Case in point: FoV, Forced full jumps
PS: I know that the main game's Devs are focusing on bug fixes. That is more the reason to tell them about this, for them to also fix the glaring issue in a lot of their updates that are imported from BR.
EPIC Devs, when you want to implement a feature or changes to either the spin-off or the main game, you REALLY need to consider how it will affect both game modes. You cannot just implement a change that will only help one mode, but absolutely messes up the other modes.
I know that you guys try to do this so people can transition between game modes, but for the love of god, try to reach a compromise that will improve one mode, but doesn't negatively impact the other mode.
Here are all the examples of bad implementation, and one example of a good compromise, as well as my suggestion for what and what not to implement.
Example of bad implementation (That the Dev should DEFINITELY FIX):
the new forced lower FoV: you implemented this change to prevent peeking and emote exploits in BR, and also forced them into StW. This new FoV causes motion sickness, but it was much worse on StW as the player has to deal with more enemies and effects all at once than BR.
Forced full jump: honestly, I do not know why you implemented this change, both in BR and StW. I have seen quite a lot of posts on BR in the past asking for short hops from StW to be implemented in BR. Instead, you did the complete apposite. This is honestly one of the most useless change to have, as you cannot jump therough most building windows or a handrail in a parking lot because you always hit your head like an id*ot.
Example of a compromise(Good change on one game mode while not affect the other mode negatively): – Opaque tiles when editing: this is a little controversial to say, but I don't mind about this. You implemented this change to prevent peeking through walls on BR. This change was absolutely useless in StW, but it doesn't affect the game negatively as much as the previous two as this doesn't hinder the gameplay (you don't need to see through the walls to look for husks as there are many more effective ways to spot them anyway).
My suggestion for future implementation:
fixing the two problematic changes listed above to benefit both game modes
implement something that is actually useful and benefit both modes such as crouching.
update and tweak all the throwable and/or consumable items that are imported from BR to actually be useful in StW: why are the throwable items such as clinger and c4 charges being relegated to temporary items that doesn't even do much? The clinger does almost no damage to husks, takes up inventory space, and does not persist ourside of missions, while the c4 does even worse than its BR counterpart. I REPEAT: Do not just throw new items in and not use them to their full potential.
My suggestion on what NOT to implement(Please):
- Jump exhaustion: do NOT for the love of god, implement this change into StW just to make the game more similar to BR. Just don't. Not only is this completely useless and dumb, but it will also negatively affect the gameplay. No one wants to die from getting stuck in a horde of husks because they got tired from trying to escape by jumping.
Finally, does the dev team for the Main mode and the spin-off even communicate with each other? You guys really need to stop treating BR and StW as two separate games. Fortnite:BR are supposed to be a part of the main game in the first place, not as a spin-off that also messes with the main game's development.
Bring them back together, and let them be just one game that is FORTNITE.
I hope any of the Epic game devs sees this, whether it is from StW or BR.
© Post "SUGGESTION: When implementing changes to the game, make sure that it benefits both game modes rather than pulling one down with useless mechanics that only works on one game-mode." for game Fortnite.
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