Fortnite Whitelist and No Free vBucks
Fortnite Whitelist and No Free vBucks | ![]() |
- Whitelist and No Free vBucks
- Someone's playing Fortnite outside my house
- Evolution of Fortnite 2011-2018
- Get your hoverboard tracks ready boys
- **SPOILERS** New Traps, Gadgets, Abilities, And Weapons
- Constructor: Recycle & Hyperthreading [BUG]
- Okay so why is there a cap to the amount of skill points we can earn?
- When did support specialist hawk get nerfed?
- Accidental llama purchases
- Anyone else having a huge falling out for this game right now?
- Class be like
- Only took me 99 power levels.. (I got her from an Upgrade llama)
- Dear Outlanders
- Fixing difficulty curves, balancing, and "grindyness"
- Please remove storm quotas
- Let’s talk about traps and walls please.
- I got an Atlas that I couldn't fully build a wall around
- Truth
- Force Extraction option in "Save the World"
- Trap Suggestions
- Does the general gameplay change later on?
- Tutorial Of David Deans Plankerton SSD 1 Base
- This is rediculous, is there anyone with the same problem?
- Commando Spitfire Rework.
- Update Changed Event Store?
- Is PVE still using the pinata system?
Posted: 06 Mar 2018 01:09 PM PST We've been bombarded by a ton of fake vBucks links in the past few days. If you see an ad for these on Facebook, Discord, or Instagram do not click them. They are attempting to take your money and have no intention of giving you v-bucks. We will always let you know about promotions Epic is doing here first. As a result of the above, we've taken some additional security measures on what is allowed to be posted on the subreddit. If you make a post and receive a comment saying it's blocked this is why. There is a possibility the website is not malicious and should not have been removed, we will be reviewing these on a case by case basis. [link] [comments] | ||
Someone's playing Fortnite outside my house Posted: 07 Mar 2018 04:48 AM PST
| ||
Evolution of Fortnite 2011-2018 Posted: 07 Mar 2018 05:35 AM PST
| ||
Get your hoverboard tracks ready boys Posted: 06 Mar 2018 05:47 PM PST
| ||
**SPOILERS** New Traps, Gadgets, Abilities, And Weapons Posted: 07 Mar 2018 06:16 AM PST | ||
Constructor: Recycle & Hyperthreading [BUG] Posted: 07 Mar 2018 06:28 AM PST Recycle: For every 5 buildings of a type, B.A.S.E generates 1 resource every 60 seconds. Hyperthreading: Improves efficiency of B.A.S.E Recycling resulting in 1 resource generated for every 3 connected pieces. As of the current moment, these bonus abilities to the B.A.SE. for the constructor class are legitimately broken. The scaling received to Tier 3 buildings is converted to wood resource instead of the material used. You will receive the standard amount of materials but will end with a surplus of wood. EXAMPLE: TIER 1 MATERIAL- As you can see there are six constructed pieces of each material. This with Hyperthreading will net two of each resource every sixty seconds. At this level there is nothing out of the ordinary with the ability and it operates as it should. EXAMPLE: TIER 3 MATERIAL (WOOD)- Here we see that wood has received a scaling bonus for Tier 3. I cannot actually state whether or not this was an intended feature as there is no mention of a scaling bonus anywhere in the game. If this is an intended feature then it is currently working as intended. EXAMPLE: TIER 3 MATERIAL (ALL)- Here is where some of the dickery comes to light. There are so many things wrong here. Firstly, we have the issue that all scaling was sourced to wood. Secondly, if we take a closer look we discover that there is a third bonus not received. If the logic follows that Tier 3 material receives a scaling bonus then you will notice that the total amount of wood should be eight (wood + wood bonus + stone bonus + steel bonus). However, we plainly see that wood received was six. EXAMPLE: FORT (STONE & STEEL)- Here the broken aspects of these abilities are seen in full light. This is footage of Pre-Hyperthreading. Here we have a fort composed of 28 Tier 3 Stone, 27 Tier 3 Steel, and 1 Tier 3 Wood (base of my B.A.S.E). If the scaling bonus is an additional resource for every one generated then the sum of the recycled recources should equal 10 Stone, 10 Steel, and 0 Wood. However, I come out with 25 Wood, 6 Stone, and 7 Metal. Nothing in the math suggests that this should be the outcome. So, Epic, what gives? Finally, as you can see, I have disproved my original statement. The scaling doesn't completely give itself to wood. The resources are completely scrambled. [link] [comments] | ||
Okay so why is there a cap to the amount of skill points we can earn? Posted: 07 Mar 2018 01:06 AM PST What's the point of it? A person who has played enough to earn every skill point should never see such a wall. It makes no sense. [link] [comments] | ||
When did support specialist hawk get nerfed? Posted: 07 Mar 2018 01:38 AM PST
| ||
Posted: 06 Mar 2018 08:46 PM PST A few times i have bought a llama on accident. Can epic please add a confirm purchases to prevent this? Its actually annoying when you know the llamas are shit to begin with. [link] [comments] | ||
Anyone else having a huge falling out for this game right now? Posted: 07 Mar 2018 04:59 AM PST I used to play this game religiously, spent most of my weekends grinding and now I just feel stuck in time. I'm not even interested in the spring it on event. I just log in daily to get my daily rewards. Just doesn't seem quite as fun as it used to be. [link] [comments] | ||
Posted: 06 Mar 2018 11:10 AM PST
| ||
Only took me 99 power levels.. (I got her from an Upgrade llama) Posted: 06 Mar 2018 10:36 AM PST
| ||
Posted: 06 Mar 2018 02:15 PM PST Dear lootlanders, please stop... I've had enough... If you're full on either stone or metal, please go build. I sick of finding piles of of materials everywhere when nothing has been build yet. If you don't want to build, which i fair enough, the very least you can do is go to the point we're defending, and drop some of those materials and put a little loot marker on them. It takes not even a minute, and then you can go back to looting. Now I build about 9/10 of my games, which, like i said, is no bother. I just need the materials to do so, i know the common excuse is "but i upgrade walls" and thats great, if there're any left to upgrade by the time you finally swing by just before or right after we start. But i still have to run in your footsteps to pick up all the metal you mined, because guess what, there're no cars left, cause you smashed them all for the mechanical parts. Another excuse I've seen is "ohh sorry, didn't see chat" but you did... when someone writes "storm chest" you're the first one there, gotta get that loot i guess. Just please drop it off, it takes not even a minute and the loot isn't going anywhere. Please start to contribute, your damage is rarely up to par, so you can't count that. rise above you're fellow leachlanders. This is why they made you loot so fast, follow your destiny. Regards -Every other player. EDIT/ADDITION: If you are only there to loot, not to actually complete it. Please set it to private so the rest of us is not a man down and a new one can't join cause to much time has passed. This goes for everyone, but outlanders seem to do it the most [link] [comments] | ||
Fixing difficulty curves, balancing, and "grindyness" Posted: 07 Mar 2018 05:25 AM PST I believe the devs read posts occasionally, and I really want to see this game succeed, so I thought it would be worth writing up four (relatively) simple fixes for the more fun-killing issues of the game. If this list makes sense to you please upvote for visibility.
1. Problem: Forcing the player to grind for bluGlo disincentives them to play the game in a way that is exciting for them Solution: Letting players adjust their difficulty is essential to players enjoying themselves, so it shouldn't punish them for doing so. There have been quite a few times my friends and I have played on easy to "get the mission over with". Now that there is a group check before increasing difficulty bluGlo should be removed from the process. This is a simple fix and I am unable to think of a single argument against it.
2. Problem: The lack of urgency while building a base in an exploration mission really detracts from the game and takes a lot of the wind out of strategizing. Solution: Before the defensive stage, all player made structures in the area should be destroyed by the storm. Next there should be a preliminary defense building stage with a time limit before combat begins. The first wave should be short and manageable, just to give the players a taste of how hard the second and third waves will be before giving them a chance to beef up their defenses. Every good zombie or tower defense I've played has this very gameplay-loop, and there's a reason for that.
3. Problem: Exploration is satisfying but boring and uneventful Solution: The character has so much mobility that being attacked by zombies while looting a town is more of an annoyance than a threat, so maybe take that away every so often like some of the special zombies already do: Spawn a large horde around a house a player is in and give the player a "slow-field" effect until they escape or kill all their attackers. And to make zombies feel less like another annoying obstacle, give some zombies loot drops like bullets or the occasional special item.
4. Problem: Storm base mode is a great idea to break up the exploration sections, but incredibly easy and unsatisfying. Solution: three words—Infinite. Base. Defense. Give the player a flat piece of land and let them build. Every level gets harder, but between each level the player can leave and go gather more supplies in exploration mode. Every 10 levels or so give the player a storm shield expander like a trap, which the zombies will also attack. Let the player play this mode as many times as they want without a break. They will burn through resources and will loot eagerly in the exploration mode. (and let's be honest, burning through loot fits in really well with the micro-transaction economy you guys are trying to create)
That about wraps up the only critical design flaws of PVE. As of now it's lost its charm and I only play for my daily reward if it's easy to get skins for PVP. So much of this wonderful and dynamic game feels like a grindy chore, and I can only hope that changes in the near future. [link] [comments] | ||
Posted: 06 Mar 2018 03:20 PM PST An update that hasn't made any sense to me, limiting the amount of rewards obtainable from storms per day, why? Storm rewards already reset every 6 hours and you can't claim the same mission reward twice so what's the point? [link] [comments] | ||
Let’s talk about traps and walls please. Posted: 06 Mar 2018 04:40 PM PST If I spend 10 minutes setting a perfect line of traps to cull anything weaker than a smasher, why do you come in last second and build 50 walls blocking off the traps? I keep seeing people desperately trying to keep up a wall to avoid letting husks even step foot on a spike or freeze pad, that is under a zapper. Do you not understand how traps work? [link] [comments] | ||
I got an Atlas that I couldn't fully build a wall around Posted: 06 Mar 2018 04:53 PM PST
| ||
Posted: 07 Mar 2018 08:19 AM PST
| ||
Force Extraction option in "Save the World" Posted: 07 Mar 2018 07:31 AM PST In the PvE "Save the World" mode, could we get a host option to "Force Extraction" Once we have finished the map objective? Often times we find ourselves going AFK for 5+ mins waiting for the clock to go down. Last night in particular, we were doing a "build the tower" mission. The 3 of us finished the towers and had 8 minutes left and nothing to do. Nothing to collect challenge-wise, resources took no time to replenish. So we had to just sit and wait for the clock to expire. The narrator bot will say "Congrats, you've found them all" (or comparable message) and then tell us we can use the remaining time to gather resources. But we don't usually need more than a minute to replenish our supplies, so we are just stuck sitting idle with nothing to do. So the host could have an option, maybe an extraction module to build and activate or something if it has to be complicated, and it comes up with a vote on everyone's screen. If all vote yes, it ends the mission and moves on. We all play together and talk via Discord so we'd know before even asking if everyone was done. But I know not everyone does and plays with randoms, hence the vote option. It would just make the missions more fun to play if we didn't have to sit around waiting for a clock to run down. Thanks! [link] [comments] | ||
Posted: 07 Mar 2018 04:28 AM PST Just thinking of some trap ideas to fill out the roster with a bit more diversity. Interested in others ideas. [link] [comments] | ||
Does the general gameplay change later on? Posted: 07 Mar 2018 01:41 AM PST Hi, [link] [comments] | ||
Tutorial Of David Deans Plankerton SSD 1 Base Posted: 07 Mar 2018 05:22 AM PST It there a tutorial of David Deans plankerton ssd 1 base it's the pyramid type thing where you have to go to start your ssd it looks really nice and it's an effective build for me as I'm a solo players. This build makes it easy to get from A/B. [link] [comments] | ||
This is rediculous, is there anyone with the same problem? Posted: 07 Mar 2018 05:19 AM PST They are writing some files written to C:\windows\syswow64\ as follows: wegame_hk_lsp.dll wegame_hk_lsp64.dll and these files are used to monitor internet communications, because they modified the LSP settings for windows - without any reminder about it. How did I notice that? I had Ghost Recon Wildlands and I want to play it. However, GRW can't be opened with a message "untrusted system file (C:\windows\system32\wegame_hk_lsp64.dll)" I looked into these files and found that these files are signed by Epic Games Inc. [link] [comments] | ||
Posted: 07 Mar 2018 04:56 AM PST Pretty self explanatory in the title. Goin' Commando recently went through a pretty big change recently, while it's damage essentially got doubled, it can no longer apply stacks from "Debilitating Shots". While this doesn't matter hugely on other classes, Commando relies on his minigun for a solid portion of his damage, and 3 of his talents use Debilitating Shot as a baseline. It's also no secret Commando was already fairly lackluster compared to say UAH. My rework aims more at completely specializing in his Goin' Commando ability to possibly make him more viable as a Soldier option later into the game. Feel free to let me know what you think! I made it into a Google Docs to make it easier to read: Link Note: Some abilities might appear over tuned, i didn't spend a massive amount of time balancing, that's not the point of the idea. It's just a rough idea of what it could look like. [link] [comments] | ||
Posted: 07 Mar 2018 08:26 AM PST I was playing the game this morning and the Weekly Items side of the Event Store was at about 12 hours, I was kicked from game because I had a 450 MB update to install. When I logged back in after the update, the timer now says 1 day. Is it safe to assume the next phase of the Spring it On! event, which was scheduled to be added today at the weekly reset, was pushed back as well? I haven't paid especially close attention to the resets, just curious because I'm sick and was kind of happy to be able to have some new stuff to play tonight, but it looks like I won't be enjoying the time between vomiting. Hopefully someone knows something, I'm going to go back to concentrating very hard on not being dizzy. [link] [comments] | ||
Is PVE still using the pinata system? Posted: 07 Mar 2018 08:13 AM PST I played PVE when it first was buy able last year and the pinata system really ruined it for me, terrible progression and it never really felt rewarding. So as the title states does PVE still run off of pinatas and vBucks? [link] [comments] |
Comments
Post a Comment