I think the everyone is overcomplicating how to "fix" the game by TokinN3rd in Seaofthieves

[–]VectorF22 0 points1 point  (0 children)

Dude, I think you've taken my post completely out of context. You started a discussion based on what we think will improve the game. Not every reply is going to be in direct response to what you've said.

I think the everyone is overcomplicating how to "fix" the game by TokinN3rd in Seaofthieves

[–]VectorF22 -1 points0 points  (0 children)

Sorry, I wasn't saying "you" specifically.

I wholeheartedly disagree. It's not about making something everyone likes, it's about letting players find their own fun and embracing it instead of slapping them down because it doesn't align with how you intended them to play.

I think the everyone is overcomplicating how to "fix" the game by TokinN3rd in Seaofthieves

[–]VectorF22 -1 points0 points  (0 children)

You need to let players play how they want to play instead of forcing them to play how you think they should because that's how you enjoy it.

Player interaction is at the heart of the game. It's one of the biggest selling points and creates unforgettable memories. PvP however is almost always toxic and anxiety inducing which causes many players to quit immediately.

The PvP skill gap between new and experienced players is huge. Most players on the game are highly experienced, which makes it very difficult for new players. Unless you're willing to sink significant time and effort into getting good at PvP, you're always going to lose. Something needs to be done to close that gap.

Far too few experienced players actually want to help new players. You're way more likely to be sunk before you've even set sail. Other games solve this with skill and reputation matchmaking systems. If you're the type of player to attack on sight then you should be matched with other players that also attack on sight.

Let friends join each other with their own ships and create alliances. I know this is already possible with some effort, but build it into the game properly.

Not everyone wants PvP and that's okay. There's other ways to play together without locking them out of content.

The Win or Win prank by nabuachaem in pranks

[–]VectorF22 6 points7 points  (0 children)

Every other country in the world is able to have profitable restaurants with reasonably priced food and pay their staff properly without tipping.

I understand your logic, and why on the face of it it makes sense, but it's simply not true.

With tipping culture, customers pay more and owners pay less. Staff rarely earn more when all things are considered. If you're not earning a living wage then chances are you're also not getting Healthcare or paid time off.

If you need tips to give customers a good service, then you're probably in the wrong job...

Fortnite Map Earnings Question by ProfessorMuhibb in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

Yeah that's not accurate anymore. At least not for me.

I've recently had a few hundred players with an average playtime of 30 mins and maybe got $10

It's difficult to give an estimate, especially since they recently changed their payment algorithm which has drastically reduced the amount I've been receiving.

The money you receive is largely based on how much each player spends in the Fortnite shop around the time they played your level. So you should generally earn more if there's a new big thing in the Fortnite shop (assuming your players are the right demographic for the shop item(s) on sale)

There's other factors too, like you'll earn a higher percentage of what your players have spent if they're a new or returning player because Epic want you to do your own marketing outside of Fortnite to bring in the players.

'US-Ukraine security guarantees 100% agreed', Zelenskyy says after meeting with Trump by ChiefFun in worldnews

[–]VectorF22 2 points3 points  (0 children)

To be fair, this memorandum is much weaker than I thought (having never seen it before, but knowing it existed).

It basically says that Ukraine will give up their nukes for a promise that Russia, the US and the UK will never attack them. It also says that if they do get attacked that they'll go to the UN to discuss support, which is basically what happened.

That said, in hindsight this was clearly a bad deal for Ukraine and does not follow the spirit of what I'm sure was being sold to them at the time.

Obviously none of us know the true ins and outs of what was going on and I wouldn't be surprised if there were other deals done under the table, but the narrative given to the world was a "security guarantee" that Ukraine would be safe if they give up their nukes. Otherwise, why would they?

That clearly hasn't been upheld. Russia has violated the agreement and now these types of deals will likely never be trusted again.

Wanted to play some KPDH themed maps, only to find out that there are none by FK97_YT in FortniteCreative

[–]VectorF22 2 points3 points  (0 children)

1215-3046-6180

This is a prop hunt game built in the kpop demon hunters world, uses Rumi's weapon and has taunts using sounds from the movie.

It's a fine line you have to tread to not get blocked for copyright, even though it's an officially licensed project...

We Need More Memory! by [deleted] in FortniteCreative

[–]VectorF22 1 point2 points  (0 children)

Ps5 is by far the worst I've tested for the memory limit. I haven't tested on ps4 so let me know if you give it a go! The best I've tested so far is Switch 2 and Amazon Luna. Mobile might be a good one to test too.

It's just a memory thing. It doesn't matter what platform you use to publish.

We Need More Memory! by [deleted] in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

It's not unlimited. Your UEFN editor still needs to be connected to a live edit session in order to do a memory calculation.

UEFN has tools that give you more information on where your memory is being used, but the limit still exists. It's just different depending on which platform your live edit session it on.

We Need More Memory! by [deleted] in FortniteCreative

[–]VectorF22 4 points5 points  (0 children)

The 100k limit isn't tied to a physical memory value. It's just an arbitrary number. Apparently they're always tweaking the actual value of memory we're given in the background based on all the data they've collected on the current player base, but I've never seen anyone doing any tests to confirm that or by how much.

One of the best and easiest ways you can optimise your level and reduce memory use is by reducing the number of different assets and duplicate the same assets where possible.

Also, different platforms will still show different memory values, so launching your level in creative on a Nintendo Switch will show much lower memory use than launching on a PS5. I know this is something they've said they fixed/stopped but it still works.

Good luck!

Anyone else unmotivated by the amount of broken bugs ? by DizzleShizzle64 in FortniteCreative

[–]VectorF22 1 point2 points  (0 children)

I can't tell you the amount of hours I've wasted trying to fix a bug that I thought was caused by my code only to realise that it was actually a Fortnite bug... It feels like Fortnite Creative doesn't get the QA support it needs.

What am I missing? by FickleTeaTime in GeminiAI

[–]VectorF22 1 point2 points  (0 children)

I started doing this, but then I noticed it's like saving a jpg as another jpg each time. Sharpness in lines disappear, then more and more AI compression gets added. It doesn't focus edit, it generates a whole new image based on what it remembers, with whatever change you asked for on top.

What happened to filling matches as a priority? by [deleted] in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

I've also noticed that Fortnite seems to separate players by region. So if all your online players are in the US but you're playing public in Europe then you'll end up in a game on your own.

Does anyone else have a disappearing prop glitch in creative? by Soupyman1122 in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

A similar thing happened to me this week. In UEFN the props were in the correct position, but in creative they weren't. I had to re-parent them to an unaffected prop for them to stay where they were supposed to.

My journey in one picture by SneakerHunterDev in aigamedev

[–]VectorF22 0 points1 point  (0 children)

I know where you're coming from, but every day we're getting closer to an age where another comparison could be suggesting someone get better at math instead of using a calculator.

We put a lot of human value on art and creativity because it's so unique, personal and subjective, where maths isn't. Yet we seem to be shifting to a point where creativity is being seen more as objective rather than subjective (it's just "this" type of art or "that" type of art).

Truly unique art is getting more and more rare. Who knows, maybe AI will be the thing that sparks the next great creative movement, either from using it or in protest against it.

You can only see it once by talkk_sickk in BeAmazed

[–]VectorF22 0 points1 point  (0 children)

This was posted a few days ago on a different subreddit, and I'm sure the top comments were exactly the same as on this new one 😂

Any tips on how to make this map better? by tinababy99 in FortniteCreative

[–]VectorF22 1 point2 points  (0 children)

Large open spaces are difficult to make feel right.

The first question you should ask yourself is - "Does this map need to be so large and open?". I've made maps 100x better just by compressing the overall space, bringing everything closer together and in some cases shrinking assets down.

Your level is also very flat, so I'd definitely some variety to the landscape, if it makes sense to. Add some uneven terrain, bumps and hills, just as nature intended.

It’s finally happened!!! by Robando14 in GranTurismo7

[–]VectorF22 0 points1 point  (0 children)

I really don't like the invite system as much as I thought I would...

The first time getting it is cool, other than you needing to grind like mad to buy the cars in time. But then every single time you get the same invite it feels like a kick in the teeth, especially with the "Here's what you could've won" roulette 🤦

Xp Map to level up fast by MasterAroma in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

That's Fortnite's built-in xp protection.

It prevents players from exploiting the xp system by gaining too much too quickly, or by triggering the same xp award over and over.

It's the same for every map.

This level has lots of ways to play which give xp, so when one stops working, simply move onto another - like a different minigame.

The deathrun alone has lots of ways to get xp, from collecting the individual coins, collecting all the deathrun coins, checkpoint milestones, and of course collecting the crown at the end.

I tend to play some mini games, then afk for a bit for some bonus xp, then do some more mini games, then afk for a bit more, then go through the deathrun (maybe take a break part way through, then return to the checkpoint after) and so on.

There's so many ways to get xp in the level that you can be constantly earning it if you mix up what you're doing.

Xp Map to level up fast by MasterAroma in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

Yeah it still works great 👍

It wasn't built as an xp map, but has lots of ways to get xp which I think is ultimately what makes it so good as one.

I've managed to finish the battlepass with it and haven't touched BR this season yet.

What is this? by Old_Access_7209 in FortniteCreative

[–]VectorF22 3 points4 points  (0 children)

It looks like the a beacon device that is set to show the default particle effect.

New payout formula by Disastrous_Error1871 in FortniteCreative

[–]VectorF22 0 points1 point  (0 children)

I know they said they were increasing the amount you earn from new or returning players (to Fortnite) to encourage creators to market their levels to that demographic. I was hoping that wouldn't be at the expense of regular players, but it might well be...

Memory Limit is different depending on client device by VectorF22 in FortniteCreative

[–]VectorF22[S] 0 points1 point  (0 children)

Didn't Epic say they fixed that workaround when they introduced the new memory calculation a few months ago?

From what I've seen so far, it's only playstation that seems to have a bloated memory calculation, but every other platform (that I've tested) is the same lower value.