Dev Tracker

Originally posted by ExtraPowerful

Epic dealing with all issues no matter how big or small. Clearly the best developers ever.

Thank you, I'll pass that along.

Originally posted by BravoBet

What’s VOIP?

Voice over IP. The in-game voice chat is wonky right now.

Originally posted by jaybass1

Thanks for the info! Hope you get it running again soon!

Me too! I have people I need to yell at :p

Originally posted by siook2001

What happened to the item shop? I still see only 4 skins. instead of 6 daily items. /u/iFlak

We've updated the patch notes, there was some miscommunication here. "Additional flexibility has been added to the store. This allows us to display more featured and daily items in the future."

Players may notice intermittent issues with VOIP. We are aware of these issues and we're working to correct them. We hope to have you back giving out those voice commands ASAP.

Originally posted by your_local_yeti

When will this game start being consistent. Using standard controller settings, I expect to have to cycle through building options every time, starting with the vertical wall. THEN YOU PULL THIS SHIT WHERE I MAGICALLY START ON A NON-VERTICAL WALL BUILDING OPTION WHEN IM UNDER FIRE. I don’t understand why everything keeps changing. It’s bad enough I’m absolute trash at this game, with VERY LITTLE OPTIONS TO PRACTICE MINUS ACTUALLY PLAYING AND GETTING DEMOLISHED EVERY GODDAM TIME, and then now I have to worry about which controls I cant bank on muscle memory for?!

This game fucking sucks and I’m more pissed than a 14 year old getting 2-25’d every round in COD.

Edit: to those who told me how to fix it, thank you, if I were sane I’d try again but I’ll give my livid-ness a long cool-down timer if I even decide to play again. Either way, Epic, you still piss me off.

Sorry about that -- this was a side effect of us adding an option to toggle between the behavior you experienced and the old one. We didn't have a good way to maintain defaults for existing players while changing defaults for new players. That's something we need to address!

Battle Royale Tier bundle
Originally posted by Valar_MorGHOULis

Does anyone also know if it can be used for season 3? I’m maxed out and bought it like an idiot

See https://www.reddit.com/r/FortNiteBR/comments/7rafd9/so_how_doea_this_work_i_already_have_tier_70_on/dsvo7z8/

Battle Royale Tier bundle
Originally posted by Asli_Daku

Does anyone know if you can buy the tier bundle infinitely? Or is it a one time buy

The discounted bundle is a one-time thing to celebrate the map update. You can buy more tiers at the regular price on the Battle Pass screen.

Cheers, Michael Noland

No, it does not transfer over to the next season. We'll be preventing purchasing the bundle when at tier level 65 or above in a future build, but it didn't make this one.

If you were already at max tier and purchased this, please contact CS and we'll make it right.

Cheers, Michael Noland

Excited for the new map update this week? Get a dev perspective with some of the Fortnite team!

David Spalinski, Lead Level Designer:

Since the initial release of Battle Royale in September we’ve been keeping an eye on opportunities to improve and add to the map. We had some initial predictions about what would make it better for you, but chose to take the time to watch, listen, and play with the community to learn about various things we couldn’t have known at the onset. We’ve taken that knowledge and built it into this update, which represents a major iteration on the Battle Royale map.

One of the primary things we identified needed improvement was the density of the points of interests (POIs) on the western side of the map. The density on the eastern side has offered a good pacing for loot, traversal, and combat engagement frequency, so we wanted to bring some of that to the western side. As a result, many new POIs have been added west of the river, each with their own identity.

Tilted Towers is a city located just south of Loot Lake, which adds a hotspot close to the center of the map. It offers a fair amount of vertical gameplay through taller buildings that players can land on, fight through, or even defend against other nearby fortified buildings. When constructing this POI, we wanted to create something on the larger end of the scale, similar in size to Pleasant Park or Retail Row. We targeted it as a place where many players could choose to land, and still be able to get enough weapons to be able to hold their own.

 

Sidney Rauchberger, Lead Level Designer:

Another point of interest just west of the river is an underground mine called Shifty Shafts. Unlike the heights of the buildings in Tilted Towers, this POI is all about tighter underground tunnels, which present opportunities to sneak up on or flank your opposition. From the beginning we thought that the idea of adding a mine just sounded fun, and now we’ve been able get one in there.  This location is one to be explored, not scouted from a distance, since all of the good loot is on the inside.

Snobby Shores is a private residential neighborhood on the west coast of the island made up of multiple fenced houses. By fencing in the houses, they act as self-contained combat areas, allowing for intimate combat engagements that are focused on the immediate surroundings. Additionally, the housing plots are arranged in a line, which organizes and brings clarity to the combat relationship from house to neighboring house.

When identifying which specific areas of the map were under utilized, the northwest was near the top of the list. Beyond visiting Pleasant Park or being forced there by the storm, there wasn’t much of a draw to go there. As a result, we’ve added Junk Junction. This point of interest is a junkyard full of crushed cars stacked upon each other. We took care to ensure that among this junk you would be free to build around it, or jump from pile to pile without a need for building. This offers player’s flexibility in how they want to pursue their opponents or loot.

 

Stuart Fitzsimmons, Senior Level Designer:

Separate from the new POIs, we also wanted to add visual variety to larger sections of the map. To accomplish this, the map is now divided into four biomes. The grassland has a similar look to what you’ve come to expect from the map until now, but the swamp, farmland, and mountain areas bring their own visual identity. This is mostly done with changes in color tones evident on the terrain, as well as different looking trees & vegetation. To accomplish this, we reworked the core of how the terrain is computed for display, making it more flexible in order to add these biomes. Beyond adding visual variety, the idea behind this was to allow players to associate where they are on the island with the look of the environment surrounding them. You’ll be able to easily spot these biomes from the battle bus or when bringing up the map.

We’re looking forward to seeing how players adapt their strategies as a result of the changes and additions present in this map update. We’re hoping you will find a new favorite place to land, route to take, or building to fortify during the end game. We’ll be continuing to watch, listen, and play with everyone to identify ways to improve upon the map from here, and look forward to your feedback.

  
Originally posted by Sno_Jon

I will try to issue a video later but here's some short examples.

When switching building types e.g wall to stairs, there is a delay in the action being registered. So while I think the stair is selected, it is not and will select a floor. - due to input lag

The same happens with inventory if you pick a weapon up and switch weapons, it will drop the weapon you switched to instead of the weapon you initially had selected.

On top of that it would be great if we had the stairs next to the walls and would speed things up.

Someone made a detailed post about having an option to bind building to certain buttons which would be great to have in long term.

Overall the game feels very sluggish on console and sometimes even slow which has gotten worse with each patch (may be hardware limitations) when it comes to building and inventory/trap management - switching traps is very slow too! Takes way too long to switch traps.

*Edit forgot to add the random sticky aiming when editing - please remove that! u/dandadadandan

Thank you!

The quick summary is that the quickbar currently does a server round trip for switching.

So if you go from 1 to 2 to 3 to 4 there is a decent amount of latency due to this if your ping isn’t awesome.

That is legacy behavior and we need to make sure that quickbar switching doesn’t talk to server to cut out all the latency. We had an existing JIRA for this, but his clearly needs to be up-prioritized. On it :-)

Short term the option to not reset building defaults might help a bit depending on your usage. Obviously not a substitute for real fix.

If you are on the West coast, we are also trying to get West coast servers up next week. The snow storm scrambled plans a bit this week :-/

What’re those?! They’re new and updated points of interest to explore. Downtime is over, so log-in now and be one of the first to scout these locations and see what’s new.

Originally posted by NoHacksJustTacos

You guys are great, keep up the great work.

:)

Originally posted by iimorbiid

Well damn, been waiting all day..

No ETA, but you can expect a few hours.

Originally posted by MrPopoTFS

Downtime for V.2.2.0 will begin at approximately 7:00am ET (12:00 GMT) on Jan 18. Servers will be unavailable while updating. In the meantime glide over to the patch notes to see what’s coming: https://www.epicgames.com/fortnite/en-US/news/v-2-2-0-patch-notes

Downtime for patch V.2.2.0 has begun. Time to start planning those new loot paths!

Originally posted by Legendiac

a big feature of course

the biggest

Originally posted by Pokrog

The bullets are most certainly not pinpoint accurate. That is just wrong. I am genuinely confused at how you could not notice that.

Incorrect - as long as you're waiting a beat between shots the Scoped AR has 100% accuracy.

Downtime for V.2.2.0 will begin at approximately 7:00am ET (12:00 GMT) on Jan 18. Servers will be unavailable while updating. In the meantime glide over to the patch notes to see what’s coming: https://www.epicgames.com/fortnite/en-US/news/v-2-2-0-patch-notes

Originally posted by JohnnyBravosHair

What’s that banging sound that plays when you’re skydiving?

The amount of times I’ve ripped my headphones off because I thought somebody was trying to take my front door off.

Banging sound? Not sure I follow. Do you mean the sound that plays when you exit the bus, or during the entire skydiving trip?

Originally posted by Swahhillie

One more thing. The music during the game launch. It downloads the profile settings from the cloud but before that point, the music plays at full blast. It only takes a second or two but is quite annoying.

Yeah this has been an annoyance for a whiiiile. Will add a ticket so I can track it and get to it sometime in the future.

Originally posted by JDFive

Killzone had an amazing chirp sound

I loooooved this one. The Killzone games were my jam.

Originally posted by ddotnastie

I want to say it was originally suggested on this subreddit if it wasn't there when the game began. I can't remember if it was a headshot noise or animation that was brought up.

Yeah we didn't ship with very good bullet hit feedback. You originally could only hear the damage impacts if you were close to your target.

/u/Samurai235 linked to this in this thread: https://www.reddit.com/r/FortNiteBR/comments/7cbmt7/revive_sound_same_as_deathknockout_sound/dpp8jme/

Right about 2 months ago was when the headshot/bodyshot/shieldshot sounds were added.

Originally posted by redteamgone

/u/Sweedinmusic is the guy (I believe)

cough upvoted for visibility cough

Battle Royale V.1.11 PATCH NOTES
Originally posted by nsuserdefaults

Was updating the sound for map streaming difficult? Or is furthest sound range within the (currently) loaded map radius? The tech seems really interesting!

Actually didn't have to do anything on the audio side for this update. Buuuuut we have ideas for making ambient audio more immersive in the future, which would allow us to stream collections of ambient sounds in along with the POIs. Streaming makes some thing like that much more of a possibility.

Originally posted by humbleBB2410

You tease me Epic with a bus filled with lights and Santa, yet now we have the regular bus back and I have to stare at the old bus every loading screen.

Sad monkey

This was the first test of our event system, and not all things can be driven by the system yet. The battle bus and supply drops were, but the bus on the starting island and the light up bushes are placed in the map and currently require a client update to change. Over time we'll move more things to the event system.

Cheers, Michael Noland