Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)

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Riksilver
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PostRe: Fortnite Battle Royale - 50 v 50 & Avengers:IW crossover out now (p17)
by Riksilver » Mon May 14, 2018 11:46 am

Can't remember if anyone's mentioned it previously but when spectating Thanos at the bottom it has R1 marked as "Next Boss" which implies to me that it'll be a recurring game mode with future iterations possibly having multiple boss characters at once - maybe a superhero and villain of Epic's own design once the Marvel collaboration is done with.
Speaking of spectating, I think that's another strength of Fortnite - it's immensely watchable. I've never been into watching streams or gaming YouTubers or whatever, but I've wasted loads of time just watching Fortnite vids recently.

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Monkey Man
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PostRe: Fortnite Battle Royale - 50 v 50 & Avengers:IW crossover out now (p17)
by Monkey Man » Mon May 14, 2018 12:28 pm

Leaked Week 3 challenges -

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DarkRula
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PostRe: Fortnite Battle Royale - 50 v 50 & Avengers:IW crossover out now (p17)
by DarkRula » Mon May 14, 2018 1:33 pm

At last. I'll easily be able to get that damage with pistols one. Pistols are about the only weapon I'm great with, barring the obvious no-skill shotguns.

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Monkey Man
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PostRe: Fortnite Battle Royale - Avengers:IW crossover ends on Tuesday
by Monkey Man » Tue May 15, 2018 3:09 pm


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Hime
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PostRe: Fortnite Battle Royale - Avengers:IW crossover ends on Tuesday
by Hime » Tue May 15, 2018 6:24 pm

Since getting more into this and watching tips and tricks videos I've managed to get worse at the bloody game. I swear the people in You Tube seem to stumble on people aimlessly wandering about in the open while I meet people who've built a 5 storey fort in the time it takes me to blink.

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DarkRula
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PostRe: Fortnite Battle Royale - Avengers:IW crossover ends on Tuesday
by DarkRula » Tue May 15, 2018 7:02 pm

"Hmm... No-one around. Let's take a moment to loot before moving on."
*Ba-BLAM*
"Where did he come from?"

Or my favourite moment yet...

"Pefect landing, now I just quickly destroy the roof and see if there's... Oh, a chest. Oh, someone's just opened it. Oh, they got a good weapon from it. Bye. Bye."

Playing squads with randoms is fun, especially if you don't have voice chat enabled. You have to look out for them and yourself at the same time while hoping they're doing the same for you.
Top tip - they usually aren't.

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Monkey Man
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PostRe: Fortnite Battle Royale - Avengers:IW crossover ends on Tuesday
by Monkey Man » Wed May 16, 2018 11:38 am

Patch v4.2 notes -

GREETINGS,

Patch v4.2 introduces a new foraged item… Apples! Find this nutritious treat around trees scattered throughout the map. When you’re done snacking, hunt for the new Epic and Legendary rarity Burst Assault Rifle. It can be found in Floor Loot, Treasure Chests, Supply Drops, and Vending Machines. Do you prefer it over our other Epic and Legendary assault rifles? Let us know on social!

Epic and Legendary Burst Assault Rifle
The Burst Assault Rifle you’ve been asking for… it’s Epic… it’s Legendary.

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GENERAL

Standard gamepad configuration has been renamed from ‘Standard’ to ‘Old School’.
Slightly increased the texture streaming pool on Xbox One to help prevent blurry textures from occurring.
Changed the button mapping for PS4 controllers on Mac to use the Touchpad instead of the Share button to open chat.

Bug Fixes

Fixed an issue where the mouse cursor would be hidden on the loading screen for Windows + Mac players.
Fixed several causes of rubberbanding when toggling sprint and weapon targeting, which were caused by bugs within those abilities.
Fixed text labels being inconsistent on all controller layout screens.
Fixed the time spent in match text not updating properly for party members.

BATTLE ROYALE

WEAPONS + ITEMS

Added Epic and Legendary Burst Assault Rifles.
Can be found in Floor Loot, Treasure Chests, Supply Drops, and Vending Machines.
Does 32 / 33 damage (Epic / Legendary).
Uses Medium Ammo.
Uses the same damage fall-off ranges as other Assault Rifles.

Added a new foraged item: Apples
Consuming an Apple will grant 5 health (up to 100).
Can uncommonly be found around certain trees throughout the map.

Impulse Grenade drop rate has been increased by 5%.

Suppressed Submachine Gun
Damage increased by 3.
Common is now 20 (was 17).
Uncommon is now 21 (was 18).
Rare is now 22 (was 19).
Increased Accuracy reset speed by 25%.
This will decrease the penalty during continuous fire.
Increased Damage fall-off range.
Fall-off begins at 28 meters (was 24 meters).
Damage reduced to 85% at 47.5 meters (was 80% at 35 meters).
Damage reduced to 75% at 70 meters (was 65% at 50 meters).
Damage reduced to 65% at 250 meters.

Damage Trap
Decreased Damage from 125 to 75.
Reset Time decreased from 6 seconds to 5 seconds.

Remote Explosives
They will now damage all structures within range, whether or not they are visible from the explosion center.
Damage radius and throw distance have been increased.
Delay between sequential explosions has been reduced from 0.25 seconds to 0.175 seconds.
Delay before detonating a charge or throwing another one has been reduced from 0.75 seconds to 0.15 seconds.

Removed the delay between swapping to a grenade and the ability to aim it.

Bug Fixes

Fixed an issue where Remote Explosives could destroy the meteor in Dusty Divot.
Assault Rifles no longer appear to eject multiple bullet casings per shot.
Fixed an issue preventing players from using the Launch Pad when multiple players activated it at the same time.

GAMEPLAY

Added ‘Auto-Pickup’ option for pickups on PC and consoles.
This will automatically pick up Weapons and Consumables when walking over them (as long as inventory slots are still empty). They will be placed in the next available inventory slot.
This option can be enabled in the Settings menu.

50v50 V2 Adjustments
DBNO damage per tick lowered from 10 to 5.
Chest spawn rate increased from 50-70% to 75-90%.
Final circle is shortened from 5 minutes to 3 minutes.
This last circle exists for 60 seconds before gradually closing in over an additional 60 seconds.

Bug Fixes

Fixed an issue where Turbo Building would stop if you pressed another button before releasing the other.
Fixed an issue allowing players to bypass weapon equip times after canceling a consumable use animation.
Players can no longer crouch through the vents of the research facility in Dusty Divot.
Fixed an issue causing door prediction to get stuck and make it so a player could never open doors.
Fixed an issue that caused an incorrect displaying of selected cosmetic items in the lobby.
Patched up a hole in the terrain near Lucky Landing.
Fixed an issue that made chests appear to be unopened when they have already been looted.
Fixed an issue allowing player to sprint at full speed in a section of the Loot Lake water.

PERFORMANCE

Improved overall server performance.
The server tick rate has been increased from 20 to 30 updates per second.
This allows for more responsive movement and shooting, and reduces effective ping times for all players.
Network bandwidth has increased slightly.
Improved material loading by 2x, which should help buildings and characters stream in faster and reduce hitching.
Fixed large hitches that occurred when certain cosmetic items were encountered for the first time in a match.
Improved framerate when using Hop Rocks by optimizing its particle effect.
Fixed remote players appearing to jump far too high when their connection went bad or there was a server hitch.

AUDIO

To help differentiate between above/below footstep sounds, we’ve added an additional layer to steps that are above you based on the surface type.
Wood has creaks, Stone has crunches + gravel noises, and Metal has rattles.
Lowered the volume of the weak points that appear when harvesting.
Boosted the volume of Grenade Launcher explosions to more closely match volume of other explosions.
Improved how wind fades out prior to landing when using a glider.

Bug Fixes
Fixed an issue that would cause audio to cut out on elimination.
Fixed an issue that would cause a spectated player’s footsteps/jumps/lands to sound like they were to the left/right if they were moving, especially when looking through a scope.

UI

Emoting in the lobby can now be triggered by clicking the right analog stick.
Added an emote button to the bottom of the screen while in the lobby.
Nvidia Shadowplay Highlights now defaults to off (PC only).

Bug Fixes

Fixed an issue that prevented map input from working while spectating.
Fixed an issue where teammate map indicators wouldn’t display during a match.
Fixed an issue that prevented the consume timer from displaying while consuming a Hop Rock.
Fixed an issue that caused the trap placement UI to display while looking at surfaces that do not allow trap placement.
Fixed an issue where the minimap arrow wouldn’t display properly while spectating a player.

ART + ANIMATION

Bug Fixes

Fixed an issue that allowed Sprays to affect objects that moved (player-worn bush, soccer balls, etc.).
Fixed an issue that caused Battlehound’s pants to clip through his tunic when running.

REPLAY SYSTEM

Bug Fixes
Fixed issue where Eliminations wouldn't show up in the Replay browser.

MOBILE

HUD customization added.
This is version 1.0, we'll continue to build this out.
Added an optimization that limits the number of Sprays rendered at once.

https://www.epicgames.com/fortnite/en-U ... notes/v4-2

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Monkey Man
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PostRe: Fortnite Battle Royale - Update v4.2 inc Apples & Burst Assault Rifle
by Monkey Man » Wed May 16, 2018 11:45 am

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Update: The challenges were changed on May 16 – ‘Watch a Replay’ replaced by ‘Revive Players’.

Blockbuster #3 – Free Battle Star location - https://fortniteintel.com/2018/05/16/bl ... -location/

In-depth Ducky locations - https://i.redd.it/baxocm38z0y01.jpg

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Monkey Man
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PostRe: Fortnite Battle Royale - Update v4.2 inc Apples & Burst Assault Rifle
by Monkey Man » Fri May 18, 2018 10:18 am

SOLO SHOWDOWN LIMITED TIME MODE

Hey everyone,

Today we’re revealing our new Limited Time Mode: Solo Showdown.

Trying to prove yourself on the battlefield? Queue up for the Solo Showdown mode for a hotly contested Battle Royale experience. Unlike other LTMs, Solo Showdown will not change core gameplay of the current Solo mode. Instead, you will be placed against other self-selected competitors making this the ultimate test of survival.

The Fortnite team will frequently update this blog with the Solo Showdown standings. Top performers will be rewarded at the conclusion of this competition.*

AWARDS:

1st Place: 50,000 V-Bucks

2nd - 4th Place: 25,000 V-Bucks

5th – 50th Place: 13,500 V-Bucks

51st – 100th Place: 7,500 V-Bucks

Your first 50 matches in the Solo Showdown LTM will be counted towards your Score. You can see the full rules here - https://www.epicgames.com/fortnite/news ... test-rules

We’ll be using the Solo Showdown as a one-off stepping stone to learn how to build great events for all types of players. If you crave testing and improving your own skills, give it a try and let us know what you think. To thank you for participating, play 50 games and get a unique spray.

Stay tuned. We have a major announcement about competitive play next week!

*Solo Showdown ends on 21st May at 3pm BST

http://www.epicgames.com/fortnite/en-US ... -time-mode

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Monkey Man
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PostRe: Fortnite Battle Royale - Solo Showdown Limited mode, win V-Bucks (p18)
by Monkey Man » Mon May 21, 2018 5:43 pm

Fortnite Competitors!

Grab your gear, drop in and start training. Since the launch of Fortnite Battle Royale we’ve watched the passion for community competition grow and can’t wait to empower you to battle with the best.

In the 2018 - 2019 season, Epic Games will provide $100,000,000 to fund prize pools for Fortnite competitions. We’re getting behind competitive play in a big way, but our approach will be different - we plan to be more inclusive, and focused on the joy of playing and watching the game.

Stay tuned for more details about competitive structures and eligible platforms in the weeks ahead!

https://www.epicgames.com/fortnite/en-U ... tournament

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the eponymous bollock
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PostRe: Fortnite Battle Royale - $100m to fund prize pools for Fortnite competitions. (p18)
by the eponymous bollock » Mon May 21, 2018 6:11 pm

What the actual strawberry float.

100 million dollars.

That is strawberry floating mental

They must be making insane bank from the skins

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Riksilver
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PostRe: Fortnite Battle Royale - $100m to fund prize pools for Fortnite competitions. (p18)
by Riksilver » Mon May 21, 2018 9:55 pm

Fuuuuuuck me that's a lot of money
Maybe I should stop job hunting and just train to be a professional Fortniter

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Monkey Man
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PostRe: Fortnite Battle Royale - $100m to fund prize pools for Fortnite competitions. (p18)
by Monkey Man » Mon May 21, 2018 9:56 pm



Only available for a limited time, doesn't have its own mode.

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Monkey Man
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PostRe: Fortnite Battle Royale - $100m to fund prize pools for Fortnite competitions & Jetpacks coming on Tuesday (p18)
by Monkey Man » Tue May 22, 2018 2:36 pm

V4.2 CONTENT UPDATE, TAKE TO THE SKY WITH JETPACKS, A LIMITED TIME ITEM! -

WELCOME TO THE V4.2 CONTENT UPDATE,

Introducing a new item that’ll send you sky high: Jetpacks. Jetpacks are part of a brand new item type that coming to Battle Royale called Backpacks. Not to be confused with Back Bling, Backpacks are strictly gameplay items and cannot be purchased as cosmetics. Backpacks will fill an inventory slot, just like a weapon or consumable and have a variety of uses. For more info, check out the notes below.

Jetpack
Take the battle sky high. The first of a new item type, Backpacks.

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Limited Time Mode: Solid Gold v2
All Legendary weapons, all the time. Now including the Heavy Shotgun and Legendary Burst Assault Rifle!

BATTLE ROYALE

WEAPONS + ITEMS

Jetpack added.
Legendary Rarity.
Found in Treasure Chests.
The Jetpack is the first of a new item type: Backpacks.
Backpacks take an inventory slot (like weapons & consumables) and can be moved to different positions.
Only one Backpack can be carried at a time.
If you pick up a different Backpack, it will be automatically swapped with the one currently equipped.
When a Backpack is fully consumed, it will be automatically destroyed.
While a Backpack is equipped, your Back Bling cosmetics will be hidden.
Back Bling will be reapplied when the Backpack is no longer equipped.
The Jetpack is engaged by jumping while in mid-air, providing additional mobility.
While flying, there is a limited duration it can be used before it must charge again.
Recharge begins when the Jetpack is not in use.
You can not enter Targeting Mode while in the air.
On controller, using the Targeting Mode input will trigger the Jetpack.

GAMEPLAY

Limited Time Mode: Solid Gold v2
All weapon drops are legendary!
Floor Drops: High chance of Hand Cannon & Suppressed Pistols. Low chance of Assault Rifle & Sniper Rifle.
Chests: High chance of Assault Rifle, Minigun & Sniper Rifle. Low chance of Heavy Shotgun & Rocket/Grenade Launchers. No Pistols.
Supply Drops: High chance of Rocket/Grenade Launchers, Medium chance of Sniper Rifles. Low chance of Heavy Shotgun & Assault Rifles. No Pistols.
50% extra stone and metal resources gained from farming.
Stone Floor Drops increased to 60 per pickup.
Metal Floor Drops increased to 90 per pickup.
Increased drop rates of: Chug Jugs, Slurp Juice, Shields, all Special Grenades, Launch Pads and Campfires.
Decreased drop rates of: Grenades, Spike Traps and Bandages.

Limited Time Mode: Close Encounters
Coming soon.

Close quarters combat with Shotguns & Jetpacks!
The only guns in this mode are the various types of Shotguns.
Jetpacks & Heavy Shotguns can be found in Chests & Supply Drops.
Other Shotgun types are spawned as Floor Loot.
The storm moves in more quickly than normal mid to late game.
Typical match length is about 15 minutes.
Stats are enabled for this mode.

https://www.epicgames.com/fortnite/en-U ... tentupdate

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Peter Crisp
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by Peter Crisp » Tue May 22, 2018 2:50 pm

This has zero impact on 99% of the community who have no chance against the streamers and people who do nothing but play this constantly.

jiggles wrote:Nobody with a VR headset is going to be using it regularly this time next year, let alone in 4 years time.


Posted 16th March 2016. Let's see.
the eponymous bollock
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by the eponymous bollock » Tue May 22, 2018 6:21 pm

Peter Crisp wrote:This has zero impact on 99% of the community who have no chance against the streamers and people who do nothing but play this constantly.


Amongst all the headline grabbing ‘holy strawberry float that is a gooseberry fool tonne of money’ stories, this is a really good point that is somewhat lost.

That 100 million is only relevant to what? Maybe a few 1000 people within a community of what must be in the 10s of millions. It’d be nice to see some stories focusing on that? Why not make VBucks a little cheaper or give us another map.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by Monkey Man » Tue May 22, 2018 8:20 pm

We’re getting behind competitive play in a big way, but our approach will be different - we plan to be more inclusive, and focused on the joy of playing and watching the game.


It sounds like it'll appeal to more than the top 1% but we shall see what they come up with.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by Monkey Man » Wed May 23, 2018 1:49 am



$1m to the winners charity, $3m in total prizes. This is not part of the previous $100m prize fund.

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Hime
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by Hime » Wed May 23, 2018 7:10 am

the eponymous bollock wrote:
Peter Crisp wrote:This has zero impact on 99% of the community who have no chance against the streamers and people who do nothing but play this constantly.


Amongst all the headline grabbing ‘holy strawberry float that is a gooseberry fool tonne of money’ stories, this is a really good point that is somewhat lost.

That 100 million is only relevant to what? Maybe a few 1000 people within a community of what must be in the 10s of millions. It’d be nice to see some stories focusing on that? Why not make VBucks a little cheaper or give us another map.

That's not any different to 'real' sports though. I think it's interesting that firstly playing games has so many potential revenue streams now, who would have thought when we were growing up that it could be a potential career. Also, with that much prize money there is the potential to be a journeyman e-sports player which is also pretty cool. You might not be Ninja but you can still pick up 30 grand.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.2 content update & $100m prize fund (p18)
by Monkey Man » Thu May 24, 2018 9:29 pm

STATE OF DEVELOPMENT - V5

By The Fortnite Team

What’s up Fortnite community,

Let’s take a dive into some of the things we’re working on behind the scenes!

CONTROLLER
We’re looking at ways to make battling, building, and moving in Fortnite feel great on controller. We took an initial step with Builder Pro and feedback from you to create a better experience for console players swapping between building pieces.

Builder Pro Improvements
We heard your feedback about Builder Pro feeling inconsistent. Sometimes after quickly switching to a building piece, it would not place when you pressed the button. Similarly, Turbo Building could force you to let go and re-press to start building again, making it unreliable. We’ve fixed these issues, and Builder Pro should feel consistent.

Turbo Building Improvements
In the v4.3 update we’ve fixed various reported problems with the Turbo Building feature, such as building being cancelled while cycling through traps or after pressing certain combinations of buttons.

We’ve also made Turbo Building faster so that gaps won’t appear in your structures when aiming quickly. The first time you begin building it takes 0.15 seconds to build, but each piece after that is faster (0.05 seconds). Combined with Builder Pro, this gives you enough time to select a piece and rotate or edit it before placing.

Edit Mode Aim Assist
When playing with a controller and using Edit Mode to modify your buildings, aim assist will kick in and pull your crosshair toward the closest square. It will also try to confine your aim to the building piece you're editing. We've heard that some players find this feature uncomfortable to play with, so you'll be able to toggle Edit Mode Aim Assist off in the v4.3 update.

Custom Bindings
Looking to the future, we want to provide for the best experience on console and that involves giving you the options to play however you wish. We’re investigating giving you ways to bind actions to whichever buttons you would prefer to use. Additionally we’re investigating other aspects like stick axis remapping. We’re not sure when this will land, but we’ll give you more info once its fully tested!

LIMITED TIME MODES AND ITEMS
We’ve been using LTMs to take existing aspects of the game and try new things with them (i.e. legendary loot in Solid Gold or faster games in Blitz). We look at LTMs as a space that allows us to explore different tweaks to the main game mode (e.g. Building Resources) and do things we wouldn’t normally do in standard playlists.

We’ve heard you about your love for 50v50 and we’re currently evaluating keeping a larger squad mode live at all times for those who enjoy that type of battling more!

Solo Showdown
We took our first step into what a competitive playlist may look like with Solo Showdown. Creating a separate space for players who wanted to compete towards a prize while exploring how competitive play might look in Fortnite.

Jetpack
We introduced the Jetpack this week as our a Limited Time Item. Our goal is to introduce items that change gameplay in big & unique ways. We’re going to keep a close eye on your feedback and the data we collect. You’ll also see the Jetpack featured in our Close Encounter LTM going live tomorrow!

Playground LTM (v1)

The Playground LTM will load you into the Battle Royale Map with some adjusted settings.

Battle and build to your heart's content with an extended period of time to roam around the map as well as increased resource generation. All treasure chests and ammo crates will be spawned, try droppin’ in different spots and scope out the loot. Friendly fire is on so you can scrimmage with your squad (up to 4 friends per match), but fear not you’ll respawn immediately.

Oh … and Lloads of Llamas.

Note: Stats and Challenges will not be tracked in this mode

This represents our initial step into what a creative mode looks like in Fortnite. Practice, strategize and enjoy yourself. We can’t wait to see what you do!

PERFORMANCE
When you hop on to play Fortnite after a long day at work or in classes we want that first match to feel as good as the last one. Performance is an aspect of the game that is very important to us and something we are committed to improving over time. Here are a few of the ways we’re working to smooth out your daily play!

Tracking Hitches in the Wild
In the v4.1 update we issued a hotfix to address some long hitches, but we’re still seeing reports of these hitches in our data. We’ve added additional logging and diagnostics to help us track down issues that can cause the game to freeze. When you use in the in-game feedback report feature, it will allow us to diagnose these issues.

We know that many of the hitches happen because the game is stopping to load content at unexpected times in the middle of the match, instead of smoothly streaming the data in the background. The game will now be able to directly report these loading problems to our team. We've also added a new system to more reliably pre-load content before the match starts, so that new loading hitches don't sneak back into future updates.

Optimizing Load Times
We want to get you into a match in as short a time as possible after you hit play! We’ve been working to improve file performance, ensure cosmetics are loaded in time, and reducing overall load times. By optimizing order of assets in our patches we reduced load times on console by 15-30 seconds in the v3.5 update. Each major release we regularly update the order of assets in order to keep load times down.

Server Performance
We recently boosted the server tick rates from 20 Hz to a solid 30 Hz in standard game modes. This means the server is updating the game 50% faster than before and should improve the responsiveness of your actions in the game. But we still have work to do. Fast and consistent server performance is extremely important to us, and we’re still working hard at it.

Our next goal is to ensure that “large team” LTMs like 50v50 are hitting 30Hz for the entire match.

Server Position Updates
For large team modes we’ve made optimizations to adapt and update players based on what they’re doing in game. Players who are standing still don’t need to update everyone around them very frequently compared to players who are running and gunning. Similarly, very distant players are updated less frequently, especially players that aren't visible to you. These optimizations allow our servers to handle larger numbers of players.

Client Network Updates
Currently the game throttles the frequency that your player's movement data is sent over the network to 20Hz for roughly the first half of the game. This is reduce strain on the server's physics system, allowing it to maintain frame rate. As the number of players participating in the match reduces to 24, we increase the frequency of updates to 33Hz. Over time we’ll improve performance of server physics calculations, and we expect to be able to remove this throttling in a future update.

QUALITY OF LIFE
We’re continuing to improve the core gameplay experience, and have a number of features in progress!

Challenge Progress Notifications
Starting in v4.3 there will be in-match pop ups to highlight your challenge progress. Track what you’ve completed and plan out your strategy for the remainder of the match or your next one!

In-world markers
Marking positions on the map is a great way to communicate with your squad, but often the marker on the compass isn’t enough to get you to your location. We’re investigating ways to display an in-world marker to allow for easier navigation around the island.

Victory Royale screen
Getting a Victory Royale should be a memorable experience, and the victory screen should support that. We want to freshen up the celebration and make it a bit more rewarding.

High-resolution mini map
The ability to zoom in on the map was added in a recent update, but the resolution of the image isn’t quite as good as we want it to be. Our goal is to capture the world with as many details as possible to make it easier when figuring out where you're droppin’!

Better Footstep and Vertical Audio
Our v4.2 update had some footstep audio improvements, where we added slightly more variation to above/below sounds. We recognize it’s still difficult to identify enemy position in high-density locations (such as Tilted Towers) and we’ll continue to iterate on this.

Spectator UI Improvements
The spectator UI is missing a lot of information that’s on the player HUD. Examples of things we’d like to add include:
Item Inventory
Ammo
Crosshairs
Building Edits
Compass and Markers
Cosmetics
All outfits and cosmetics have value. We want to add ways for you to gain additional goodies through collection over time! This is work in progress - and it’s a little further out.

REPLAY
In preparation for our Celebrity Pro-Am at E3 we've been hard at work making some improvements to the replay system.

We’re developing new camera features that allow you to orbit around any point of your choosing as well having the camera automatically track the action for you by focusing on a group of players, rather than just one person.

We’ve also been refining the map view in replays to add more functionality to the playerlist and to add bullet trajectories to the player markers on the map. Additionally, player nameplates have been tweaked to avoid overlapping where possible.

Finally, we’ve also been looking at improving player outlines and adding an x-ray view for when players enter buildings or actively building themselves so that you always have the best view of what’s happening.

We're excited to get these new features and improvements into everyone's hands and will be releasing them as part of the game as soon as they are battle tested and ready! Keep an eye on our patch notes for all the details.

https://www.epicgames.com/fortnite/en-U ... lopment-v5

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