Yossarian wrote:Feels like creating a network system that can handle 100 players simultaneously isn’t something you can quickly patch in if you’ve been working towards 24 or however many for 5 years.
Fortnite Wiki Page wrote:The Battle Royale mode development was led by Eric Williamson with Zack Estep as production lead. Their goal was to develop the Battle Royale mode quickly from the core "Save the World" mode, putting off any complex features that weren't already in place as to launch the new mode as soon as possible; while they explored such potential ideas, they held off inclusion until after the main mode was launched. The development of the Battle Royale mode took about two months starting in July 2017 after the "Save the World" mode had shipped, and was aided by the Unreal Tournament team.
Yossarian wrote:The issue was that maps had to become bigger owing to the addition of sprint which reduced the rate of encounters.
Diluted Dante wrote:In what way? I'm not in this beta thing.
It is similar, I suppose though certainly not as pronounced. The movement felt excellent - sprint gives you slightly more speed but not enough to enable you to consistently run off and out of harm's way. It allows you to slide as well but that extra slice of speed makes you (as I understand it) appear on radars.Diluted Dante wrote:That was at Tiger, but whilst were here whats the point of sliding? Is it like shotgun sliding in Destiny?
Yossarian wrote:Toggles split the player base, and designing sets of maps around sprint on/off means creating two sets of maps.
They seem to have found a happy medium here by making sprint not much faster than just walking.
hunk wrote:Iirc, Halo MP maps always had 'hotspots' where the action occurred, regardless the size? Also, they could up the playercount to increase the chance of encounters?
Imho, they should manage sprint/movement/melee based abilities with a rechargeable stamina energy bar. A bit like your energy shield but for movement based abilities. Depletion of the bar at the wrong moment = death because fatigue makes you slower and your melee weaker when fighting face to face.
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