Fortnite: Battle Royale

Fortnite: Battle Royale Dev Tracker




25 Oct

Comment

Originally posted by [deleted]

Thank you for the clarification!

I was going to make a thread for this small request but it seems appropriate to mention it here, would it be possible for reactive skins like Deadfire or the ghost portal that require kills/damage to not reset upon respawn in modes like disco and playground? As someone who plays those modes a lot, it can be mildly frustrating. I don't mind having to get 5 kills or 1000 damage in one life to turn them on, that adds a fun level of challenge, but having them reset when I get hit out of nowhere with a stray grenade ain't fun, haha.

I'll poke our engineers about it to see why it's working that way.

Comment

Originally posted by [deleted]

Question: Will the Muertos skins/accessories use the same system as their lights are also "reactive"?

Reactive is a broad term to describe that an item may do something within a match. This could be to progress through visual stages like Deadfire, change FX and shape like Rainbow Smash or Thunder Crash pickaxes, or make a noise when you get an elimination like the Clockworks back bling. The muertos items do their own thing, which is written in the description for the item (glow in the dark).

Comment

Here's how Deadfire's reactive component works:
-Stage 1 (Default look): Start of match
-Stage 2 (Clothing and hair color change): Occurs when you deal 400 damage to opponents/Cube Monsters OR when 40 players remain in the match (whichever comes first).
-Stage 3 (Green flames): Occurs when you deal 1,000 damage to opponents/Cube Monsters OR when 10 players remain in the match (whichever comes first).

These same rules & thresholds apply to the Pickaxe and Back Bling as well.

Basically, everyone can transform to the final stage of these items by surviving in the match (regardless of your playstyle), however you can transform quicker by engaging with cube monsters or other players earlier in the match.


24 Oct

Comment

I hope so, otherwise there's a bug...

Joking aside, these are banners we added for anyone to support their favorite Fall Skirmish Club https://www.epicgames.com/fortnite/en-US/news/fall-skirmish-details

Cheers, Michael Noland

Comment

Originally posted by mossijake

Would you care to elaborate why they’re known as “OGS”?

Online Game Services

Comment

OGS is simply a nod to a team in the Seattle offices :-).


19 Oct

Comment

Originally posted by lilfish717

My favorite glider and only glider I bought but I stopped using it because it blew my ear drums out. Makes me really sad because I dropped 1500 vbuckS on a glider I can't even use because the sound is so loud. Should've just refunded it because they aren't going to fix it I doubt.

Just checked in a volume reduction for an upcoming patch.

Comment

Hi all,

We are aware of an issue that occurred early Season 6 where purchases returned an error on PS4. These orders were fulfilled later in the day, leading to some multiple charges. We are currently investigating these cases.

Post

For a short period immediately following Season 6 launch, our PS4 purchasing system returned errors for some players. All purchases including those with errors were fulfilled after the issue was resolved. We are investigating cases where players unintentionally made multiple purchases during this period.

External link →

18 Oct

Post

Due to the influx of players trying to compete in our Alpha Tournament, we encountered a shortage of Battle Buses! Our teams are aware of this issue and we are monitoring the situation closely.

External link →

17 Oct

Post

The Battle Bus is test driving an engine upgrade and now travels 25% faster while flying.

Remember, always buckle up and thank your driver!

External link →
Post

The Battle Bus is test driving an engine upgrade and now travels 25% faster while flying.

Remember, always buckle up and thank your driver!

External link →
Comment

Thanks everyone for helping us crank on this new system! Lots of info for us to look through from today and we're actively tackling a number of these issues stated here.


16 Oct

We're investigating issues with matchmaking in our Alpha Tournament that's impacting our EU regions. We'll update when we have more info.

EDIT: We're aware of an issue with tournament points not being updated correctly. We're investigating the issue and will update when we know more.

External link →

15 Oct

Comment

Originally posted by LouisLittEsquire

Right, but these time windows are multiple days correct? If it is cumulative during those dates, it just tests who can play the most over five days. If the point system works differently please correct me. Is there a penalty for bad performances?

Each event is a clean slate. It's not cumulative over those dates.

If you can't play one day, choose an event on another date.

Comment

Originally posted by LouisLittEsquire

My only concern is that the point system seems to just be a cumulative system. I hope this isn't just a game of who can play 24/7 and get the most points.

It's actually not possible. Events are limited to specific dates and time windows. You need to perform well in a tournament and you can schedule out which ones you want to participate in.


14 Oct

Post

We've released a server update to address an issue causing the unintended destruction of non-player structures.

No download or downtime is required.

External link →

10 Oct

Comment

Take my upvote.

Cheers, Michael Noland


08 Oct

Comment

Originally posted by GameSpirit94

Thanks !

I believe we've fixed it in the 6.10 build, let me know if it's still a problem in that version.

Comment

Originally posted by GameSpirit94

Any news :( ?

Yes, I believe we found and fixed the cause. Going to try to get it into the next client patch.