Fortnite: Save the World

Fortnite: Save the World Dev Tracker




13 Jan


12 Jan


11 Jan


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.