Fortnite v 3.4 Undocumented Changes/Bugs Megathread


v 3.4 Undocumented Changes/Bugs Megathread

Posted: 29 Mar 2018 05:50 AM PDT

3.4 Patch Notes

Hi all! Same as last time! We're requiring you to follow the format below (you can copy paste it). Please, please, please follow this format, and check to see if what you are reporting has already been said:

 

**Explanation**: **Evidence**: **If replicable, how**: **Platform**: 

 

By doing this, we can use the upvote system to measure severity/frequency and also provide the developers with more info than simply, "Hey, this thing is not working, can you fix? Thanks." While allowing less severe/frequent bugs some more visibility instead of flooding the thread with the same bug. If you wish to report a bug and see that it's already reported, then just reply to that comment. If you have a workaround for that bug, then comment it on that post.

submitted by /u/Haveireddit
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No Rewards At The End of Missions - Resolution

Posted: 29 Mar 2018 01:44 PM PDT

You will now receive full rewards after completing Save the World missions with increased difficulty. Deposit the BluGlo and get back out there!

submitted by /u/EPIC_Clintonious
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Relevant

Posted: 29 Mar 2018 05:03 PM PDT

Simple QoL

Posted: 29 Mar 2018 06:31 PM PDT

Rare photo of the sploder before the storm occurred.

Posted: 29 Mar 2018 07:47 AM PDT

Building the bunny was fun as fuck!

Posted: 29 Mar 2018 01:44 PM PDT

We need more missions related more to building cool stuff, not so much related to fightning the storm specifically

submitted by /u/Paganyan
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Epic please add this similar text to STW as well, people shouldn't waste their time doing things for nothing

Posted: 29 Mar 2018 07:16 AM PDT

This is incredible. EPIC, this update is awesome.

Posted: 29 Mar 2018 01:07 AM PDT

Why is nobody celebrating this change?

Posted: 29 Mar 2018 02:52 PM PDT

Reduced the chance of the following weapon perks being rolled to about 30% of what it was before: Damage vs Affliction Damage vs Slowed/Snared Damage vs Stun/Knockback/Stagger Critical Damage vs Affliction.

Llama RNG is less fucked with this patch

submitted by /u/SirRagesAlot
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Seriously Epic ? What is this patch ?

Posted: 29 Mar 2018 02:02 AM PDT

It is fucking awesome. You guys are awesome. Thank you !

submitted by /u/TheWildHealer_
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The numbers behind Recycling

Posted: 29 Mar 2018 12:52 PM PDT

Hey guys, Whitesushi here. Recycling just got a huge buff and I am here to do some math on it for all you constructor lovers and hopefully the numbers will help you better decide whether or not it is worth it. Also, I believe recycling is going to be pretty insane in the upcoming "Into the Storm" event which is probably going to be along the lines of "Survive the Storm" which we had earlier so this could be interesting to those not already playing constructors


The Mechanics

If we just look at the in-game description, it states

For every 3 building pieces of the same material, BASE generates 1 of that resource type every 60 seconds. Level 2 buildings are worth 3 building pieces and Level 3 buildings are worth 6 building pieces. The BASE can store a maximum of 150 of each resource. The BASE can generate a maximum of 75 of each resource every 60 seconds. Interact with BASE to collect.

That is a lot of words but we just need to know

  • 3 build pieces = 1 resource every 60 seconds
  • Tier 1/2/3 grants 1/3/6 building pieces respectively
  • Maximum of 75 per resource every 60 seconds

An example would be say I build a 5 piece tier 3 metal cube for my Retrieve the Data mission. That would be considered 5 x 6 = 30 building pieces and will thus generate 30 / 3 = 10 metal per 60 seconds. Of course in order to make future calculations easier, I setup a simple table in an empty spreadsheet to do them for me as seen here where I simply edit the fields in green and get the results at the end.

It is currently not in my spreadsheet and will only make its way in if enough people are interested in using it


The Efficiency

Simply knowing the mechanics behind recycling is meaningless. The whole point of recycling is its ability to let us recover a percentage of resources spent and we want to know if it is worth it. To find out, we first need to calculate the cost of structures which will simply be

Total cost of material = quantity of materials * cost of tier * 0.9 

where 0.9 represents the discount from using a Constructor and the cost of tier being the entire cost of building the structure which is 10/30/60 respectively. Once we have that, we also need to assume a mission duration which would let us plug the "resource/60" values from our previous table into helping calculate how much materials we recover over the entirety of the mission

Hyperthreading

Last but not least, I added a toggle for "Hyperthreading" which as its in-game description states

Improves efficiency of BASE Recycling. 1 resource is generated for every 2 connected building pieces. Additionally increases the storage capacity to 300 of each resource.

and the expanded table thus looks like this


Running the numbers

This is the fun part where we make certain assumptions and draw conclusions based on the results. To kick it off, we

  • Keep quantity of resources and mission duration constant
  • Vary the tier of resources used

From our results here, we observe that the additional resources generated by running a piece from a higher tier is offset by the initial cost of building a structure of that tier. Next, we

  • Keep tier of resources used and mission duration constant
  • Vary the quantity of resources used

Once again from our results here, we observe that quantity doesn't affect the overall efficiency of the setup at all. Last but not least, we

  • Keep quantity and tier of resources used constant
  • Vary the mission duration

I can't represent this in a single picture but this setup gives us 18.52% resources recovered with 5 minutes mission duration and increasing the duration to 10 minutes would yield us 37.04% resources recovered. In other words, % resources recovered scales proportionally with the time spent in the mission

Since duration is the only factor (so far) that affects resource recovered

We set up a simple table running missions from 10 minutes all the way up to 20 minutes alternating. We also include a separate column for the results if the player was to be using hyperthreading

Duration % Recovered With Hyperthreading Example Missions
10 37.04% 55.56% Lightning, Atlas, Bomb, Evacuate
12 44.44% 66.67% Repair
14 51.85% 77.78
16 59.26% 88.89% Data
18 66.67% 100%
20 74.07% 111.11% Encampments, Radar, Survivors

As you can see, for the missions that matter (where you will be building and using resources actively), you should end up recovering approximately 37-45% of your resources from recycling. In fact, that actual % may be even lower since you probably won't build right from the start since you might need to

  • Wait for storm direction & enemy composition to update

Ultimately, the impact of that percentage is for you to judge and I am interested to hear what you guys think in the comments. Anyway, another observation we can make based on this table is that it's impossible to "farm" resources this way. In the best case scenario where you run Hotfixer for his hyperthreading, you are only going to be getting 100% of your resources since you are going to

  • Take some time to load into the game
  • Take some time to build the structure

That said, remember how I talked about Survive the Storm earlier on? Assuming you take 2 hours to complete the mission, you will actually get a 444.44% recovery ratio on your resources spent. The catch is, however, that your BASE simply isn't going to cover all the tiles where you have placed structures, not even close in fact. Furthermore, there is the chance where you cap out on resource generation (75/60 seconds) although that's fairly difficult since you have to hit > 225 building pieces which approximates to 38 tiles of tier 3 material


Supply Drops

Still not impressive enough? Let's factor in Supply Drops. At the highest tier, these guys give you 80 resources of each type when opened. Take for example a 12 minutes Repair the Shelter mission. In this mission, BASE helps you recover 44.44 of resources spent. This means that you can fully recover (100%) your resource spent if Supply Drop takes up the remaining 55.56%. We know that

  • You can use Supply Drop twice within 12 minutes

In which case you are allowed to spend

Resources "Cap" = 2 * 80 / 55.56 * 100 = 288 

That's 288 of each resource. Doesn't actually sound like a lot right? Well that's because it was a short mission but what if we instead do a 16 minutes data mission on Hotfixer (with Hyperthreading)? That means

  • You can use Supply Drop TRICE within 16 minutes
  • You need to offset the remaining

The result would be

Resources "Cap" = 3 * 80 / 11.11 * 100 = 2160 

That means you can literally splurge 2160 of each material and still be able to FULLY recover them over the course of the mission. Of course, this is likely when the 75/60s generation cap kicks in which curbs the recovery rate but the number is still insane.


Conclusion

Personally, the amount of resources you can recover using "Recycling" is fairly substantial and when combined with "Supply Drop", should drastically reduce or even eliminate the need to do resource runs. However, you are not only forced into playing a Constructor, but it also has to be one of those who have the perk (Definitely not MEGABASE). That said, building materials are usually never an issue especially when

  • Playing in a group of 4 which effectively quadruples your resource efficiency, not to mention if all 4 ran supply drops (which most groups do)

  • Taking advantage of material encampments for a sizable replenishment to resources along with some additional materials like powder

So is it really worth it? Personally NO. On a side note, Banner is currently insanely powerful after the update and every organized team should run at least (and at most) 1. Since players no longer suffer from durability loss, they no longer need to be revived by their teammates and Banner helps to offset the other disadvantage of self-res by setting a new respawn location. In fact, the fear of dying is basically alleviated and there's no real reason to running "Healing Gadget" anymore.

TL;DR Recycling helps you recover 35%-45% of resources spent in most missions. It is not efficient enough to "farm" additional resources out of it

submitted by /u/Whitesushii
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Thank you for "Deep Choice" in llamas

Posted: 29 Mar 2018 08:14 AM PDT

My free llama today went gold and I was given the option between a legendary sniper and a legendary AR. I chose AR, then was given another option between a hunterkiller and a hammershot. Chose the hunterkiller and got meh rolls.

But getting a choice at this level is huge! I simply don't like the hammershot and have gotten it way too many times (as though the game knows my distaste). To be able to choose is huge!

Thanks :-)

P.S. Also got legendary survivor and mythic gadgeteer from llama, so bonus!

submitted by /u/Mustarddoggy
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PSA: Dont increase mission difficulty

Posted: 29 Mar 2018 07:36 AM PDT

If you do so, you dont get any rewards, and dont progress at quest.

submitted by /u/0x7375
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v3.4 Patch Notes, sprinting no longer costs energy!

Posted: 29 Mar 2018 01:02 AM PDT

PSA: Pylons (not the difficulty ones) now have unlimited duration, (or perhaps a very long one, as the timer did not appear when I was doing a repair the shelter mission)

Posted: 29 Mar 2018 07:59 AM PDT

Title: the movement speed, health boost, energy boost, etc. pylons now have unlimited duration, so boost your stats away!

Update: Buffs are lasting longer than 2 mins, note the timer on my drop

Screenshot 1, activated a movement speed boost pylon, also note the missing timer

Screenshot 2, activated an energy boost pylon after ~4 mins

EDIT 2: Screenshot 3, end of mission, buffs are still there

I've only tested this on repair the shelter, haven't tried the other mission types yet as I need to head to bed.

EDIT 3: Confirmed by /u/Nythanos that it's an intended change, thanks Epic!

submitted by /u/Karma_Turret
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No Rewards at the End of Missions

Posted: 29 Mar 2018 07:51 AM PDT

There is an issue with earned rewards not being granted at the end of Save the World missions. We are investigating and will provide an update as soon as we have more information

 

Also, Please restart your clients If you are experiencing survivor squads being locked behind skill tree nodes. Please let us know if this does not correct the issue.

UPDATE: The mission rewards only impacts players that are in a mission where the difficulty has been increased. We're aiming to have this fixed sometime this afternoon.

Thanks!

submitted by /u/Magyst
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PSA: With an organized group, have 1 player running Banner

Posted: 29 Mar 2018 01:29 PM PDT

With the latest update on the part where

Dying & resurrection no longer reduces the durability of your equipped weapons

The only factor preventing you from dying all the time would be running out of charges and having to respawn at the start, taking time off defenses and potentially losing the bonus/ objective. However if you have banner

You can set the new respawn location at the defense location and at that point it no longer matters how many times you die. In fact, your teammates don't even have to run heal anymore (since again, it doesn't matter if they die and having heal on such a long cooldown isn't really helpful) and can explore other options like

  • Supply Crate (you should be running this anyway)
  • Slow Field (Amazing when you are about to get overran)
  • Air Strike (Good panic button)
  • Hover Turret (Decent for catching strays)

I ran a PL 118 mission earlier and it was immensely helpful when the storm direction rotated to a side we had no traps on and we were dying a lot to Blasters, sometimes even having more than 2 players down at the same time.

submitted by /u/Whitesushii
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Retrieve the Data now shows which quadrant the balloon will be landing in

Posted: 29 Mar 2018 06:07 PM PDT

Wasn't difficult to tell before the update but it's a nice change!

submitted by /u/trentnert
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From a free upgrade llama!

Posted: 29 Mar 2018 09:07 AM PDT

Account Compromise Info!

Posted: 29 Mar 2018 10:02 AM PDT

Heya folks,
 
As the game has grown, we've seen increasing incidents of account compromise, associated with Friend Codes included in the Founder's Packs. We take this seriously and are working to increase protection for your accounts. We are taking a number of steps to do this that we will roll out over time.
 
Step one - we are taking out the packs Super Deluxe Edition, Limited Edition Founder's Packs and Ultimate Upgrade Pack from both the in-game and web store. Stay tuned for more upcoming changes over the coming months.
 
Note: The Standard and Deluxe Editions will still be available in both the in-game and web store.
 
Thanks for your patience

submitted by /u/JustMooney1
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Store has been restocked. Super shredder is now in store plus trailblaster buzz

Posted: 29 Mar 2018 05:12 AM PDT

"AFK" Players have 0 penalties

Posted: 29 Mar 2018 12:48 PM PDT

I know there was complaints about afk/leeches, but today I got to witness the beauty of public games. I start the mission, start building immediately and set up traps and base. One by one people join, two of them start trading while farming mats, 2 mins before the drop I ask if they can upgrade the base they gave 0 fuqs and continued to farm while chatting about "trade".

So in the end I defended the base by kiting the mini boss. While waiting for the countdown on the "Return to homebase" button the 3rd guy that was afk and died in spawn multiple times leaves the same time I do. He was literally just waiting for the victory sound que.

Edit: I know setting to private will be the easiest way to deal with it, but sometimes its nice to just comeback from work and just chill while providing other players mats to build as ranger.

TLDR: Public lobby system is complete cancer, afkers can afk without consequences and leeches cant get booted for teammates that will participate in the mission.

submitted by /u/Faydid808
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PSA: Deep Choice option may be Mythic but show legendary

Posted: 29 Mar 2018 12:26 PM PDT

I got the option to choose between Master Grenadier Ramirez or Rescue Trooper Ramirez. Both showed as legendary options but when I chose Grenadier it switched to Mythic. So know your mythics.

submitted by /u/tequila-mockingbird
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Completing missions gets you absolutely nothing right now

Posted: 29 Mar 2018 06:10 AM PDT

Did two missions, after each one nothing popped up after returning to main menu, got all the easter eggs in each mission and it didn't update the quest or give any event tickets or rewards of any kind.

submitted by /u/UrsaPrime
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Thank you Epic, this alone has made my day!

Posted: 29 Mar 2018 01:21 AM PDT

How’s he building for 3 mats?

Posted: 29 Mar 2018 08:14 PM PDT

Make pickaxes great

Posted: 29 Mar 2018 04:41 PM PDT

I dont know if people know this, but no matter what your pickaxe will always destroy things in the same amount of hits, no matter which maps you are on or how many upgrades you got on your pickaxe. Hitting sweet spots may save you a few hits, but as outlander the difference is always 1 hit.

  • I would like to see pickaxes do their jobs better, and see outlander, as the primary resource gathering class be more viable at gathering large amounts of resources than simply farming high level expeditions. Right now what seperates outlander from others is increased pickaxe damage. Unfortunately most outlanders only get 24 to 48% increased damage, and like i said that only makes a difference of 1 hit. There is 1 outlander who can 72% but its still not at what I imagined outlander to be (1-2 hit anything).

  • A major reason for this is your pickaxe gets downgraded based on zone to make sure you always destroy the same size things in the same amount of time, with some variation with sweet spots. As such pickaxe upgrades essentially do nothing. You cant take your tier 3 upgraded pickaxe into stonewood to gather resources even faster, for example. If this was changed to where pickaxe never downgraded that would be amazing.

  • As for outlanders I think they should all be able to 1 shot small and medium size objects and 2 shot large objects, like firetrucks, bus', walls, rock pillars, ect. Instead of giving most outlanders 24-48% increased pickaxe damage give them 100% or more pickaxe damage as a single perk that all outlanders get (so large objects get destroyed in 2 hits) The other ones could be changed to chance for double loot.

  • Why make outlander have so much pickaxe damage compared to others? Currently outlander has no place in this game. Even as ranger their offensive power is terrible. Pistols are not amazing, and blow through ammo fast. Their support skills use charges and dont do any insane damage or anything for their short life span. Their blink is now unnecesary as running uses no energy (has some use though). Their only job in this game is to gather resources, a lot, and use those to upgrade defenses. They got llama to get more resources to upgrade more defenses. Thats the extent of their usefulness. With this change outlanders will forever be the king of their domain, resource gathering. And no amount of 150-400+ power expeditions will be even able to touch the amount of resources you can get by playing the outlander class.

This would make all other classes have an easier time gathering resources. That means more time focusing on the objective, and less gathering resources just to prepare for the mission. Dont even get me started on afk leechers or low levels playing high level missions.

submitted by /u/Dwrowla
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