Fortnite Daily Llama Thread 23/Dec/2017 - It's a Llama llama |
- Daily Llama Thread 23/Dec/2017 - It's a Llama llama
- PSA: When joining a quickplay lobby, press Menu and then your teammates profile to see what mission you joined before starting.
- PSA: Loot the presents under Christmas trees!
- And off he goes!
- Not sure if this is THE launcher or if it is a trap.
- 90% of players in Twine Peaks don't know elemental enemies deal more damage to walls
- It's time for PvE players get some QoL buffs.
- One of these things is not like the other...
- Thanks for the free upgrade Llamas Epic <3
- Is this hero worth using or retiring? Just got them, level 7 currently
- Always evolve the highest Rarity version of a Hero card you have
- I want to believe
- New at the game; a few questions...
- Tomorrow we may get two resets in the event store again
- Why cant we talk in lobby yet??
- Best way to spend V-bucks! Newb here
- Fortnite explained in a summary and then a Rant from a long time player.
- PS4 Enemy intros don’t fit on screen looks like zoomed in?
- Game crashed as day 7 finished on STS.
- Any good youtubers or guides for new players?
- Base vs base?
- New to fortnite campaign [ps4]
- Have the disc game but cant play save the world
- Can you repair guns?
- Can you get rid of aim assist?
| Daily Llama Thread 23/Dec/2017 - It's a Llama llama Posted: 23 Dec 2017 04:01 PM PST Hello Storm Chasers! Today's Daily Llama can be found below posted by /u/stormshieldonebot in the comments below! How likely is a Llama to show up?
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| Posted: 23 Dec 2017 08:58 PM PST | ||||||||||||||||||||||||
| PSA: Loot the presents under Christmas trees! Posted: 23 Dec 2017 01:15 PM PST You can get decent stuff out of them. I have gotten many weapons, epics and legedarys. If they suck I can recycle them for easy mats. Most of the time it will be ammo or traps. Litterlly every match the randoms run past them. Look for and loot the christmas trees! Edit: Spawn rates could be tied to the holiday quest. I have finished it and have the snowball launcher. It was pretty easy. Nothing but fetch quest and kill ads. Only one snow mission for the epic Kyle I needed help. EDIT2; I think when you open the present it will also gift the other players in you lobby. So while playing if u happen to get random mats or a weapon this is why. Needs verification. [link] [comments] | ||||||||||||||||||||||||
| Posted: 23 Dec 2017 10:34 AM PST
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| Not sure if this is THE launcher or if it is a trap. Posted: 23 Dec 2017 02:05 PM PST
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| 90% of players in Twine Peaks don't know elemental enemies deal more damage to walls Posted: 23 Dec 2017 07:12 AM PST I believe the % is closer to 100% in lower zones, of players that don't know:
Suggestions:
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| It's time for PvE players get some QoL buffs. Posted: 23 Dec 2017 05:04 AM PST Such as getting materials/bullets as we walk through them, better building collision, energy improvements and lots of other stuff that I can't quite remember now. The game feels slow and unnecessarily slow. Some buffs could come in hand. [link] [comments] | ||||||||||||||||||||||||
| One of these things is not like the other... Posted: 23 Dec 2017 04:15 PM PST
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| Thanks for the free upgrade Llamas Epic <3 Posted: 23 Dec 2017 05:33 PM PST
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| Is this hero worth using or retiring? Just got them, level 7 currently Posted: 23 Dec 2017 04:48 PM PST
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| Always evolve the highest Rarity version of a Hero card you have Posted: 23 Dec 2017 01:30 PM PST I had seen a few people comment about evolving a lower rarity hero to max rank and then upgrading rarity to reduce the cost of evolution materials to get a max ranked hero. I decided today to actually gather the evolution and upgrade cost to determine what was a better use Seasonal Gold. Buying the evolution materials or Flux to get a rank 5 legendary Short version is buy the extra evolution materials with Season gold cost less. Significantly less with a wide difference in Rarity. In the link above I had compared starting with uncommon, Rare and epic vs starting with a legendary. Upgrading from Uncommon cost an additional 1,750 seasonal gold. starting from Epic was and additional 700 seasonal gold. I did do the comparison between rarities and the closes is the Rare vs Epic, and Uncommon vs Rare. Both cost an additional 350 seasonal gold to upgrade the lower rarity compared to just buying the evolution materials. Got to leave in a moment so cannot re upload now, but can later when I get in. Based on the numbers I calculated the only use for Flux is to upgrade characters you had note received a desired rarity of. Now to see if anyone finds something wrong in my numbers :) [link] [comments] | ||||||||||||||||||||||||
| Posted: 23 Dec 2017 07:22 PM PST
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| New at the game; a few questions... Posted: 23 Dec 2017 08:14 PM PST Love BR , decided to buy the 60 dollar version for half off 2 days ago.
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| Tomorrow we may get two resets in the event store again Posted: 23 Dec 2017 05:43 AM PST The weekly store is scheduled to reset at 5am GMT tomorrow, but the store stock isn't likely to reset until midnight GMT, 19 hours later. This happened last week and the result was being able to buy this week's stock again, with reset limits. When the stock reset at midnight, the new items had new limits. If you're thinking about spending gold on stuff you don't really want to maximise limits today, i'd advise to save some for tomorrow. EPIC may have fixed this but it's not likely as the data i'm seeing indicates no change. The main thing I want people to be aware of is that there's a chance to buy some extra armory slots/flux/etc tomorrow, before it goes back to the regular weekly limit. [link] [comments] | ||||||||||||||||||||||||
| Why cant we talk in lobby yet?? Posted: 23 Dec 2017 05:57 PM PST | ||||||||||||||||||||||||
| Best way to spend V-bucks! Newb here Posted: 23 Dec 2017 05:52 PM PST | ||||||||||||||||||||||||
| Fortnite explained in a summary and then a Rant from a long time player. Posted: 23 Dec 2017 07:44 AM PST Fortnite is/was a Co-operative third person shooter centered around mission based tower defense gameplay. NOT an "Open world survival game" like what was repeatedly claimed during the advertising campaign that was ran before the game was released in paid early access earlier this year. The game quickly started to fail over time due to the dev teams lack of ability to properly balance the grind mechanics behind the free to play title. Most of the game is spent farming out large amounts of basic crafting mats and then spending endless hours searching for RNG based loot drops to get specific parts, then combining everything to continually craft weapons, ammunition, and even traps that you spend on each mission. After this you finally get to the gameplay part where it boils down to getting 4 people, building a quick ghetto shack that fits the bare minimum requirements of defense, then shooting endless hordes of Zombies till the timer runs out and you complete the mission. Once the company realized that the game was failing before it even hit full release they quickly got some of their more experienced teams to throw together a quick battle royale gamemode. The was to use the popularity wave of the currently top selling game, PUBG, to gain an easy and quick boost in popularity of their own and actually bring in a playerbase to their sinking ship. Most players who know fortnite probably don't even know that the PvE side of the game exists. Lets focus on 3 major points that plagues Fortnite as a game. Note I will be using Warframe as an example for 2 reasons. The first being that in every possible way Fortnite is infact a Warframe clone/Similar to warframe. That is not meant in a bad context such as me claiming that it ripped off warframe or anything, so don't take it that way. The only major differences being the building mechanic and the setting in which the game is placed in. Zombies and Earth VS aliens and Space. The second reason being that Warframe has already made itself into a massively popular game with a huge dedicated player base to back it. So there are things to compare as to where Warframe succeeds and Fortnite fails. First is the idea of "Open world". Right from the start this is was bald faced lie from the dev team when they were advertising the game. Each and every single part of the game is purely a procedurally generated map made of tiles based on the theme of the location that you're supposed to be in. This is the same type of "Open world" as warframe maps are. Sure their is technically a map to explore, but there is no actual reason to explore it beyond the basic looting that you do in both games. In both games this is an issue, but unlike Warframe Fortnite also fails in other areas. If you're trying to make an "Open world" as one of your games selling points but fail on it as well as other aspects then it only makes it worse. I call it the "No Man's Sky" syndrome. An entire world to explore but nothing in it. Then there is the second issue: The overall grind. Now this is something every MMO or even F2P title has. It's par for the course. A basic part of gameplay for most games now adays. The issue that it presents in Fortnite is that it is done so horribly wrong. Unlike warframe where materials and other goodies are naturally dropped just by shooting s***, Fortnite requires you to pause gameplay and spend time whacking crap in order to get materials in most cases. Other times it requires you to go around and look for specific types of looting crates to get an RNG chance of getting a crafting mat that you need. This is MANDATORY gameplay because without it you'll never have what you need just to craft ammunition and weapons, a mechanic that other games just don't have. Now the idea of gathering and crafting things, especially your weapons and ammo isn't a bad thing. Lots of actual survival games have this and it's great. The issue where fortnite fails is that it has no progression to the grinding. Normally in these gathering and crafting games you get access to better ways of grinding that make everything faster and easier as you level up and move further into the game. Lets look at Ark for example. You start out with stone tools and you're barely capable of farming any metal at all and minimal amounts of stone and wood. You work for awhile, level up your strength, and then eventually you get enough resources to put together a furnace which allows you to smelt metal and then eventually craft metal tools. Now that you have metal tools you can farm wood and stone in large quantities and get metal at a moderate rate. Then you progress onto taming and using dino's for tools. Now you can farm even more, can access resources you weren't previously capable of getting. You're able to transport more resources thus allowing you to farm longer, you can travel further to find resources. That sort of progression. What does fortnite have for progession? You gain minor stat increases to your pickaxe over a VERY long period of time through the skill tree and eventually get access to the Outlander which can be used for increased gathering rate. The issue with this is that all this actually does is increase your ability to gain BASIC materials at a faster rate. A majority of the grinding and looting comes from runing around opening boxs, aka things that can't be gained just by chopping away endlessly at trees, rocks, and cars. And that's just the material grind. There's also the grinding for weapon blueprints which also become insufferable. The entire system is RNG based. You work your ass off to get Loot pinata's, then you crack open a loot pinata, you then have to hope RNG gives you a high tier schematic, AND THEN you have to hope that RNG was on your side and gave you a rare schematic that also had good stats. It's like Diablo's gear system of collecting gear pieces and trying to find optimized stats, but you know, alot more work and not fun. Anything that's guaranteed in the game is also locked behind an absolutely insane amount of grinding to achieve. The is easily seen through amount of work required to prestige weapons, characters, and survivors just to gain basic stat increases and abilities. A premium example was an event that came out awhile back where there were a bunch of event missions available, each giving some sort of unique legendary whether it be a survivor, weapon, and I think their were some characters as well. This made me laugh because all of them had astronomically high requirements to complete. A simple example is how 1 required you to beable to complete a full length 4 hour survival mission. No breaks, resources were limited if not available at all, and worst of all is that you could not join a session in progress. So that means you first had to find a full squad of people including yourself that had enough free time and mental capacity to sit through 4 hours of uninterrupted horde shooting gameplay. Then you had to ensure the everyone had the massive amount of resources needed to fuel your weapon and ammo crafting for the duration because there was never any resources available to actually farm. Finally you had to make sure that everyone had sufficient stats, because as things went on it became progressively harder because of the increasing amount of mobs and the fact that unlike the normal gamemode you instead had to defend an increasing number of objectives that were spread out as the rounds increased. What did you go through this for? a single legendary blueprint that as far as I know also had RNG stats. If I were part of the dev team how would I fix this issue? Give the game a crafting system for materials. As you progress, your ability to farm massive quantities of the basic materials (Wood, Stone, Metal) already increase with the Pickaxe upgrades and Outlander. The major issue is that this doesn't actually go anywhere. You have too much of the basic resources and never anything to spend it on. All major crafting involves little to no basic resources and almost all RNG based resources that you find from the insufferable looting. Make a crafting system. As I level up why wouldn't I beable to turn metal into nuts and bolts, nuts and bolts into rusty mechanical parts, rusty mechanical parts into normal mechanical parts, and then mechanical parts into rotating gizmos? Just a simple system like that would fix so much of the issue.Unlocking crafting recipes as I level. Then consider reworking loot tables and actually put in legitimate drops that can be found from looting. If I spent a half an hour looting then why couldn't I find something like EXP packages to emulate my character becoming smarter, or perhaps learning how to craft weapons better. Maybe even realistic drop chances for rain drops. Now you might want to ask something similar to: "But warframe doesn't have a crafting system for resources so why does it work?" For one thing the gathering/looting fits in seamlessly with its core gameplay, not requiring you to go out of your way for resources. Which also happens to be my next point. The gameplay behind characters and weapons. In a simple summary, the characters and guns of Fortnite are bland and boring, the characters especially being a major issue. Now when we look at other Horde shooter games like Diablo and Warframe there are a few things to look at. The first being how they implement their respective grinding into the game. Both show a pretty high level of grinding not totally unlike Fortnite, the difference though is that all of their grinding is all fit into the core gameplay of killing everything that moves. Everything sits in the background so as to not bother you or divert your attention away from what you want to be doing, you kill shit and all of the necessary items/materials naturally fall into your lap with minimal or no effort at all. That's called focus. But Fornite can be unique with it's crafting and gathering, so that's not the point of this. The point is that the main gameplay, which is shooting lots and lots of whatever the hell you're commiting genocide on, is just not fun in Fortnite. Diablo and Warframe put so much time and effort into making the weapons and characters all feel unique and fun to play. Diablo and Warframe (Diablo doing it better IMO) specifically creating characters/weapons for you to play with that all have their own unique unhindered playstyles that are all meant for you to just go out there and have fun with no worries on your mind. Then you get to fortnite. You have total of 4 classes with each class having a large roster of sub classes that don't really differentiate from one another except that each subclass has a specific ability that they focus more on. Then the actual class design feels always really bland and gated. Most of the abilities tend to be unimpactful or just don't bring any amount of flare and excitement to the gameplay. Then there are abilities that actually offer exciting things to play with and actually add legitimate gameplay with your character, but the abilities are always locked behind mechanics that prevent them from ever being used enough. An example is the soldier class. Soldier gets a special minigun that he can use for a WHOPPING 10 seconds of actual fun gameplay, but then it goes on cooldown for several minutes. Even with a specialized sub class, which let me remind you still requires the RNG ability to acquire it and then the grinding to level it up to get the perk, it still has a 100 second cooldown. It's like the devs purely focused on weapons being the only thing that you used. But then the weapons themselves are the blandest of them all. Besides the defining differences between a shotgun an a bolt action rifle, everything is always going to feel the exact same. The only difference that will ever actually be present are the stats of the weapon, which I like to call the "Stat Stick Syndrome". Stat sticks are weapons or items in a game that have no real functional, even sometimes cosmetic difference between comparable items and only present the player with a difference in stats. I have 2 sticks, both look the same and swing the same, but 1 has +2 attack and the other has +1. Guess we know which one I'm taking. Warframe isn't completely different in the weapons department, but the weapons still have way more uniqueness and personality between the individual weapons than Fortnite does. Same thing with Diablo, but Diablo has always been 110% about your characters gameplay while gear has always been about stats and special bonuses that can change the playstyle of your character. It feels like the devs tried to take notes from other F2P titles and then put as much gating as they could in order to prevent people from progressing. Not completely focused on Microtransactions (though they could've been for all I know), just mainly focused on not allowing players enough freedom or power. The design feels stiff. I could also be wrong about that and perhaps they just were inexperienced. I honestly have no clue. How would I fix it? Let the players have the OP and fun abilities. Let them have the cool weapons. A horde simulator is all about having fun shooting waves and waves of enemies. The player shouldn't be gated and toned down, or weighed down by farming that takes them away from the gameplay, they're supposed to be broken in this type of game which is supposed to be about shooting things at its core. The weapons I think could stay at they are, not much you can really do there at this time. But a full rebalancing of the character classes to give them far more freedom and power would be a hell of a lot nicer. Right now the game feels almost entirely based around Stat sticks with your characters basically sidelined. I think the only character that has any amount of gameplay are probably Ninja's and I'm not even sure if they could be called good either. The gameplay of unique classes and weapons should be what stands at the core of your game, the other mechanics such as the building, the tower defense, the gathering, the crafting, ect should be what makes your game unique from the rest. A side note that I did not include in the main post was the issue behind the building mechanics. One of the major points that they advertised in the game when it was supposed to be an "Open world survival game" was the idea of building "Forts", hence the name Fortnite. The issue in the game is that there is literally not even a single reason to build a Fort. At best what you're building is boxes. The reason for this is that all missions are temporary instances. Once the objective is complete you all leave the game, the map gets deleted, and any amount of resources you put into the game whether it be traps or building parts are lost to the void. If you spend any time at all building an elaborate base/fort then likely chances are is that 90% of it won't even be utilized and no matter what you do it'll all be gone once you leave. Besides the home base mechanic there is no actual permanent gameplay. Everything is gone sooner or later. I seriously think that if they do decide to put effort into the game and work on its balance, then after they manage to get the game into a nice state they should consider future gamemodes that offer more permanent gameplay. [link] [comments] | ||||||||||||||||||||||||
| PS4 Enemy intros don’t fit on screen looks like zoomed in? Posted: 23 Dec 2017 01:19 AM PST
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| Game crashed as day 7 finished on STS. Posted: 23 Dec 2017 09:57 PM PST | ||||||||||||||||||||||||
| Any good youtubers or guides for new players? Posted: 23 Dec 2017 01:50 PM PST Basicly some good basic tutorials or guides for someone who just started out [link] [comments] | ||||||||||||||||||||||||
| Posted: 23 Dec 2017 10:38 AM PST How do bases interact with one another? Does the first base placed get priority? Or does the wider connecting base consume the smaller one? If so would that cancel my electric floors? [link] [comments] | ||||||||||||||||||||||||
| New to fortnite campaign [ps4] Posted: 23 Dec 2017 08:36 PM PST I just started and was wondering if anyone had some free items they could give me I have a blue ar. A better ar would be nice but anything would be good. I'm also down if anyone wants to play. [link] [comments] | ||||||||||||||||||||||||
| Have the disc game but cant play save the world Posted: 23 Dec 2017 08:18 PM PST Am i missing something? $40-50 dollars and all i can play is the battle royal which was made free. I deleted the closed beta and it reinstalled the closed beta. [link] [comments] | ||||||||||||||||||||||||
| Posted: 23 Dec 2017 11:14 AM PST Title says it, I am afraid to use my legendary gun as I do not know if I can repair them or not. Thank you! [link] [comments] | ||||||||||||||||||||||||
| Can you get rid of aim assist? Posted: 23 Dec 2017 07:53 PM PST I'm currently playing on ps4 and aim assist is a bitch, can't snipe two people that are side to side because it keeps pulling the crosshairs to whoever is moving around [link] [comments] |
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