قالب وردپرس درنا توس
Home / Technology / Another Fortnite Summer Skirmish Screw-Up poisons an otherwise improved Week 3

Another Fortnite Summer Skirmish Screw-Up poisons an otherwise improved Week 3




<div _ngcontent-c16 = "" innerhtml = "

Fortnite Epic

The first two weeks of Fortnite 's Summer Showdown were hard. The first week This was a total catastrophe that was interrupted by lag problems, but it was a mercy killing because of the boring matches .. Week 2 let the players try to score points in public games, not against each other, which was strange and in (refuted Fraud allegations about the winner who could not stream his gameplay while scoring high scores.

I braced myself for a new horror in the third week and … sigh something had to go wrong,

The situation involved Team Liquid's Chap and 72Hrs, who were in a strange place where were somehow … unable to … just after they won their second game, the snake too The next game, which was not able to go to victory with 1

0 points, was a bizarre situation that Epic did not seem to have planned, and it spoiled the whole sixth game and somehow derailed all night. Chat screamed for a reboot, but the casters were totally unaware of what was going on for most of the game. And then they just pretended that it was no big deal at all that the only team that had the potential to win the entire event in the next game was not in the next game. [19659003] Of course, even though it was somehow their "fault", the right call was to reset the game from the beginning, but because that did not happen, it has affected everything else. Chap and 72Hrs went up after two wins and brought this momentum to an immediate third to win the entire event. Instead, the wind was completely taken out of the sails, and that of course could affect their mood and play forward. But then Epic could not just deny the sixth game, because that rejected all the other teams the points they earned there. It was a bad situation everywhere and was handled badly. Basically, Liquid had to play the event with one game less than everyone else.

Annend have lost them. Saf and Zayt won and defeated Bizzle and Hesi, who had enough kills to get past the 13-point mark, but Saf and Zayt continued to win the actual game, ultimately taking them over the top. Bizzle and Hesi did not seem to understand the (admittedly ill-explained) rules because they thought they were the immediate winners after typing about the middle of match 13 (the rules say "first to 13"). But the points are not really counted until after the game is over. And again, Liquid had a game less to earn points than any other top contender. Blegh.

Before the above confusion, the tournament Walk went better than before, that was the post-event article I wanted to write before the Liquid Drama. A few important changes were made to both the format and the skirmish itself to make these improvements.

  1. Epic hired Jack "Courage" Dunlop as co-cast, who was previously a player in the skirmish, but he's far and away from one of the best casters Fortnite has just made the epic supercute Stream worth seeing for the first time. He should become a permanent supplement afterwards, and maybe DrLupo can join him.
  2. A rule change had players pursuing 13 points instead of two wins like Week 1. You get 4 points for a win and 2 points for every game you and your partner have more than five kills. There is also a $ 6,500 bonus for the team that most players lose every game. This dramatic increased the action, as theoretically you could score only five kills in 7/10 games and did not even need a Victory Royale to win the entire event. This resulted in far fewer hiding places than previous events.
  3. Epic separated two days of competition between mainly NA and mainly EU players, NA was tonight, EU is tomorrow. This has eliminated virtually all delays on the private server, in addition to what other fixes may have done. A lack of delay left players playing more like themselves, which is another factor in why there was so much more action.

Fortnite Epic

Besides the obvious missed game moment, I have the other discomfort this time. They are a bit less important than before, but I still think they are important to push them forward.

  1. There is a new trend among some players to expand the resolution of the screen for better hitboxes. This should be banned, not because it is cheap, but because it looks awful and makes those streams almost unpredictable when they are turned on. This should be absolutely illegal in future broadcasts.
  2. I'm still not convinced that continuous player stream switching is the right call for this format. There should be more real summoning tools so we can get bigger views of fighting. Far, far too many important moments are missed as it flips back and forth between the streams, especially towards the end, when it gets too chaotic to follow effectively. In addition, the live refresh of the current table needs to be improved. It's annoying that the games end and it takes 5-10 minutes to find out the latest results. The casters were constantly trying to figure out who had to score how many points in the last few games and that was very confusing for them, the players and the spectators.
  3. The ends of these games still need work. We still see 20-30 people in small circles, who should not have more than half of them. The last moments of many games are easily a dozen players or more. You've watched all the games that were killed in the storm because of how many people are crammed into these zones and how the last storms are now moving. There were a few good endings, but these mass storm cullings are not great to look at.

Again, outside the liquid-missed game, that was about 300% better than last week and 10,000% better than week 1. I knew Epic would eventually get the hang of it, and I think they're definitely on the ball now right way. There is still a lot to do, but that was the best attempt. Stay tuned for more action tomorrow.

Follow me on Twitter Facebook and Instagram. My new science fiction novel Preorder Herokiller and read my first series, The Earthborn trilogy, which is also on Audiobook

">

The first two weeks of Fortnite 's Summer Showdown were fierce. The first week was a total catastrophe interrupted by lag problems, but it was a mercy killing because of the boring games. In the second week, players did not try to score points in public games, which was odd, and fell into (disproved) fraud allegations about the winner who could not stream his gameplay while scoring high scores.

I braced myself in the third week for new horror and … sigh, something had to go wrong, right?

The situation involved Team Liquid's Chap and 72Hrs who came They were in a strange place where right after they won their second game. They somehow managed … not to queue up for the next game, as they were not able to go to victory with 10 points. It was a bizarre situation that Epic did not seem to have planned and that spoiled the whole sixth game and somehow derailed all evening. Chat screamed for a reboot, but the casters were totally unaware of what was going on for most of the game. And then they just pretended that it was no big deal at all that the only team that had the potential to win the entire event in the next game was not in the next game. [19659003] Of course, even though it was somehow their "fault", the right call was to reset the game from the beginning, but because that did not happen, it has affected everything else. Chap and 72Hrs went up after two wins and brought this momentum to an immediate third to win the entire event. Instead, the wind was completely taken out of the sails, and that of course could affect their mood and play forward. But then Epic could not just deny the sixth game, because that rejected all the other teams the points they earned there. It was a bad situation everywhere and was handled badly. Basically, Liquid had to play the event with one game less than everyone else.

Annend lost her. Saf and Zayt won and defeated Bizzle and Hesi, who had enough kills to get past the 13-point mark, but Saf and Zayt continued to win the actual game, ultimately taking them over the top. Bizzle and Hesi did not seem to understand the (admittedly ill-explained) rules because they thought they were the immediate winners after typing about the middle of match 13 (the rules say "first to 13"). But the points are not really counted until after the game is over. And again, Liquid had a game less to earn points than any other top contender. Blegh.

Before the above confusion, the tournament Walk went better than before, that was the post-event article I wanted to write before the Liquid Drama. Some important changes were made to both the format and the skirmish itself to achieve these improvements.

  1. Epic hired Jack "Courage" Dunlop as co-cast, who was previously a player in the skirmish, but he's far and away from one of the best casters Fortnite has just made the epic supercute Stream worth seeing for the first time. He should become a permanent supplement afterwards, and maybe DrLupo can join him.
  2. A rule change had players pursuing 13 points instead of two wins like Week 1. You get 4 points for a win and 2 points for every game you and your partner have more than five kills. There is also a $ 6,500 bonus for the team that most players lose every game. This dramatic increased the action, as theoretically you could score only five kills in 7/10 games and did not even need a Victory Royale to win the entire event. This resulted in far fewer hiding places than previous events.
  3. Epic separated two days of competition between mainly NA and mainly EU players, NA was tonight, EU is tomorrow. This has eliminated virtually all delays on the private server, in addition to what other fixes may have done. A lack of delay left players playing more like themselves, which is another factor in why there was so much more action.

Apart from the obvious missed game moment, the other complaints I have this time are less important than before, but I still think they are important to move forward.

  1. There is a new trend among some players to expand the resolution of the screen for better hitboxes. This should be banned, not because it is cheap, but because it looks awful and makes those streams almost unpredictable when they are turned on. This should be absolutely illegal in future broadcasts.
  2. I'm still not convinced that continuous player stream switching is the right call for this format. There should be more real summoning tools so we can get bigger views of fighting. Far, far too many important moments are missed as it flips back and forth between the streams, especially towards the end, when it gets too chaotic to follow effectively. In addition, the live refresh of the current table needs to be improved. It's annoying that the games end and it takes 5-10 minutes to find out the latest results. The casters were constantly trying to figure out who had to score how many points in the last few games and that was very confusing for them, the players and the spectators.
  3. The ends of these games still need work. We still see 20-30 people in small circles, who should not have more than half of them. The last moments of many games are easily a dozen players or more. You've watched all the games that were killed in the storm because of how many people are crammed into these zones and how the last storms are now moving. There were a few good endings, but these mass storm cullings are not great to look at.

Again, outside the liquid-missed game, that was about 300% better than last week and 10,000% better than week 1. I knew Epic would eventually get the hang of it, and I think they're definitely on the ball now right way. There is still a lot to do, but that was the best attempt. Stay tuned for more action tomorrow.

Follow me on Twitter Facebook and Instagram. Pre-order my new science-fiction novel Herokiller and read my first series, The Earthborn Trilogy, which is also on Audiobook


Source link