Fortnite Design Chat: Weapons and the Environment


Design Chat: Weapons and the Environment

Posted: 03 Apr 2018 08:03 AM PDT

Welcome to the first part of a new series of "Design Chats" where we present some of the upcoming changes we're planning to make to the game, and explain our thinking behind them.
 
One of the ongoing initiatives of our Design team is to make the world of Fortnite feel more immersive and natural. An upcoming change in v3.5 to support this initiative is to rework how weapons interact with the environment.
 
In Save the World your pickaxe is the only weapon that does decent damage to the world around you, with other melee weapons doing minimal damage, and ranged weapons (including explosives) doing nothing at all. We think this feels really strange, especially for a world where nearly everything around you can be destroyed, and have been considering changing it for some time.

The primary reason guns and explosives don't damage the world already is because we didn't want players in the heat of combat having to worry about missing a shot and blowing up part of their own structure. We also want to ensure the pickaxe and its set of damage upgrades remains the most effective path to improved harvesting throughout the game.
 
So with all that in mind, here are the changes we're currently planning for update v3.5:

  • Make ranged weapons do damage to the environment

    • The rate at which they destroy items will vary based on the specific weapon, with guns that shoot light bullets doing minimal damage, while rockets and grenades will take out many objects in the world with a single shot.
    • Objects damaged/destroyed by them will NOT return resources. We don't want to introduce long-distance harvesting, and want to be able to have explosives blow things up quickly without competing with the pickaxe.
  • Melee weapons will have their environmental damage increased.

    • Increase the damage axes do vs wood, and hammers/hardware do vs stone, to introduce a bit of flavor and meet expectations about how those items should work.
    • When "on level" they'll still be behind pickaxes, even before considering the damage boost pickaxes get from Weak Points
  • Prevent all weapons (aside from the Pickaxe) from damaging any structure you or your team has built.

 
Thanks for reading and you'll be able to try out these changes in next week's update!


Jason  
Senior Systems Designer

submitted by /u/Epic_Jason
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Guide to perk priorities and identifying great weapons

Posted: 03 Apr 2018 11:20 AM PDT

Hey guys, Whitesushi here. Determining what perks are good and what weapons to level have always been one of those big questions plaguing players, especially new ones. I mean, no one really wants to waste their hard earned experience leveling a weapon they are going to feel bad about and not use right? Thus today, I want to go over what determines a great weapon that you should level and keep to end-game. Do note that this analysis will be heavily subjective since damage is what I'm primarily concerned about and the analysis will thus be based around maximizing that.

If you are not the type who wants to sit through my lengthy posts, I actually have a few tools available located on my spreadsheet namely

  • TDPS calculator that lets you compare the DPS, Damage/Shot and Time-To-Kill values of up to 3 weapons
  • Loadout page (my post on it) where you can get all your weapons ranked by keying in your game name

Why do you prioritize damage?

This is a legit question which a lot of people actually ask me, especially those "fun" advocates who go

Damage doesn't matter as long as you have fun

and

This is a casual game, you don't have to min-max

and

I like reload and impact because I like to stagger things

Well truth is, a lot of people, myself included actually have the most fun when we are heavily contributing to the game and a lot of that actually comes from killing the bigger targets... A.K.A having more damage. Of course it isn't the only way to play the game. However, it is the most measurable metric that we can run off and this is the reason why this post, as well as many of my other posts, are so concerned with squeezing out more damage.


What are good perks?

There are a variety of perks in the game ranging from straight up damage to funny ones trying to be useful (I'm looking at you roman candle). As such, people are going to have a lot of opinions on what is good and their list is likely going to be very different from mine. But for what it's worth, I'll give you guys my opinions as well as the reasons behind ordering them this way. The perks are also ranked in descending order (from best to worse) within their own table tiers

S - Tier

Perk Scaling Description When is it good When is it bad
Element with Affliction 10% The king of all perks. Having a specific element and affliction on top of it is absolutely huge. If we just look at pure numbers, this is 49.25% more damage than energy and 100% more damage than normal against elemental husks All the time Never
Element w/ Headshot streak/Element 10% No affliction makes it slightly worse than the one above but the differences in raw damage is still there compared to the energy option All the time Almost never
Energy with Affliction 10% Energy alone gives the gun 34% more damage than a weapon without against elemental enemies. That's equivalent to the weapon having 47% damage perks at least to match the damage When you don't have specific elements Almost never
Energy w/ Headshot streak/Element 10% Basically the above but without affliction. Having the headshot streak is basically a nice bonus Same as above Almost never

A - Tier

Perk Scaling Description When is it good When is it bad
Affliction with Damage 10% Affliction ticks usually outweighs an additional 10% damage (such as in the case of 20% damage), not to mention it acts as trigger mechanism for %damage to afflicted The next best alternative to having elements When your weapon is stacked on crit chance and %crit damage becomes insanely better
%Damage while aiming down sights 30% It's easy to aim down sights while firing. In fact, most people already do that by default. Shame it can't co-exist with elemental rolls and doesn't trigger %afflicted damage On weapons which have innate energy rolls You don't aim down sights
Critical Hit Chance 14%/21%/28% Most weapon have 50%-75% innate critical hit damage so this perk is pseudo 7% damage at worst and goes up to 14% damage. Not to mention if you have additional %crit damage rolls or perks Coupled with %Crit Damage or Shotguns/Pistols due to hero perks Low %Crit Damage weapon without any additional crit damage rolls
%Damage to Afflicted OR %Damage 15%/22.5%/30% OR 10%/15%/20% Damage is just outright good in every situation. Obviously if your gun has affliction, %damage to afflicted targets becomes better than the default one All the time Almost never
%Crit DMG to Afflicted OR %Crit DMG 67.5%/101%/135% OR 45%/67.5%/90% Not as good as crit chance but works off the same concept. Given most weapons have 5%-10% innate crit chance, it is pseudo 2.25% damage at worst and goes up to 9% %Crit Chance perks. Just 20% bonus would bump 90% crit damage to 22.5% damage equivalent B-Tier When you have no %Crit Chance rolls/perks

B - Tier

Perk Scaling Description When is it good When is it bad
Magazine Size 25%/38%/50% Not as good as raw damage because you are basically compensating with more shots. However, damage/magazine is important because if you can take down a big target in one clip, you bypass the reload speed which is usually substantial (a few seconds) When you only have one of it on the gun Guns especially double-barrel shotguns where the perk doesn't push you to get an additional shot
Headshots cause enemies to explode 30% It's okay for crowd clear but most characters have abilities for that and in high PL games, funnels basically make this pointless Heroes without good clear ability When your gun doesn't have an innate element because they are mutually exclusive
%Damage on headshot streak 30% A size-able damage boost if you can aim and it's on a convenient weapon for it (examples in "When is it good). If you have this, it means you don't have elements so it's a little ~Eh Fast fire rate, large magazine size, easy to aim Your headshot accuracy is ResidentSleeper
%Reload Speed 25%/38%/50% So if we can't kill something in 1 clip, our next best alternative would be to reload as fast as possible and kill it in the next. Pretty decent on rocket launchers since people claim they use those for impact (lol) Great on weapons with small magazines (shotguns) When you have >1 of it (huge diminishing returns)
%Fire Rate 14%/21%/28% The ultimate "using more bullets to compensate for damage" and does a pretty poor job at it. Why is it bad you say? In terms of DPS, 28% fire rate is akin to 13% damage on a Siegebreaker (Yep, Legendary quality = Blue quality on another perk)... and you use more bullets Better on weapons with low fire rate Terrible on semi-auto unless you are using an auto-clicker (probably not allowed)
%Headshot Damage 13.3%/20%/26.7% Ok so you probably didn't expect headshot damage to be this low. Fact is, it has pretty terrible scaling and requires the player to aim. You can check my other post on why it's bad "I have 100% headshot accuracy" If you have some common sense

C - Tier

So there are some perks here and I don't think I need to explain why they are bad

  • % Damage to slowed and snared targets
  • % Damage to stunned, staggered and knocked down targets
  • % Weapon Stability
  • % Longer Durability
  • Roman Candle

Step by step weapon evaluation

So how do I determine if a weapon is good? Before we dive in, I would like to state that there's a huge difference between what different people perceive as good. This can range from

  • Worth leveling
  • Viable at end game (Usable, Slygumbi's definition)
  • Top tier (destroys things in end game)

Since this is my post, I will go with "top tier" as my definition for if the weapon is good. However just to touch on the other 2 points

It is generally worth leveling your "best gun" regardless of how bad it is. This is because with the recycle changes, you are really only losing out on some schematic experience when you do eventually retire the weapon for something better. It is also fairly important to at least have something you can use and it really makes your gameplay experience a lot better (fun factor)

so without further ado, these are the questions you want to be asking yourself when you look at a weapon

Here are the steps
1. Does it have an element?
Just to reiterate on why having an element is so important (one of the S-Tier perks), A counter element gives you a 100% damage increase over a normal gun against elemental husks (which are extremely prevalent at end game zones). Putting that into perspective, that's literally the equivalent of a similar weapon having 120% damage perks, 6 x Legendary 20% damage perks on your gun (which is actually impossible). So if you don't have an element, your weapon immediately FAILs by my definition.
2. Is it Legendary?
So a legendary weapon usually has approximately 10% more damage than its Epic counterpart along with having an additional perk (5 instead of 4). If you think about it, it is as though the legendary rarity itself grants the weapon 2 additional perks over its Epic counterpart. In terms of raw numbers, assuming 4 x 20% damage rolls on Epic vs 5 x 20% damage rolls on Legendary, the Legendary weapon has approximately 21.69% greater damage (more potential) than the Epic weapon. This also ties in directly with our next section
3. Do you have any C-Tier perks?
A C-Tier perk is akin to having no perk. If we look at the numbers, a 100% damage Siegebreaker does 11.11% more damage than a 80% damage Siegebreaker so it's not too bad. However the moment you have 2 C-Tier perks (like if your Siegebreaker now has only 60% damage), the 100% Siegebreaker would be 25% better. In other words having 1 C-Tier perk isn't that bad but having 2 would pretty much FAIL your weapon, again by my definition.
Quick Recap
Going by my definition, if you really want a top-tier weapon, your weapon so far needs to be a legendary with element and no C-Tier perks. However if you want a generally "OK" weapon to use, you can technically afford 1 C-Tier Perk if your weapon is Legendary or 0 C-Tier Perk if your weapon is Epic. Element is a must
4. Do you have at least 3 Tier-A perks? (3A:1B OR 3A:1C OR 3A)
So there's actually 2 reasons for this. First of which being that our "benchmark weapons" (weapons with fixed perks like the Gravedigger and Hydra) are both running ratios of 4A:0B or 3A:1B. Obviously if we want to talk about top tier weapons, the weapon needs to have a better ratio than our benchmarks. Secondly, B-Tier perks are absolutely worse damage wise. Assuming our weapon can roll 4 legendary perks, a 2 Crit%/2 CritDMG% Siegebreaker is 20.61% better than a 1 Crit%/1 CritDMG%/1 Mag%/1 Reload% Siegebreaker but it is only 8.91% better than a 2 Crit%/1 CritDMG%/1 Mag% SB.
5. Is it a good weapon type?
There are actually 2 parts to this. Firstly if you are playing a Ranger/Raider, then having a god rolled (fulfills all conditions above) Assault Rifle is meaningless unless you plan on switching to an AR Soldier and vice versa. Secondly if it is a terrible weapon like the Terminator or Maverick (to name a few), then it doesn't really matter how good the rolls are. Thankfully, there aren't too many weapons which fall within this category.

A point system

So if you find the above too hard to understand, I came up with an arbitrary point system to make the process easier but more ambiguous. However, it should be enough to give you a rough understanding of how good your gun is. Referring to my table above

  • Specific element gives +6 points (element is like 6 perks)
  • Energy gives +2.25 points (energy is like ~2.25 perks )
  • Legendary gives +1 points (10% damage is like a perk)
  • A tier gives +1 point each (Yep a full perk)
  • B tier gives +0.75 point each (Less valuable perk)
  • For every afflicted perk on an affliction weapon +0.5 point (Afflicted condition increases the bonus by 50%)
  • First Crit% + CritDMG%, +1 point, second +2 point (Perfect crit weapons have 30% more damage than full %damage weapons which requires 2 more perks for the %damage weapons to catch up)

While these points are arbitrary numbers, there were some math done behind it to measure them up against each other. Alright so going by this point system, the highest point a weapon can score would be 15 if the weapon has the following perks

  • Specific element with affliction
  • 2 Critical Chance perks
  • 2 Critical Damage to Afflicted targets perks
  • is Legendary

If we were to just score some weapons based on this system, the

  • Gravedigger sits at 6+1+4+0.5+1 = 12.5
  • Hydra sits at 2.25+1+3+0.75+1 = 8
  • My Dragon's Breath sits at 1+3+1.5 = 5.5
  • My Siegebreaker sits at 6+1+2+1.5+1 = 11.5

Hopefully you guys get my idea here. So to sum this section up

  • Gravedigger is undoubtedly a top tier weapon
  • Your weapon should have 12 points or more to be considered god rolled
  • Your weapon should have 8 points or more to be considered good
  • Perk rarities have been purposefully excluded (refer to below)

Probable Questions
  1. But what about perk rarities? How does their points measure up?
    A. Honestly I haven't thought too much about that. That's because the point system is just a simplified version of the step-by-step guide for people to get a rough idea of how good their weapons are. If you have a good way to measure that, feel free to share with me in the comments.

  2. What's the differentiation between afflicted damage and regular damage?
    A. They are both really good which is why I didn't touch on them in the step-by-step guide. Having either doesn't really matter too much unless you are really looking for a "God-tier" weapon. However if you look at the point system, afflicted damage is essentially 50% better than regular damage and thus the additional 0.5 scoring.

  3. Why is the roman candle C-Tier when it offers AoE?
    A. In high Twine (PL 100+), a lot of the smaller husks and sometimes even Husky Husks are killed with trap funnels using gas traps and the likes. As such, the only monsters that make it through would it Blasters and Smashers. Having some damage from Roman Candle doesn't help with those at all and you're better off with other perks.


Conclusion

So I basically left you guys with 3 means through which you can determine if your weapons are good.

  1. For the power users, looking at my tier tables for perks should give you a holistic view of what perks are good in what situations and at that point it's up to you to fit the pieces onto your own weapons and decide for yourselves

  2. For the min-maxers, the step-by-step guide should walk you through your weapons while providing sufficient information on why certain criteria is important

  3. For the general crowd who just wants to get an idea of how strong their weapons are, the point system should be sufficient in providing that general understanding

Ultimately, there is no "one size fits all" answer when it comes to determining whether a combination of perks is good or bad. That is not to mention all the people out there who aren't actually in it for the raw damage. That said, I try to explain my rankings as much as possible so even if you aren't going by the numbers, the descriptions should give you some ideas on the usability of certain perks.

That said, hope you guys enjoyed the analysis and maybe learnt something even if you felt that my rankings are absolutely garbage. Do let me know your thoughts, what you agree with, what you disagree with in the comments below.

TL;DR No element = fail. Otherwise order goes something like Element > Rarity > Minimal # of Bad Perks > # of Good Perks > Weapon Type

submitted by /u/Whitesushii
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Open World STW Ver.2

Posted: 03 Apr 2018 06:21 PM PDT

I have seen a post a couple of weeks back about an open world STW. I thought it was an amazing idea so I spent some more time thinking about it and what to add.

You should spawn in with 8 ppl max and be able to increase it through missions. The more missions you do, the harder it gets, and the more people can join.

You should spawn into a really small playable space with a stormsheild or an atlas you have to defend to expand it.

All the normal missions can be intergrated into the mission:

  1. The Atlas can be used to open up more playing space in the map. Named placed will be more atlases, ex. Tilted Tower might have a cat 4 atlas mission and Tomato Town might be a single one
  2. Ride the Lightning can scout out hotspots where clusterhusks are. Indicated by yellow circles. Or could scout out encampments.

  3. The bomb could be used for closing rifts, in this mode, rifts constantly spawn waves of husks

  4. Evacuate shelter missions can be random occurances. Repair the shelter mission so you can hold more survivors.

  5. Radar missions call more survivors over.

To deal with server space, make it so that you can complete your main missions in this world. This way you can divert more server power to one world.

Different places will have different loot

Tilted will have mostly chests and misc drops

Shifty will have ores Exc.

submitted by /u/DrNarcis
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The worst player I have ever encountered in any game.

Posted: 03 Apr 2018 05:33 AM PDT

Lvl 52 repair the shelter - canny valley

This individual started with demanding payment or else he would sabotage the mission.

He then went on and just trolled everything he could troll. He started talking to the other guy playing, calling him all kinds of names (like paki, Muslim shit, faggot and so on).

The sad part was the fact that this was a grown man with kids. (you could here them in the background and he also spoke to them and his girlfriend/wife).

I can only conclude from his behaviour and the way he spoke to others that this man must be mentally ill or severely depressed, whether he knows it or not.

I saved the screenshot from his demands and sent reported him to epic. This is the one time I really hope they do something about a player behaving toxic. The fact that he could do this to kids is what's really bothering me.

Have a nice day everyone.

Edit - Whoa, this blew up. Front page! Nice to see that the stw community is making epic very aware of this type of player and problem.

submitted by /u/RIPchromedsilverback
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Can we please remove the stupid, counterproductive limit on timed missions you can do per day?

Posted: 03 Apr 2018 11:24 AM PDT

You know, for a game about grinding missions, it really doesn't seem like the game wants you to grind missions. The game should incentivise you to play the game more, not punish you for it.

submitted by /u/mikelman999
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Had the best experience yesterday helping out some kids..

Posted: 03 Apr 2018 12:34 PM PDT

So I join some level 1-15 van mission. Each day I have time for one maybe two missions and being level 52 and got up to canny valley. I like going back to lower levels to complete easy missions I have.

I load up and get on my surf board to find the van. While headed there, 2 others have joined the game. Both using mics and sound probably 5-8 years old max.

They may have been brothers or friends, but they start squeaking to each-other about plans to finish the mission and just overall wholesomeness. They must have been new to the game because every once in a while I heard them say things like:

"oohh look at this car, its neat looking!"

"hey come over here and look at this arcade game thing in a bar! its funny haha"

It was totally cute to hear. So being overpowered I headed to the van and built up a really nice base, plopped down my BASE that auto heals the walls and does reflective damage so they basically WONT fail the mission no matter what.

I finish up and go around gathering supplies to fill my materials back up and I see them head to the van and they were like

"wowwwoo look at this base its all shiny! it looks strong I think we will make it this time! yay"

They were none the wiser as to why the base was all built up and fortified, and i didn't let them know it was me. They didn't even know I was over level'd either, I just hung around the base and picked off husks that could have been a threat while enjoying hearing them super happy. They must have not been able to finish a mission or something being so new.

It was just a great feeling, being able to help new players that were so young and so full of adventure and awe at the game still. Ahhh the good ol days. Here's to you, you two kiddos!

submitted by /u/Cragvis
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Current problem with the launcher. With a quickly made up solution.

Posted: 03 Apr 2018 01:06 PM PDT

Soo.... how do i exactly headshot 5 times with this thing?

Posted: 03 Apr 2018 10:19 AM PDT

A not so perfect transformation to legendary...

Posted: 03 Apr 2018 11:29 AM PDT

A suggestion for a few issues...

Posted: 03 Apr 2018 08:02 AM PDT

Daily Llama Thread 03/Apr/2018 - It's a Llama llama

Posted: 03 Apr 2018 05:01 PM PDT

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?

Llama Percent
Ranged Weapon Llama 28.57%
Weapon Llama 15.13%
People Llama 11.76%
Melee Llama 9.24%
It's a Trap! Llama 8.4%
Super Ranged Llama 4.2%
Super Hero Llama 4.2%
Legendary Troll Loot Truck... Llama 3.36%
Super People Llama 3.36%
Legendary Troll Stash Llama 3.36%
Super Melee Llama 2.52%
11x Upgrade Llama Bundle 2.52%
Upgrade Llama (Seasonal Sale Freebie!) 1.68%
Six Pack Llama 0.84%
Triple Llama 0.84%

Source - Storm Shield One

submitted by /u/AutoModerator
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Its been 20 Days Epic...........................WE NEED ANSWERS

Posted: 03 Apr 2018 10:13 AM PDT

Just gonna get right to the point. also all those who still haven't gotten their "Dragon" weapon Compensation comment your IGN and PLATFORM below,

Tired of the Run around, action needs to be taken and I would like to have it Now

Last response was " the Dev team is working on 3.4" Ok 3.4 has come and gone. 3.5 is approaching.

I"m gonna have to wait till 4.0?

You like to make "Fast" and "Quick" changes in the game but how about you make changes within your Company to ensure fast and efficient Customer service.

u/magyst

IDC if i lose all my Karma Today, I will lose it all on behalf of my Fortnite Counter parts who are battling with support.

WE NEED ANSWERS

EDIT: HERE IS THE LINK TO THE COMPENSATION POST https://fn-00.reddit.com/r/FORTnITE/comments/848znj/restoration_of_dragon_weapons/

submitted by /u/iNuv0
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What on earth is this glitch?

Posted: 03 Apr 2018 07:04 PM PDT

Twine main quest rewards are a joke.

Posted: 03 Apr 2018 11:31 AM PDT

I finally made it to twine, and holy crap is it dead. That alone makes wanting to do missions there a pain. I also knew the generic, do 3 missions quests would continue. What I didn't know is that I would be still getting rare ranged schematics and 7k XP for completing them.

This takes practically all my motivation to continue the quest line in twine. Why would anyone in twine want a rare schematic? It's useless at that point, and 7k XP is less than I usually get just for completing a mission.

I hope epic will do something to make the main quest grind a bit less pointless. Right now, I don't think I even want to continue doing the missions there.

submitted by /u/Ser_Machonach0
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I didn't want to use those anyway.

Posted: 03 Apr 2018 05:02 PM PDT

Sooo this just happened.. Normal llama gold AND jackpot! 43 items!

Posted: 03 Apr 2018 07:55 PM PDT

I have been blessed by his magnificent presence

Posted: 03 Apr 2018 12:41 AM PDT

After weeks of bad luck I FINALLY got some good luck!

Posted: 03 Apr 2018 06:07 PM PDT

I got some good luck after weeks of bad luck in all my games! I didn't know you could get two!!! plus a siege breaker from daily llama even though it was bad stats it's something! https://imgur.com/a/ErsRB

submitted by /u/tatsuyin
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How many of you hold down for a bit before breaking your llamas?

Posted: 03 Apr 2018 04:46 PM PDT

A solution to AFK/people who don’t participate.

Posted: 03 Apr 2018 09:57 PM PDT

We've all been there. You get the quest done you wanted to, but in order for it to complete, the mission needs to be a success. Can't be too hard, right? Then all 3 of your team mates are out harvesting or straight up not playing when the data lands, or the shelter is being attacked. Or they all leave once they get all the metal/stone they need to upgrade their storm shield defenses. Well, that's frustrating. Wasted all those mats for no reason because your team was lazy and useless. Some people just want to harvest, shoot husks, and not participate in the mission. Solution: make a spot in the map for people to shoot enemies and harvest but with no mission. There would be no quest advancement here and no XP earned. But you could harvest all the materials you want. Suburbs, city, industrial. 3 different places with a large variety of items/mats to harvest. Then when you want to do a mission, and actually complete it, you just go about your business like normal. Epic, I feel like this is a completely reasonable solution to stop people from losing the game just because of useless/lazy team mates. And leaches.

Edit: for clarification, the place I'm imagining would be in the map screen, you would choose it like you would any other mission and have to exit it before being able to start a mission

submitted by /u/br094
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Please make this building grid possible in STW. Currently is building grid so stupid, you cant build on any non flat surfaces.

Posted: 03 Apr 2018 02:45 PM PDT

When the smasher wants to be a ballerina but you have to kill his dreams and then him...��

Posted: 03 Apr 2018 12:42 AM PDT

Lobby really needs to show mission type and rewards

Posted: 03 Apr 2018 09:07 PM PDT

This has been a request for a long time, but now more than ever the lobby needs to show the mission type being queued up and the rewards. Otherwise, co-op play will be negatively affected.

Knowing that there are now much better alert mission rewards out there and we only get three a day, there's a strong disincentive to choose 'play with others' or help out in a friend's mission because we don't know what it is.

Now if we help a lower-level friend in their mission, we're potentially giving up one of our few chances to get a legendary transform reward to instead get a 50-rough-ore or 4-rotating-gizmos reward.

Besides this, it just makes sense that people be able to choose their most relevant loadout for the impending mission. Most people wouldn't run a defensive constructor in a destroy the encampments mission, for example.

A argument against I've seen is that in 'play with others' people might not queue into missions they don't want to do, so those missions become harder to fill. This is a weak argument as people often just quit out of mission types they don't like, and this is worse, not to mention forcing people to play missions they don't want to do makes for a poor gaming experience.

submitted by /u/chirdman
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When STW goes in my opinion founders should get 2x v bucks or other rewards. (and a suggestion for a new system of rewards)

Posted: 03 Apr 2018 04:29 PM PDT

Let's be honest all the people who are going to start playing STW after it goes free are going to be people wanting to farm v bucks, so i think that after save the world goes free founders should receive 2x v bucks or non founders should receive 1/2 s v bucks. We have each paid 40+ dollars for a pretty good game and when all F2P players get access to it a feel that we deserve a reward or my idea of 2 times v bucks. This could also help founders level up quicker and more efficiently as we would be able to buy more llamas.

While the system I proposed may not work Epic games could also remove v bucks as a reward completely, make them solely a paid currency and make a new currency (i will just refer to it as llama bucks)that is rewarded from completing missions and side quests. Maybe each successful mission rewards you 5-7 llama bucks and each side/daily quest could reward you 100 and 50 llama bucks respectively. Founders could possibly receive 2x llama bucks or increase the rewards from whatever system they implement to help them level up faster and gain access to more llamas and loot.

I also think that founders should recover should receive other rewards such as unique hero's, weapons, survivors, and possibly exclusive missions.

TL:DR We spent money on STW to become founders and should receive increased rewards such as 2x v bucks or something better compared to the F2P players coming from Battle Royale.

submitted by /u/BatmanBoss28
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Perfect Transformation to legendary

Posted: 03 Apr 2018 06:57 AM PDT

How do I fix this bug?

Posted: 03 Apr 2018 07:00 PM PDT

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