone won’t be sufficient to bring melee to parity with ranged weapons, particularly in terms of survivability and uptime. Instead, this is intended to be the first step in a series of broader chang...

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24 May

Comment

Originally posted by chrisd848

This is a great change! I'm curious if you will be doing anything about the fact that if you are a max-level player, you will have excess skill points from the collection book and SSD's. Will there be a new use for these extra skill points, some way to convert them into another currency such as gold or will you remove skill point rewards from the collection book later down the line?

The Skill Points in the Collection Book and SSDs will still be required to max out the Skill Trees completely.

Post

We’ve heard your feedback and in update 4.3 we've decided to add more Skill Points to the Commander Level-up rewards - enough points that a max-level player can now purchase every node in the Skill Tree. This includes the set of two Storm Shield Defenders that were previously locked at the end of each Skill Tree tier.

 

When we initially designed the Skill Tree, we wanted players to make choices about which nodes were most important to them, but as the game has evolved many changes have been made, including recent improvements to the usefulness of some Gadgets. We don't want players who skipped those Gadgets in their Skill Trees to feel like there's no way to have fun with them.

 

These Skill Points have been added to our existing levels, so upon entering the game on patch day, players will immediately be awarded with all of the new Skill Points that have been added to Commander Levels at or below their current Commander Level.

 

So ...

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11 May

Comment

Originally posted by PieExplosion

Will crit rating factor in a weapons base critical chance when calculating actual critical chance?

Crit Rating is converted into a Crit Chance buff, which is then added to the base critical chance of the weapon. This makes the Crit Rating + Crit Damage perk combination best when placed on a weapon with high base crit values.

Comment

Originally posted by GoNubb

Thanks for the update much appreciated. A quick question so will a new weapon have a chance to get both crit chance AND crit rating? Or is crit chance disappearing?

A new weapon will still have its inherent Crit Chance, but the perks on the weapon will all be Crit Rating. Only legacy weapons will have the old Crit Chance perks.

Post

With the addition of the Perk Recombobulator in update 4.2 (which you can read about HERE) you are going to gain the ability to upgrade your perks to grant larger bonuses, pick what perks are on your favorite weapons, and choose combinations that synergize well with each other and the weapon that they are applied to. When using Perks built around our current numbers in the new system, we quickly found that the combination of top-level Crit Chance and Crit Damage Perks significantly overpowered all other combinations, and the Recombobulator allows you to easily put those perks together. We want players to choose perks that synergize with a particular weapon or playstyle, rather than having only one correct perk choice for all weapons.

 

We are going to complete...

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24 Apr

Post

Hey everyone,

 

During the “Guide to Holiday Survival” event we added the Event Store and introduced a new currency called Seasonal Gold, to give you a way to directly acquire items. At the start of the “Spring It On!” event we reset everyone’s gold to 0 to keep the amount of currency from growing to unsustainable levels over time. This allows us to avoid inflating the prices of the more desirable store items, keeping them from becoming out of reach of all but the most hardcore players.

 

Starting with our 4.0 Update and going forward we’re going to try something different, and we wanted to give you all a heads up about it now so you can plan accordingly. Instead of resetting gold at the start of each season, we’re going to implement a cap of 5000 gold. If you reach this cap (or are above the cap when it first goes into effect) you will cease to earn additional gold until you spend enough to drop below the cap. This is timed with the start of the ne...

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19 Apr

Post

Hey everyone,

In our post last week we talked about some upcoming changes that were coming to Canny Valley and Twine Peaks in v3.6. After hearing your feedback we’ve decided to hold these changes for the time being. We plan to implement an improved version of them at a later date, and are investigating adding power level restrictions to address the concerns raised about low-level players in high-level missions. We’ll keep you guys in the loop as our plans evolve.

Jason

Senior Systems Designer

External link →

13 Apr

Post

Hey folks,

Welcome to another Design Chat! These are a series of posts where we discuss upcoming changes to the game and explain the reasoning behind them.

In update v3.5 we responded to feedback around low-level players getting up into high-level areas. We did this by locking out Miniboss Mission Alerts on missions that you had not yet unlocked through the quest progression. Many Canny/Twine players have their power level and quest progression fall out of sync, typically resulting in a power level far higher than the missions they have access to. The Mission Alerts provided these players with an avenue to play higher-difficulty content and earn better rewards.

We believe the underlying issue here is the number of quests and missions required to unlock a new difficulty in those zones. In an effort to improve mission unlocking in Canny Valley and Twine Peaks, we are implementing the following changes to the quests in these locations in update 3.6:

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