Mission Alerts

Stonewood

Expire in 4h 47m

9 flash_on Ingredient: Active Powercell (x2)
9 flash_on Mini Reward Llama
9 flash_on Hero XP (x750)
5 storm mutations active

Plankerton

Expire in 4h 47m

28 flash_on Pure Drop of Rain (x7)
34 flash_on Schematic XP (x1700)
34 flash_on Hero XP (x1900)
8 storm mutations active

Canny Valley

Expire in 5h 28m

46 flash_on Lightning in a Bottle (x5)
52 flash_on Schematic: Scythe (Uncommon)
52 flash_on Schematic: Floor Launcher (Uncommon)
9 storm mutations active

Twine Peaks

Expire in 4h 47m

88 flash_on Survivor XP (x3350)
100 flash_on Survivor XP (x4800)
100 flash_on Lightning in a Bottle (x15)
10 storm mutations active
Stonewood: New missions in 17m
Plankerton: New missions in 17m
Canny Valley: New missions in 28m
Twine Peaks: New missions in 17m

Daily Llama

Six Pack Llama

x10 @ 540v

It's like six Upgrade Llamas in one! Lots of items with a high upgrade chance.

Expires in 20h 35m

Originally posted by [deleted]

[deleted]

Not on purpose - let me check.

Originally posted by operarian

Kinda unrelated question, but I'm from South America and my ping to the SA servers have never been good. It's always above 130ms, both on cloudping.info and on the region settings. I'm less than 250 km (150 miles) from São Paulo, the ping definitely shouldn't be this high. Pretty sure the issue isn't on my side, as I tested on different machines and different locations, although they had the same ISP. Also I have no ping issues in other games with SA servers. I could call my ISP but I really don't think they're gonna be of any help. Any ideas on what could it be?

Check cloudping.info for your ping to AWS São Paulo.

You can also check lagreport for ISP ratings. That data is for LOL though and they run different data centers.

Fun Fact: The Battle Bus fits 10 people per row.

Originally posted by equASIAN_

Y'all ever gonna buff the current SMG?

Stay tuned...

Originally posted by TheVindicator07

I think it might've just counted 2 games which is weird considering I've played over 200 games and can tell you with at least 1% certainty that I've built far more than that.

you had to have a minimum of 10 games to be sent, so it should have summed them all, though obviously something must have gone wrong :) Though as a side note, these stats were compiled about 2 weeks ago, so they don't have stats more recent than that included if you just started playing right before the cut off?

Originally posted by onlydabshatter

For NA it's only Virginia and Ohio correct? Any plans on using the California or Oregon servers for us West coast players?

Yes and yes. Expanding into subregions is on the list after more resilience, scale, and stability work. Early next year.

Originally posted by somersquatch

As the title states, it sounds like there's tons of players around me when hitting the ground, but there's no one near me. Anyone else experiencing it too?

The sounds of spirits of previously eliminated players should not be playing around you as you land. As always, thank you all for taking the time to report this, if this happens to you please be sure to report the bug in-game using the feedback button at the top right of the menu. I'll go ahead and forward this to our QA team!

Originally posted by ProJumz

Yeah, you are right, but I mean a real-time counter I can check when I'm playing, similar to FPS counter

We want to have an in-game “performance HUD”; not clear how this will manifest but I would love to show graph of both FPS and network latency.

Originally posted by ProJumz

I love the updates coming our way, but I'm still waiting for a way to check my own ping. I think it's an essential feature in every multiplayer game and can't believe we have been missing it for so long.

You can also check out cloudping.info for ping to AWS DCs.

Originally posted by ProJumz

I love the updates coming our way, but I'm still waiting for a way to check my own ping. I think it's an essential feature in every multiplayer game and can't believe we have been missing it for so long.

The ping displayed in region settings is independent of framerate.

Battle Royale New launchpad in action

I see Mary Poppins had her spoonful of sugar this morning. That was some fast paced action right there, great upload!

I personally love the headshot "ting" in loads of games. So very happy we now have it in my favorite title! "Satisfying" is such an appropriate word for the feeling you get when you hear the sound.

Originally posted by GenFoofoo

Any hint on rarity? Looks like purp/gold? Also, are the standard smgs getting some tweaks when this launches? They need work and the standard smg shouldnt have a blue variant. Gray-green for standard, green-purp for tac, and purp-gold for new one sounds good to me.

More details will come closer to it's release!

Battle Royale Bugged hitbox ???
Originally posted by cardiarage

This happened last night.. The guy was standing still, I play with 30 ping, Pretty sure thats not desync or something like that.. Seems like to me its a flaw in the hitbox..

Thoughts?

https://clips.twitch.tv/SullenSpikyPastaKlappa

We are aware of this issue and are investigating the cause. Thank you for the report though, you all are so good at bringing things like this to our attention so we can work on it!

Originally posted by peleg1711

The bug is... uh.. DON'T WAIT TOO MUCH AND GET IN THE STORM! After you get out there's a possibility you'll have the storm sounds even when you are out of the storm, for all game long! Must fix!!

Thank for reporting this everyone. If this happens please be sure to submit a bug report with the feedback button at the top right of the menu. It helps us greatly in tracking down the cause so we can fix things like this, thanks.

Originally posted by catearsandtunicas

holy shit is this being added to the game??

edit: omgggg that's amazing

In-game now, go check it out!

Originally posted by Hominine

Awesome, we're all very much looking forward to using up that small ammo on the shrubbery.

PS: "let's you re-deploy" = "let us you re-deploy"

A solid catch, thank you for the heads up!

:0

Originally posted by S-LG

Fortnite community,

The V.1.9 update will go live the morning of Nov 14 (Eastern Time). We are still locking down the exact time, and will update this thread as soon as we have concrete info. For immediate updates, keep an eye on our Twitter.

There will be downtime. The V.1.9 client update will be for all players on all platforms. All players will need to update Fortnite when deployment is complete.

What's in V.1.9? Great question! You can check out the full patch notes here.

The wait is over! Grip your gliders and umbrella's, the new Launch Pad is live! Be sure to send us your best clips as you sneak up on unsuspecting victims.

Battle Royale BR 1.9 Patch Notes
Originally posted by Martijnvdp

Easy temporary fix is disable it on snipers. The drag from the autoaim is way to much there because of the zoom.

FYI that this will be addressed by the new auto aim solution.

Battle Royale BR 1.9 Patch Notes
Originally posted by TMillo

I've got to say, although it's awful for your workers the update time is perfect for everyone. Most release around 11pm GMT which is too late for any in Europe to enjoy. This allows for the Aussies to get it when home from work, Europeans mid morning and Americans when they wake up. Thanks Dan.

We had to push today's deploy to 9 AM ET as we made a mistake generating the Xbox version of the patch which originally resulted in a 9 GByte patch. This was corrected overnight and Microsoft was very helpful in ensuring a quick turnaround.

Originally posted by S-LG

Fortnite community,

The V.1.9 update will go live the morning of Nov 14 (Eastern Time). We are still locking down the exact time, and will update this thread as soon as we have concrete info. For immediate updates, keep an eye on our Twitter.

There will be downtime. The V.1.9 client update will be for all players on all platforms. All players will need to update Fortnite when deployment is complete.

What's in V.1.9? Great question! You can check out the full patch notes here.

Heads up! We will be deploying the v.1.9 update today at 9am ET (2pm GMT, 3pm CET). Downtime is expected.

Originally posted by S-LG

Fortnite community,

The V.1.9 update will go live the morning of Nov 14 (Eastern Time). We are still locking down the exact time, and will update this thread as soon as we have concrete info. For immediate updates, keep an eye on our Twitter.

There will be downtime. The V.1.9 client update will be for all players on all platforms. All players will need to update Fortnite when deployment is complete.

What's in V.1.9? Great question! You can check out the full patch notes here.

Heads up! We will be deploying the v.1.9 update today at 9am ET (2pm GMT, 3pm CET). Downtime is expected.

Battle Royale Unclip Weapon Ammo
Originally posted by ASuhDuddde

This may have been suggested but it would be nice if you could pick up a white AR and un clip the weapons ammo and into your ammo reserve.

We've tested this internally, and the reason we haven't is because most of the available ammo on the map is already loaded into guns. There was two problems with it:

  • It incentivizes 'cycling' weapons: AKA picking up and dropping every weapon you see to get max ammo. This doesn't really fit the pace of Fortnite and we were concerned it would really change the flow of the early game.
  • Ammo scarcity also plays a big part. A few weeks back we increased Medium Ammo availability (to help Duos/Squads) and it was interesting to see how negatively that extra ammo affected solo play. We since reverted that change and have created custom Medium Ammo quantities for Duo/Squad.

Another possible solution is to start weapons unloaded and 'move' more of the available ammo to the world (instead of in guns), but then you'd have to load all of your weapons before firing. The downside with this is you're more likely to come across an empty gun (as nearby players will still grab the ammo), which can be frustrating. Maybe a combination of pre-loading guns with 25%-50% ammo and increasing nearby stacks could be a good balance.

Anyway, we agree it's not ideal but don't have a better solution yet.

Originally posted by Zer0ReQ

I think it's to make early game "pickaxe-to-pickaxe" fights more bearable.
Currently you can literally helicopter around someone while swinging your pickaxe but now, the movement penalty for swinging your axe might make it easier to keep track of someone pickaxing you.

This is the main reason, and it's especially frustrating on console. The other reasons are:

  • Make getting a weapon more desirable (melee combat should be an absolute last-resort)
  • Make gathering resources riskier

Keep in mind, this change only affects movement speed while attacking with the Pickaxe.