Fortnite: Battle Royale

Fortnite: Battle Royale Dev Tracker




10 Mar


09 Mar

Comment

Originally posted by frymysallad

Wow. Thank you for responding! So that means that they will be added correctly once you guys have fixed the problem?

Correct. All stats are still being recorded and they will display properly when we've resolved the issue

Comment

Thanks for bringing this to our attention. We've got a fix in progress! All stats are still being tracked correctly

Post

We're aware of an issue with stats not showing properly. All stats are being tracked and a fix is in progress.

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Comment

We neither want to add friction for players nor do we want to benefit from accidental purchases or players regretting a purchase.

Our initial solution for this was to add a refund token system.

As an ongoing iteration, we are going to introduce an “undo” button to the store page that allows you to easily refund without using up a token within a 5 minute time window, assuming you haven’t started a match since purchase.

PlayStation 4 in Japan is a bit of special case due to X / O button meaning being swapped by default and there also being options to reverse the meanings of the buttons.


08 Mar

Comment

Incredible recovery and Victory! We're investigating situations where players on Driftboards can be launched like this. Thanks for the video.

Comment

We'll never know what treasures were hidden under that vent. I've gone ahead and reported this issue to our QA team, thanks for the video!

Comment

Thanks for the report! While your dance moves are fire, stepping on lava should definitely still be causing damage. I've sent this off to our QA team for investigation.

Comment

This pickaxe was incorrectly set to uncommon (green). It will be changed to rare (blue) in the 8.10 update.


07 Mar

Comment

This is a display bug which will be fixed in 8.10. You are still getting the substitute XP reward whenever a Battle Star would have been rewarded while at tier 100.

Cheers,

Michael Noland

Comment

Originally posted by kinsi55

Hey,

first off I wanted to thank you for resolving the social system issues as while ago that I've reported!

To add onto this topic now tho, I have a question: Is there a reason why the clients sendrate is not capped? Why does the clients outgoing updaterate directly correlate to the framerate? The way I see this is that it, globally, causes a ton of overhead on your servers (As well as the clients). Wouldnt a capped sendrate of 60 updates per second be well enough for the 30hz server tickrate?

Client upload volume was affected by frame rate in a bug that was fixed for the 8.0 release.