This feature will kick in when you attempt to place a structure edit: wall that:
Requires a connection to a building piece
The connecting piece is at least 70% underground
Under those circumstances, the required connecting piece will now build automatically and for free. In addition, the connecting piece will inherit team ownership rules (and the material type) of the desired piece.
Hey everyone, we’ll be reverting the explosive damage changes in yesterday’s update. We really appreciate your feedback on the topic! We’ve heard a lot of great input on how we can better incentivize aggressive play and will be keeping that input in mind while we consider other options. We are working on getting the changes reverted ASAP, and will update once completed.
So we didn't do a good job of communicating why we are exploring this change. Building as a defensive measure is hugely important, and the safety net it provides is something we don’t take lightly.
However, in general, we feel like there’s a bit of an imbalance between aggressive play and defensive tactics. We’ve seen the feedback you’ve been providing and encourage the ongoing discussion. We’re evaluating what you’ve been saying as well as what keeping an eye on the effect explosives are having on eliminations.
In general, we highly value experimenting (as with Glider Re-deploy) and iterating based on your input. We’re curious to hear your feedback on things like:
One of our goals for Fortnite is to have a number of ways to play the game and be successful. We’ve identified some strategies that are overly dominant and we’ll be making some adjustments today. Going forward we’ll continue to monitor how we can best support that gameplay variety.
Here are some of the immediate changes coming today!
Shotguns
For awhile we felt that Shotguns promoted healthy close quarter gameplay, however with the recent equip time changes, Shotguns are being used more often than we like. It's something we've been keeping an eye on, but broadly speaking we feel Shotguns are a little too s
Shortly we’ll be pushing a few adjustments live. We are making the following changes to address a few top concerns, including: Rocket Launcher and Grenade Launcher dominance in the late game, Minigun effectiveness, and overall resource availability. We will be closely monitoring these changes when they are live to assess the impact and re-adjust as necessary.
Supply Llama
Decreased material stacks from 500 to 200 per resource.
Explosive Ammo removed.
Damage fall-off vs. structures removed for Rifles, SMGs, Pistols, and LMGs.
Floor loot materials adjusted
Material drop chances in floor loot reduced by 33%.
Our newest item went live this week - the Jetpack! With it we introduced a new concept of “Limited Time Items”. These items can change gameplay in a big or unique way. The key difference is that these items will only be available for a limited time (we’re still locking down exact timing, but we’ll give you a heads up).
In addition, we’re closely monitoring data (including your feedback) regarding this particular item. Our goal with the Jetpack is to provide a fun and balanced experience, with exciting new gameplay possibilities.
Have you had a chance to try the Jetpack yet? Let us know what you think.
We’ve seen a lot of productive discussions recently and want to provide clarity around the recent changes!
Peeking
In v3.4, we identified an unintended behavior with shooting that affected a small number of players. However, when implementing a fix in v3.5, we unintentionally introduced a bug around peeking over structures and edges. The result of this issue is that you would accidentally end up shooting your own structures. We will be rolling back this change in v3.5.2 this week, and we’ll be taking a little more time to evaluate how we fix the original issue.
Weapon Swapping
We recently introduced weapon equip times. This chan
Many of you have shared feedback with us regarding Pump Shotguns. Thank you! Your input helps shape the future of Battle Royale and we greatly appreciate your comments and concerns.
The Pump Shotgun’s high damage is balanced by its long reload time, and bypassing that weakness makes the weapon stronger than intended.
So, with the upcoming release of 3.0.0, we are making an adjustment to the Pump Shotgun behavior. If you fire the Pump Shotgun and quickly switch weapons, the next time it’s selected it will be forced to pump before firing again. This feature will only be enabled for Pump Shotguns, but we will closely monitor other weapon types for similar concerns.
We’ve received a lot of feedback on this subject, and it’s something we’ve been watching closely.
Today we’re making a change in an attempt to reduce team killing in Fortnite Battle Royale.
Starting immediately, we’re going to disable friendly fire. This change will not require a client update.
We understand that when players abuse friendly fire it can be an incredibly frustrating experience. However, we also recognize that friendly fire encourages thoughtful play and careful tactics. The impact of this change will be closely monitored, and in the case that those tactics are too negatively affected we may evaluate other methods of reducing team killing.
We’ve gotten a lot of passionate feedback regarding the Boogie Bomb over the last few days and I wanted to give a quick update. As most of you have mentioned, its effect has been a bit stronger than we expected.
In the short-term, we’re going to reduce the effect of the dance to 5 seconds. We don’t think this is going to be a silver bullet, but it should help alleviate some of the frustrations with its current implementation.
Moving forward we have a few ideas to address the core issue: the person being attacked by a Boogie Bomb needs an opportunity to respond. There are a number of suggestions we’ll be evaluating, including (but not limited to):