Epic published a new AMA post on the Fortnite Competitive subreddit on Friday, May 31st. The post has some positive news for competitive players, but may once again anger many of Fortnite’s fans.
The newest competitive Fortnite AMA answers from Epic were released on May 31st and the answers aren’t thrilling. Some of Epic’s answers will only further inflame tensions with the community.
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You can see the answers given to big community questions below including a discussion about the shotgun delay, loot pools, and more:
Fortnite Competitive AMA – May 31st
Epic Games posted their answers to major community questions in an AMA format on Friday. These questions hit some of major points of grief for the competitive community.
In some respects, the AMA revealed good insights to Epic’s thinking, but some of the answers simply miss the mark. See for yourself:
For details on the loot pool discussion from Epic Games, head to our dedicated article on the matter. If you are a fan of competitive Fortnite, you might be enraged by their response.
Future of Arena Mode’s Development
Q: /u/pauperdown: How do you see the future of Arena? Do you have any plans on adding new divisions and incentives like leaderboards and small prizes, so Arena feels more competitive?
A: ‘We are currently working on a refresh of Arena, with an emphasis around providing more high quality, exciting matches and tournaments with meaningful stakes. ‘Hype’ will become more like a currency which you use to enter tournaments and participate in higher difficulty Arena matches, with top overall performers for the season represented on a leaderboard. Seasonal rewards are on the roadmap as well for future iterations of Arena.
We also want to get back to running nightly (non-prized) tournaments on a regular basis, across a wider variety of team sizes & game modes. Having Hype as rewards for placements in these tournaments will help provide some meaning and motivation behind each competition, even when cash isn’t on the line.‘
Storm Surge Damage Clarification
Q: @CowboyFN_: How does Storm Surge work now? What circle does it activate? How many people have to be alive at what circle for it to activate? Sometimes you get a warning and sometimes it’s active. Why is this? A: First a little history – Storm Surge was initially added to help in competitive matches where an unusual number of players were still around and server performance would degrade. Ultimately having less players in a match directly impacts this, and our goal is to ride the line between minimal gameplay impact while maintaining a playable server framerate. Siphon was also added to help balance the risk/reward of eliminating another player – primarily to help reduce turtling & encourage a healthier ‘elimination curve’.
To answer your specific questions, storm surge activates if the number of players in a match is higher than the values designated below at each storm phase. Surge will deal 25 damage to each player under the damage threshold, and this damage occurs every 5 seconds. We give a brief 5 second window of opportunity for players to react to this incoming damage. Storm Surge will immediately end as soon as the threshold is reached.
Storm Phase 0 – 100 Players Allowed
Storm Phase 1 – 100 Players Allowed
Storm Phase 2 – 70 Players Allowed
Storm Phase 3 – 70 Players Allowed
Storm Phase 4 – 50 Players Allowed
Storm Phase 5 – 50 Players Allowed
Storm Phase 6 – 30 Players Allowed
Storm Phase 7 – 30 Players Allowed
Storm Phase 8 – 30 Players Allowed
Storm Phase 9 – 30 Players Allowed
As an example, if there were 72 players remaining in Storm Phase 3 (where 70 players is the cap), Surge would continually deal damage to all players under the damage threshold until there were only 70 players left. Once only 70 players remain, it would end immediately until Storm Phase 4.
‘Pre-Edits’ Disable Discussion
Q: /u/jamalzlitni10: A topic that has emerged in the community is building pre-edits. Many of us believe that pre editing should be an option to toggle on or off. Do you guys have any intent on making a change with pre-edits in the future?
A: Yes, this is a topic we’re actively considering, and will update you on when future plans are firm.
Explanation of FWC Broadcast Setup
Q: /u/kr0n_cs: From an observing point of view, how many people do you generally have observing and how does it work? Do they sit in front of 100 screens and monitor where the action will be, or is it just looking at the map and going to players who are nearby? Do you use any sort of way to automatically detect where the action will be, so that when players are about to fight, you will know where that will be?
A: Great question! A lot depends on the show or event. We’ve had anywhere from 2 to 30 live observers in a match. We also now have two options for covering matches; live spectating and streaming server replays. There can be some differences in how we cover a match depending on which option we’re using.
For online events, such as our weekly World Cup qualifier show, we use streaming server replays. We’ll typically have a crew of 13 observers which is composed of 2 teams of 5 as well as a game producer, game director, and observer director. In this case we have one team covering the match that is currently live, and the other team is watching and preparing for the next match on deck. Then we just swap between teams. Since we’re using server replays and not presenting the matches “live” the teams will generally know, or have a pretty good idea of what happens in the match. Each team has a temporal scout that quickly finds relevant moments in the match for the team to cover. During the show the observer teams take direction from the game director and observer director to frame up shots and bring up the appropriate gameplay feeds. As the match plays out, the game director selects which views to cut to. The game producer’s job is to guide the flow of the covers and is following both the map and any information about the match that the scouts were able to extract.
Covering matches live is a bit trickier. For our live events we use live spectating and have a slightly larger team of 17 observers. We’ll typically have 4 teams of 3, 2 flex observers, a game producer, game director, and observer director. Since we are broadcasting a live match and anything can happen we use more teams to make sure we (almost) always have something both relevant and interesting we can jump to. As you can imagine making sure you are always covering the best action (Live!) can be difficult when players are spread all across the island! We also capture each team with a video replay system in case they capture something while another team was live on air. We’ve added mid-match replays to cover some of this stuff and fill lulls in the match. During a live match the game producer is watching the map, player stats, and listening to the observer teams, and taking into account previous matches in order to steer the coverage and find relevant action to jump to.
Here is a shot from the observer pit at Secret Skirmish: https://imgur.com/i7nBuoQ
For fun here is what 100 player feeds looks like: https://imgur.com/vVURxy8
In terms of automating coverage we are actively developing a tool that can watch a live match (or replay) and determine the best moments based on a certain set of criteria. Some of these things include; Players closing distance on each other, elim streaks, long distance elims, no scopes, etc. We could use this tool to suggest when/where to cut to in a live show or allow people to automatically generate highlight reels from their own matches. A lot of what makes good coverage can be subjective so finding a good balance of what the criteria is and how a tool selects a moment in the match is what we’re looking into right now. We can’t wait to share this tool with everyone as soon as it is ready.
Something interesting to note, we use the same tools to make our weekly show that are available for everyone in the live version of the game currently.
Possible 2v2/1v1 modes in the future?
Q: /u/KurtMage: Has a competitive 2v2 mode (or even 1v1 or larger) ever been considered? The building mechanic in this game is incredible and feels like it should not be confined exclusively to the battle royale genre (for competitive). I’m not asking for something specific, it could be made with a CS-like buy system, COD-like load out system, Halo-like weapons on map system, TF-like class system, or whatever. I (and many) just love the mechanic and would love to see it on a non battle royale setting.
A: We are definitely considering all kinds of possibilities when it comes to alternate competitive modes outside of Battle Royale. We have plans to continue to expand Creative Mode so players can create their own favorite version(s) of Fortnite. We’ll be closely monitoring these community-created competitive modes as the tools for Creative Mode expand, and will officially support some of the more popular ones that pop up over time.
No FOV changes coming to Fortnite
Q: /u/Kessarean: Will FOV see a reconsideration?
A: We have no plans to implement an FOV slider. One of our major goals for competitive Fortnite is to support players in their journey to be able to become stars and build their own audiences around awesome performances and personas. Part of that goal means listening to the desires of their viewers, and stepping in when necessary. In this case, players were indicating they felt required to play with stretched resolution (or increased FOV) in order to remain competitive, and fans said that it was a negative experience to watch.
We also don’t have any plans to adjust the current default FOV. As stated in our previous communication on the topic: https://www.epicgames.com/fortnite/competitive/en-US/news/fortnite-competitive-development-update, it’s ultimately a tradeoff of a series of goals and we’re happy with where it’s at currently.
Anti-Defensive Building Items
Q: /u/beaushinkle: With the number of items / changes geared toward punishing boxes (stinks, explosive damage through walls, etc) it seems like the team isn’t happy with how strong the box is in competitive play. Do you guys have plans to enable aggressive players who want to force fights with defensive players?
A: We’re always looking at the balance of core gameplay. That includes items, weapons, building, loot availability, and more. Defensive building is strong, and there should always be some counters, but not excessively so. In general having a few items that force alternative strategies or requiring players to react is healthy for keeping the moment to moment fresh.
World Cup will feature live per player ‘replays’
Q: /u/DatGuyRich: We’ve seen over the last few world cup weeks that numerous streamers are pulling the same amount of numbers as the official Fortnite stream mainly because people prefer this method of spectating. So during the world cup will there be an option to spectate from one player’s POV?
A: We’re totally fine with streamers pulling in bigger numbers than our channel, and this possibility was something we had actually looked forward to in creating our approach. In general it’s a goal of ours to help drive traffic to our players’ streams. We completely understand that people may want to only watch their favorite streamer vs our show. Our coverage is generally meant to serve viewers who may not have a favorite streamer or who are looking for more information about a tournament as a whole.
As an example of how we want to continue the spirit of supporting players and streamers first, for World Cup we will also be streaming the finalists’ replays LIVE, so if you wanted to you could load up the replay while the match is happening and watch from your favorite player’s perspective.
Shotgun Delay is being looked at
Q: /u/Pmoney98: The shotgun pullout delay was initially added to prevent the ‘double shotgun’ meta. In the current state of the game, double shotgun is both obsolete and irrelevant. The pullout delay feels obtrusive and clunky. Are there any plans to change this?
A: We’re looking into possible tuning iterations here – the main thing we want to keep in mind is that the Pump Shotgun is still available in Creative (and always has the potential to be unvaulted), so we want to make sure that any adjustments take its unique characteristics into consideration.
Leaked Fortnite 14.40 skins & cosmetic items
Fortnite’s v14.40 update has officially signalled the start of Fortnitemares 2020, and a brand-new patch means we have plenty of leaked skins and cosmetics to take a look at.
While Season 4 has been all about superheroes, Halloween is the name of the game for the next couple of weeks, with Fortnite’s annual spooky event Fortnitemares making it’s welcome return, and bringing back Midas too.
Midas disappeared at the end of Season 2 when his Device experiment ended in disaster, but the 14.40 update sees the character regain control of The Agency thanks to his Shadow Henchmen, who will play a significant role in the game for the next few weeks.
For cosmetics fans, a new update means new skins, gliders, back bling, and more to look at ahead of their addition to the Item Shop, and thanks to data miner HYPEX, we can take a look at everything that will appear in-game over the next few weeks.
As always, new skins are the highlight of any cosmetic drop, and there are plenty for fans to sink their teeth into during the Fortnitemares event.
Beef Boss and Fishstick are two new members of the Skull Squad, while the Skull Trooper himself gets a party makeover. Elsewhere, we have some new default characters for those who like to keep things simple, while the Good Doctor skin has a special emote that sees him transform into a massive monster when he drinks a potion.
We’ve also got some new emotes, including one which sees your character play the banjo on a rocking chair, and a zombie walk which fits the Fortnitemares theme.
Unfortunately, we haven’t seen any gliders, back bling, or weapon wraps just yet, but we’ll be sure to add them to this article when they are revealed.
Fortnite 14.40 patch notes: Fortnitemares 2020: Midas’ Revenge
Fortnitemares is back as spooky season takes hold, with Midas making his return to the game in the v14.40 patch, which is live on PC, Xbox One, PS4, and Nintendo Switch on October 21.
Fortnite Season 4 has been all about superheroes, but with Halloween fast approaching on the horizon, it’s time for “Earth’s mightiest heroes” to take a backseat and make way for some ghoulish fun.
Of course, that means it’s time for the annual Fortnitemares event, with the 14.40 patch bringing some spooky additions and Halloween-themed items to help players get in the mood.
With the patch now rolling out across PC and consoles, here’s everything you need to know before you jump into the action.
Fortnite v14.40 Update patch notes
Fortnitemares 2020: Midas’ Revenge
The headline addition in this patch is the return of Midas, who acts as the main character in the 2020 edition of the Fortnitemares Halloween event.
The character hasn’t been seen since Season 2 when his Device experiment backfired, flooding the entire map. Now, he has reappeared to cause some more havoc, taking residence at The Agency once again with an army of the undead to help him with his plans.
From October 21 to November 3, players who meet their demise in Solos, Duos, or Squads can return to battle as one of Midas’ Shadow Henchmen for a shot at earning a Nitemare Royale, and join your fellow Shadows to take down those still living by using otherworldly abilities.
Loot Pool Changes
Fortnitemares doesn’t just bring back Midas, but also introduces a number of new Halloween-themed items like the Witches Broom that let’s the user soar around the island, the Fiend Hunter Crossbow, and of course, the Pumpkin Rocket Launcher.
There’s also some new consumable items in the form of candy like Candy Corn and Jelly Beans, which will add health or shield, or perhaps give you some new powers to wield.
A major surprise though is the vaulting of the Charge Shotgun, which has been removed from the game for the foreseeable future.
Huge PC patch size
Those downloading on PC will notice that this week’s update is massive, coming in at 27GB, which is much larger than they typically tend to be.
This is good news for players though, as although this patch will take longer to download, it actually shaves 60GB off the entire file size of the game, improves loading performance, and will make for smaller update downloads in the future.
As always, Fortnite’s 14.40 patch also has some bug fixes that should improve quality of life for players, and address some of the frustrating glitches that can make the game frustrating to play.
These bug fixes have been taken from Epic Games’ official Trello board, and we’ll be sure to update this article with any more changes we discover.
- Honey Hitters Pickaxe disabled.
- Cozy Chomps and Ravage Outfits appearing as Ramirez.
- TWIP! Legacy not being awarded.
- Inventory shuffling after respawning in Team Rumble.
- Doctor Doom’s Mystical Bomb temporarily disabled in competitive playlists.
- Players without matchmaking permissions cannot access the Team Size setting.
- Sky color does not change when adjusting light color setting.
- Fog and lighting settings changed in Creative.
- Vehicle buttons missing.
- Black textures on foil variants on Nintendo Switch.
Fortnite v14.30 Update patch notes
Fortnite’s third major update of Season 4 has arrived in the form of the 14.30 patch, which brings a major Combat Shotgun buff to players on PC, Xbox One, PS4, and Nintendo Switch.
Superheroes are the name of the game in Chapter 2 Season 4, as they take over the Fortnite island and prepare for a massive war with the evil Galactus, who’s coming to change the reality of the game forever.
With a battle on the horizon, Epic Games have decided to adjust the Combat Shotgun to give you a helping hand, while also introducing some new modes for fans to sink their teeth into.
Fortnite v14.30 patch notes
Loot Pool changes
The biggest news coming out of the October 13 patch is the adjustments Epic have made to the loot pool. The Combat Shotgun has been given a major tweak, which Epic hope will make it more useful throughout the rest of the season.
The developers confirmed that they had increased the range at which it deals damage, so hopefully players will be able to take down enemies at slightly longer distances, although Epic stated that they would be asking for feedback about the change.
Elsewhere, they’ve also announced that they are rotating in some new superpowers to keep things fresh, which will be available around the island.
Rally Royale LTM
Along with the buff, Epic have also dropped a new LTM for fans to sink their teeth into. Rally Royale is all about getting from Point A to Point B as fast as possible, though it won’t be easy.
In this mode, your task is to collect tickets before anyone else. If you’re first, a finish line will appear on the map, which you need to speed to if you want to be crowned as the winner. This LTM is expected to go live “later in the week,” Epic confirmed.
Marvel Knockout Super Series
Fortnite players can get their hands on the new Daredevil skin early by winning one of the Marvel Knockout Super Series tournaments that are included in v14.30. These elimination cups begin on Wednesday, Oct. 14.
There will be four total tournaments, with anyone who competes in all of them rewarded with an exclusive Nexus War glider.
As usual, the Fortnite team has also added a number of bugs and issues to their official Trello board. This week’s patch will include fixes for many of these recurring problems, including a series of Party Royale glitches, and plenty more.
Here is the full list of bug changes set for v14.30:
- Audio of Last Forever Emote playing even with licensed audio muted.
- Placing a map marker cancels movement.
- Grass is not removed when placing objects on the ground.
- Some players not granted items after first round in some team games.
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