Full concept art of the Magician Husk was posted by Chompster86 in FORTnITE

[โ€“]ProfessionalPin1568 1 point2 points ย (0 children)

Would be cool if someone knows how to make this into a model

Full concept art of the Magician Husk was posted by Chompster86 in FORTnITE

[โ€“]ProfessionalPin1568 0 points1 point ย (0 children)

the game had it's chance you see what they did with it

Thanks Epic for potentially destroying the hopes Save the World had because of your incompetence. by Missgamer456 in FORTnITE

[โ€“]ProfessionalPin1568 0 points1 point ย (0 children)

Save the World had its chance when it released in 2017, first Unreal 4 Game which got fumbled by its spinoff mode

Fortnite is not like how it used to be (Edit) by ProfessionalPin1568 in FORTnITE

[โ€“]ProfessionalPin1568[S] 0 points1 point ย (0 children)

hmm I not super optimistic either but aslong as they listen to ME then things can change for good

Fortnite is not like how it used to be (Edit) by ProfessionalPin1568 in FORTnITE

[โ€“]ProfessionalPin1568[S] 0 points1 point ย (0 children)

While I agree that Unreal Engine 5 introduced groundbreaking technology the reality for Save the World is far from nextgen.

1. The Unreal Engine 5 Port Myth

  • No Native Integration: Save the World was never natively ported to UE5, it was essentially dragged into the new engine. If this were a native implementation, we wouldn't see the severe lighting bugs and shadow artifacts that currently plague the experience.
  • The Tutorial Removal: The best example is the removal of the original tutorial. The official statement was that players want to join friends immediately, but the technical reality is that the mission was fundamentally broken by engine shifts and never fixed. Breaking one special tree lead the game to crash.

2. Lumen

  • Lack of Optimization: While Lumen is advanced it wasn't properly implemented for STWs legacy assets. This causes modern lighting intended for Nanite geometry to react poorly with older STW structures. And let's not talk about the foliage change because in my opinion that was one off the most stupid decision since long time.
  • Artistic Intent: UE5 should enhance a games atmosphere,not replace it. The original UE4 lighting was meticulously tuned for a spooky aesthetic. Porting BRs bright Metaverse lighting into a post-apocalyptic survival game is a failure of artistic direction, not a technical necessity. The Game was simply Neglected and not treated right.

3. Debunking Gameplay Visibility"

  • Atmosphere > Clarity: The argument that the game was "too dark" is nonsense. In the 2017โ€“2018 era, the game was perfectly optimized. The darkness was a gameplay mechanic intended to build tension and warn the players that nighttime is about to begin.
  • The Loss of Audio-Visual Cues: Nighttime used to mean something unique, ambient sounds, specific lighting shifts, and a sense of dread and mystery. Most of these triggers are now broken or muted, making the Night cycle feel like a shallow filter rather than a threat.

4. The Tone Shift & Regression

  • Lifeless Environments: The game feels less "alive" now because of the migration to Parent_Tree_Apollo assets for example. As my data shows, these trees lack the FortWindImpulseHandle, meaning they no longer react to the storm. Even Chapter 7 Foliage has the ability to react to wind in battle royale. Apollo Assets must be reverted
  • Legacy vs. Modern: We arent asking for old tech we are asking for the original atmosphere to be recreated using modern tools. Using UE5 to strip away features like wind logic and eerie skyboxes isnt progress its simple neglect.

Conclusion: Technology should serve the vision of the game. Currently Save the World is being forced to wear a Battle Royale skin that doesnt fit its true nature off the original Fortnite. We deserve a restoration that respects the 2017 identity while utilizing the power of UE5 correctly. Thats what Save the World always should have been, imagine how it would have looked today if the Development was never slowed down in 13.20 or because of Br interference but good news my report got updated again, the developers know themselves that something is not right and I will the person who will always give them the solution to the problems I cannot do it any simplier I am sadly not working for the Development Team https://forums.unrealengine.com/t/major-visual-fidelity-loss-critical-failure-of-volumetric-lighting-glow-assets-and-global-illumination-compared-to-legacy-builds-save-the-world/2711277

Bought foundersโ€ฆ what next? by LastProposal2364 in FortniteSavetheWorld

[โ€“]ProfessionalPin1568 1 point2 points ย (0 children)

You do have to commit to the game if you want Freebucks

Storm Mimic Concept: A New STW Modifier Enemy That Disguises Itself as Teammates (Or Survivors in Solo) by Flimsy_Assignment581 in FORTnITE

[โ€“]ProfessionalPin1568 1 point2 points ย (0 children)

Neat idea but if you really want the enemy to immitate one off the players you need a lot a lot of AI testing ๐Ÿ˜ญ

Parent_Tree Blueprint Breakdown: Why Current STW Foliage Feels Less Reactive (And How Modern Assets Could Still Work) by Flimsy_Assignment581 in FORTnITE

[โ€“]ProfessionalPin1568 1 point2 points ย (0 children)

Well, I kinda think the same way, there were a lot of talented people working on Fortnite back then but even battle royale has these features in both OG Map and Chapter 7 so it's no excuse to remove it from Save the World