Fortnite: Save the World

Fortnite: Save the World Dev Tracker




10 Jan

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Thanks for the heads up! We're currently investigating this. Please follow the Trello Card for updates.


09 Jan

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Originally posted by rottenuncle

Is to build effective tunnels and afk the defense included in that "completely afking in game" concept? thx for answering my previous question u/Magyst

Do you realize that may be there is no effective way to prevent a player from intentionally spam traps.

Correct, there isn't a way to prevent that behavior. If players want to spam traps in missions then that's totally fine. We just need to make sure other players aren't punished when they have a trapper on their team.

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Originally posted by Purx123

Yes! you are a man of culture ;)

Good eye. And great work u/Purx123

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Originally posted by mrdoitnyce

I don't disagree with you. But whats the point of testing, if you're not testing everything included in a patch? I mean, you're not testing everything in the game, you're testing what you plan on introducing in the patch. A couple weapons, a couple heros and their respective perks. Thats literally it.

For the past 3 weeks, only 2 new heros and 2 weapons were introduce. Dont insult my intelligence by telling me they couldn't test 4 things.

And the patch before that, when sniper scopes were broken and they claimed they fixed it, don't sit there and tell me they didnt have time to hop in a private server and literally AIM DOWN SIGHT to see if was indeed fixed, they would've saw its still bugged.

You give these people too much credit than they deserve.

Actually, in this case, we didn't encounter this issue in our testing and the Seeker was working correctly before launch. We're looking into the Seeker and the current bugs associated with it.

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Originally posted by rottenuncle

which are....? which are the intended goals of the system? we have paid for the game I think we deserve to know which are those goals.

The system is in place to prevent players from completely afking in game and getting the same rewards of someone who fully participated. This was by far one of the biggest issues found on this sub and from the in-game feedback.

We still have some adjustments to make to prevent players from intentionally spamming traps to swing the score to a point where no one else gets rewards.

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Originally posted by Magyst

Hey there!

Just wanted to hop in and clarify some things, the scenario you outlined carries some common misconceptions about how anti-leeching functions.

I've noticed a lot of mis-information on this. The only thing that matters is a specific player's overall score, combat score is not weighted any greater or less than building and utility score. Additionally, even if one player significantly outperforms the rest of the team in overall score, but everyone else still participated and has similar scores relative to each other, all players will receive all mission rewards with no penalty.

Thanks for the discussion around the system everyone.

We're going to take a look at tuning / smoothing things out to try and compensate for some of the issues mentioned while still fulfilling the intended goals of the system.

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Originally posted by Magyst

Thank you for sharing your story u/Gamerm0mma! This is incredibly heart warming to read and I'll make sure to pass this on to the development team.

Can confirm he passed it along. Thanks for sharing!

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Thank you for sharing your story u/Gamerm0mma! This is incredibly heart warming to read and I'll make sure to pass this on to the development team.

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Thanks for the heads up on this. We'll take a look and find out what's happening here. We have a collision fix going in for 11.40 that may help with this but we'll take another pass to be sure.


08 Jan

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Hey there!

Just wanted to hop in and clarify some things, the scenario you outlined carries some common misconceptions about how anti-leeching functions.

I've noticed a lot of mis-information on this. The only thing that matters is a specific player's overall score, combat score is not weighted any greater or less than building and utility score. Additionally, even if one player significantly outperforms the rest of the team in overall score, but everyone else still participated and has similar scores relative to each other, all players will receive all mission rewards with no penalty.

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Originally posted by RoundedTikTak

So here's the thing, it's good damage yeah.

But so is the mini gun. So is going constructor.

Going consrxutor hits for 312k per swing and last like what 20 seconds?

The issue with these abilities are cooldowns. Especially with no way to reduce them. In this case we have Evelyn for 1 second off pistol kills which is decent. But not great.

Not saying anything negative but the cooldowns in this game are atrocious compared to something like dragon Slash.

Quick question though, does Demo Penny work with the explosion perk on Raven Commander? If so that's a duper nice catch.

Nice video

Especially with no way to reduce them.

yet

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I agree! The Tar and Sound wall traps are both extremely useful and should be researchable / obtainable from Llamas. We'll work on getting this in. :)


07 Jan

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Hello there!

Thanks for bringing this up, this is a bug and it should be fixed in 11.40.


26 Dec


22 Dec

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Originally posted by wolfenstian

Well if you want to be represented then represent in a more open location like the reddit or the official discord (or really anywhere but a private discord). For a community coordinator you sure like segregating yourself from said community. Keep posting to a streamers private discord and see where that gets you.

I find it's much easier to have natural conversations with folks on Discord rather than on Reddit. And while I do frequent a few Discords that are based around streamers, that is because they have active communities that do not hold back on their opinions (I value that greatly). I also am very involved in the operation of the Discord servers that Epic administrates (Official Fortnite, Fortnite Creative, Battle Breakers, etc.) as running those is something else that I do an addition to my duty to serve the STW community.

I don't have that much experience using Reddit as a platform compared to others (this is something I've been honest about in the past and will be here again). So I'm always looking at ways that I can improve my comment game, if you have any specifc things in mind I am happy to take them into consideration!

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welp... the amount of context and in-between messages that are missing (edited out) is large, I would appreciate it if things that I say were not presented in an easily misconstrued manner such as this.

In response to the claim in the post title: I wouldn't be able to honestly say that anything in the game is permanent, because it would not be prudent to assume that something in a live service game (like Fortnite) is permanent. And it's something that due to our holiday break would not even be able to be changed until like January sometime at the earliest, and even then I imagine the team would want to evaluate the impact other changes (as mentioned in the design chat) have on the game first.


21 Dec

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UPDATE: Purchases are now completing normally. This issue is now resolved!

We're investigating an issue where players are unable to make purchases. We'll provide an update when we've resolved the issue.

External link →

20 Dec

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Thank you to everyone who has provided constructive feedback since this post went live. We definitely value all of the passion from this community. We're going to continue to monitor what you guys are saying and look into some of the changes that were made in the 11.30 update. We'll make further adjustments as necessary.

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Originally posted by Rhamuk

I am glad we finally got some communication from the devs, i would be happier if we got it when the changes were released, but can't change that now.
I am glad they tuned down the PL scaling a bit, so we can actually kill smashers.
I think propanes are still a problem though, a single propane husk is enough to take down an entire tunnel in one shot if not upgraded, and even if you did, going in a tunnel to repair during a propane wave is impossible because they will just throw it at you and blow the tunnel up even more.
I think propanes should do less damage to structures.
If you neglect maintenance on your tunnels they will eventually fail that way, not like right now where your tunnels are just done for when you get propanes.

Thanks for the write up here, u/Rhamuk. I definitely appreciate the constructive feedback. We're going to keep looking into the changes that were made in the 11.30 update to see if / where further adjustments can be made. The tweaked down Propane damage is a solid suggestion.

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Originally posted by FamiliarPotato

Before we start hating let's appreciate there is atleast some communication and an attempt at explaining thoughts behind these changes.

Things I am missing from this post: 1) Lobbers using bees now (why was this changed?) 2) The buffing of other traps to level them with gas traps and floor launchers 3) Nerfing a mythic weapon (why? The only reason these are worth grinding for is because they so strong, it levels out with the intense use of ammo and crafting costs)

Nerfing a mythic weapon

I definitely understand the frustrations on the nerf. However, firing a single shot with this weapon was dealing an insane amount of damage... like 1 shotting Mythic SK Crystals damage. The Storm's King Wrath is still the strongest Launcher by a sizable margin and it's unique charge shot is still extremely effective. Mythic Weapons should feel Mythic... but shouldn't be at a level where it's rendering all content from very difficult to extremely easy.