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Fortnite is out, being devoured by half a million players, Chris Coke loves it, and many of us here at MMORPG.com are playing the not-so-MMO shooter/RPG/tower defense. But technically, EPIC’s calling it Early Access, meaning the game’s not done yet and won’t be until it shifts to Free to Play sometime in 2018. With that in mind, we’re listing off 5 things we’d love to see added to Fortnite before its official launch.
Comments
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Most of the time people only want to run encampment and survivor missions because they are easy to do while you get materials.
PVP is a terrible idea.
What we'd like to see as the community is schematic drops in missions instead of just weapon drops. That would be much better... even if its only trap and weapon schematics.
I'd prefer a better merge with progression, more types of missions, a better approach to exploring for quest items and so forfh in the maps, many times in the maps only work when you have the quest.
And especially things like Raids, Dungeons, Bosses, having specific missions to enter some sort of linear dungeon'ish or just boss-maps would be really interesting to expand play on.
And I'd say, give more utility to Outposts side of defense upgrades, have the ability to outposts to get raided and such, and giving a proper bonus from maintaining the outposts at "max".
In terms of monsters I think they should add a flying monster type, would provoke a big change in the creation of bases that only care about ranged top-bombing and ground-rush.
There is a LOT going on in Fortnite, so I can understand that they don't want to present too much to the player at once. I don't know whether or not it'd be best to put the more advanced building techniques into tutorial steps, or just leave it as something you discover in missions. I kind of see the low level missions as all part of the tutorial. Have the player learn by playing type of thing.
I think if they add more tutorial they definitely have to stick with trying to make it as part of the natural play progression which I think they've done a decent job at so far. Give missions that are like regular missions but that introduce things rather than "Ok, here's a tutorial map where you're only going to do exactly as we say for the next 15 minutes".
The skills, research, leveling up, evolving, recycling, collections, transforming... there's just SO much going on it can't be easy coming up with intriguing and interactive ways of teaching. They touch on some of it, but I agree that they need a bit more.
I'd like to see some way of preventing people who are just farming material from getting into public matches. There's a good bit of time devoted to gathering materials and doing side quests in a mission up front, but once it's time to defend the base - it seems inevitable that there are still those one or two people in the public group who are still out mining (opposed to just creating their own private instance and doing whatever they want). One person out in la la land you can typically absorb, although it irks me that they are mooching the reward and xp on the win. Two people, the mission usually fails, and that's frustrating. Nothing you can do to kick people, replace people, downvote people, upvote good contributors, differentiation between rewards and contribution, something.
Part of the fix to this may be improving the communication and social tools. Right now that's all pretty rudimentary.
Would be nice to raise the resource carry limit. 999 isn't bad up front, I'm still early in the game - maybe it does increase later on. But at 999 now, I'm only on SWTD5, and 999 resources gets blown in about 2 minutes of building/upgrading existing structure - then it's back to a private instance to farm back up to 999 again. Or maybe lower the cost of upgrading, or maybe I just need to level my Constructors up a bit more for their building discounts, or maybe I'm overbuilding, idk.
Tutorial, I can see on that one. It took me a while to figure o ut that my low damage output in public missions wasn't so much because I'm a lousy player (I am, but that is beside the point). I hadn't been upgrading my schematics and using those upgraded weapons - i had just been using whatever I was finding in treasure boxes and such. Once I started upgrading schematics and using them - that made all the difference. Nothing really pointed me in that direction in the game. Same with leveling up defenders and survivors for stat bonuses - or that survivor/defender slots on the skill/research trees mean more than straight stat boosts for the most part.
The game really does have a lot going on, and it's tough to teach all of it without just allowing for a good bit of trial and error. Then again, half the fun is screwing up and figuring it out on your own. Those "Ah-Ha!" moments are nice.
The UI lag gets me from time to time. Things like purchasing a skill point - then it takes a couple of seconds for that to register. Or switching between build mode and shooting (this one gets me all the time). It's not huge, something I think a bit of optimization will fix eventually, but it's definitely noticeable.
I do get stuck occasionally in the geometry. If you get surrounded by husks, it won't let you jump, and you get stuck - so watch out. Maybe that part is intentional, I don't know, but I'm used to being able to jump out or sprint to safety. I see the same thing from time to time where there are seams between floors and walls - you can get stuck in small gaps and not be able to get out (or at least I haven't figured out how to yet).
The Collection book is neat, but I have got myself into trouble by Collecting things and heroes I was still using on accident. Would be nice if there were at least a switch to show duplicates only, or something. Maybe this works with "Favorites", I haven't tried that out yet. At least, by and large, the rewards from the Collection book are worth while.
So many people don't know how to build those tower blueprints, they see them and don't understand what the radar towers are. What about the Survivor Antennas? I saw two guys standing at one the other day asking each other how to build a circular pole to put the antenna on. I had to show them.
Then you'll have matches like deliver the bomb where people will just sit there confused unless someone that's done the mission before takes control. And I've seen a save the bunker mission fail within the first minute because people zoned in without a full team and thought they should gather materials instead of heading directly to the objective.
I hope they have short video tutorials on the missions screen, like how they do the little demo of the abilities you can unlock in the skill tree. That would make things so much better for new players.
As for the moochers, I saw a privacy setting in the settings for the game. Has a message that it is not implemented at this time. So I am wondering if or when that is implemented we will be able to have private groups.
Crush your enemies, see them driven before you, and hear the lamentations of their women...
Thank you for your time!
I would buy it if it was local co-op. Online is cool but I want to be able to play with my kid or wife without needing 3 console/PCs. Shame nobody seems to be going that way anymore
Instead of Hero vs Hero PvP Hero vs Mist Monster PvP would be a better option. A vs map where the amount you can build is determined by which team takes the objectives on the map, with the heroes being able to build, and the mist monsters being able to summon Husks. Building would have to be much slower for a vs mode though I'd think. Each Mist Monster player could summon one vortex to launch their final assault from. Mist Monsters and Husks could be unlocked like other stuff in the game is.
I found building was pretty easy once I realized that on the towers each piece shows you what config to select to make the right shape. One easy tower tutorial would take care of that. They need to add more links to the skill and research trees to show you what you need to level up certain things too. Or add some highlight options as well.
Regarding things I would like (or not like to see)
*PvP would, in my opinion, really not fit well in Fortnite.. It seems pretty heavily focused on the idea of teamwork instead of contention..
*Even more monster types as we progress..
*Even more maps (re-taking other portions of the world/continents)
..because we're gamers, damn it!! - William Massachusetts (Log Horizon)
But given that you are the person who started the thread on Scarlet Blade (many moons ago), just to watch the SJW's howl, perhaps you are trolling? ^^
Of all things that can change, that one I wouldn't believe it ever would, it's the focus on crafting and that's it, the durability itself forces you to play smart with weapons instead of at waste with your stronger weaps with weak enemies and so forth.
If they ever did that they would have to make crafting the weapon itself incredibly expensive to sustain one that you could simply continuously repair without crafting the weapon again.
i mean... i have that many resources it's not even a problem for me to keep crafting my legendary weapons so i don't really have to play smart, i have full sets of legendary and epic schematics i can craft on command, even the hard parts to find active powercells and rotating gizmo's i have 20+ of each currently...
it honestly just depends how long you wanna spend gathering stuff
Case in point: https://arstechnica.com/gaming/2017/08/a-fort-week-with-fortnite-fascinating-f2p-game-but-are-we-having-fun-yet/?comments=1&post=33770641
It is a shame too, as the game is initially very fun.
Yet some people have been enjoying this game for several years.
Weird.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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