Epic Games Explain Everything Wrong with Fortnite Summer Skirmish Week 1 - Lag, Eliminations, Format and More - Dexerto

Epic Games Explain Everything Wrong with Fortnite Summer Skirmish Week 1 – Lag, Eliminations, Format and More

Published: 19/Jul/2018 17:41 Updated: 26/Jul/2018 12:07

by Calum Patterson


Epic Games has released a complete ‘postmortem’ of the first week of Summer Skirmish, which saw a $250,000 duos tournament cut short due to various issues.

The main problem was the lag which affected nearly all players and made the experience very difficult for both the participants and viewers.

On top of the lag however, the format itself was also criticized, with not enough emphasis placed on eliminations many complained that the action was not as aggressive and fast paced, with competitors playing for the win at all costs.

In response to the criticizms, and ahead of the second week of Summer Skirmish (rumored to be a $500,000 solos tournament), Epic has provided a complete breakdown of what went wrong and how it will be improved.


Hey Fortnite folks,

Let’s talk about Week 1 of Summer Skirmish – it did not go as planned, but we definitely learned a lot!

It represented the first time we’ve been able to bring together a high concentration of some of Fortnite’s most talented players and community creators all in one game. We experienced many pain points from a server performance standpoint and feel we under delivered for the premiere of online competition in Fortnite. While we often run tests to learn how the servers will perform, having significant prizes on the line changed gameplay behavior significantly. In addition, since we chose to highlight the streams of players in the event, most players stayed in the game to spectate after they were eliminated. The combination of these two things led to a gameplay experience that was much worse than we expected.

So let’s unpack what happened, what we’ve learned, and what’s next …

Server Performance

We believe that there are number of factors that caused the poor server conditions during this event. This includes the number of players still alive in the later circles, the number of players that stayed connected to spectate until the end, and the amount of dense building that occured late in the matches. Our top priority now is to understand and optimize server performance in these situations. For example, when an explosion damages a large number of building pieces, and each piece needs to send that event to a large number of connected clients, we get a big spike in server CPU load. We have a lot of ideas about how to handle cases like this better, and are working on that right now. We also think that this work will improve server performance for other intense modes like 50v50. 

Live Environment Elimination Curves vs. Skirmish Week 1

Players Left by Circle Radius (Density)

Orange = Skirmish | Blue = Normal Duos

Callouts – Where normally 10 people alive, 50 in skirmish.  Where normally winner, 30 alive in skirmish

Features & Formats

We launched Summer Skirmish ahead of the competitive systems we are actively building and establishing as a way to both highlight the amazing talent in the Fortnite community and to explore the possibilities of competitive Fortnite while those systems are being developed. The learnings from the competition are great indicators for what features and formats we need to improve or rework. At the Fortnite Pro-Am event we unveiled our Spectator feature, which is not currently available on the live environment. The combination of these factors created a broadcast that relied on highlighting community members that are streaming their point of view for the event.

We love the broadcast format because we have the opportunity to spotlight different individuals in the community. The format doesn’t however, allow for the same contextual storytelling that is available through the Live Spectator feature. It’s incredibly apparent in situations where there’s a lot of building going on in the final few circles.

Building Meta

Week 1 also illustrated some of the difficult player vs. player engagement scenarios with so many talented builders under one roof. Complicated, snaking tunnels make it difficult to follow the action, but also amplify the lack of it (action).

We’re thinking carefully about how to address late-game building for long-term health of competitive play.  

Placement and Eliminations

We’re eager to mix up formats to keep things exciting and entertaining during the Summer Skirmish series. Each week we’ll get to see how incentivizing different elements of the format influences competitor’s decisions. The key takeaways for any formats are the learnings gained in understanding differences in play patterns between public match play and the Private Match environment with a lot of talented players playing against each other.

We are curious to see how more elimination heavy incentives influence play, though we want to retain the core values and play experiences that everyone else can relate to in-game. Creating complicated scoring systems can be confusing and anticlimactic if they’re not a part of the core play experience. The one-life survival dynamic creates tough real-time decisions for competitors. Each engagement against similarly skilled opponents presents a risk assessment scenario that is typically not apparent for those competitors (or viewers) when observed in public matches.

Competitors generally need to expend a lot of resources (ammo, health, materials) when attempting to eliminate their opponents. And in team-based play (Duo or Squads) they’re also required to spend additional resources to secure the elimination against a downed opponent. Tactical play becomes more beneficial than flashy play – and that’s where we’ll need to strike the balance.

For week 2 we’ll be exploring a public server format where we’ll be tracking competitor’s performance over a period of 10 games. We intend to pick back up on Private Match play in week 3 of the Summer Skirmish series while we work on server performance issues we experienced this past weekend.

We’ll have full details available on the format and list of invited players available on Friday!

Source: Epic Games


Fortnite update 14.40 early patch notes: Fortnitemares 2020, more

Published: 21/Oct/2020 3:00 Updated: 21/Oct/2020 3:02

by Isaac McIntyre


Fortnite developers Epic Games have now confirmed the next Chapter 2 Season 2 update, patch v14.40 ⁠— the spookiest of the season ⁠— is on its way. Here’s all the early patch notes, downtime details, and more for the Oct. 21 update.

It’s late October, and that can only mean one thing in Fortnite: the ghoulish Fortnitemares annual event is back! This Halloween-themed patch will bring everything from Fortnite’s old spooky enemies, Husks, as well as a mysterious resurrection.

We’ve got a pretty good idea of what’s coming in the terrifying Halloween patch update on Oct. 21 too; here’s everything we know about patch v.14.40 so far ⁠— starting with all the details on Fortnite’s impending update downtime.

When is the Fortnite v14.40 patch coming?

Epic Games has officially locked in the v14.40 update for Wednesday, October 21. Downtime is expected to begin at 4am ET (8am UTC, 9am BST, 6pm AEST).

Expect a lengthy downtime for the v14.40 patch. Fortnite matchmaking will be disabled 20-25 minutes before the Halloween update.

Also, be warned, the patch size on PC will be “much larger than normal.” Epic has confirmed the update will clock in at around 27GB but once the patch has gone live it should “massively reduce” the size of the game on your hard drive.

Fortnite update v14.40 early patch notes

Fortnitemares returns

It’s October, and that means Halloween is right around the corner! Spooky season in Fortnite means “Fortnitemares,” which we should see enter the game soon.

Map changes for the Halloween event may not come right on the patch drop, but that means data miners will dig up information on it soon enough.

Expect map swaps, fog, and spooky new skins in Fortnitemares 2020. 

There’s also a chance Midas returns to the Authority as a ghost after his failed test with the Device, so that could be one thing found when patch v14.40 goes live.

Two characters looking at the screen from Fortnitemares
Epic Games
The Fortnitemares Halloween event usually runs in the last week of October, so patch v14.40 is right on schedule.

Midas’ Revenge

Speaking of Midas’ return, the theme of this Halloween patch has already been leaked, and it’s all based around the former Fortnite villain coming back with a vengeance.

According to the datamined leaks, Midas will once again take over the Authority in v14.40, and this time he’ll have spooky Ghost Henchman at his side. He’ll also trade out his iconic Drum Gun for a Gold Scar, just to change things up a little.

Midas was never going to be gone from Fortnite forever.
Epic Games
Midas was never going to be gone from Fortnite forever.

Husks return in Halloween update

Fortnitemares 2020 is also set to bring back Zombie Husks. Love ‘em or hate ‘em, the Husks are another iconic part of any Halloween update in Epic’s battle royale.

Whether you’re a fan or not, the Husks will be returning too; Fortnite dataminer @Mang0e_ discovered updated versions of the Husk spawner files. Whenever those get a makeover, the lumbering zombies they spawn aren’t too far behind.

In Fortnitemares past, these cubes spawned all over the map.

There’s a chance this may happen again, but it’s more likely they remain in Retail Row. The last time they appeared ⁠— during Season X ⁠— this was their hub.

Halloween items, consumables

The final pre-patch v14.40 leaks pointed to new Halloween items and consumables being added to the game when Fortnitemares goes live on Oct. 21.

Multiple dataminers, including Hypex and Tabor Hill, discovered mention of new rideable Broomsticks. These new items, marked “wbroom” in the Fortnite code, should work similarly to Silver Surfer’s Surfboard, or the Glider Re-Deploy.

The Halloween patch will also add “pepper ming,” “hop drop,” “candy corn,” “jelly beans,” and “thermal taffy,” all of which could provide boosts or power-ups.

Fortnite v14.40 bug fixes

As per usual, the Fortnite team has also added a number of bugs and issues to their official Trello board. This week’s patch will likely include fixes for many of these recurring problems, including the issues with Doctor Doom’s Mystical Bomb.

Here is the full list of bug changes potentially set for v14.40:


  • Honey Hitters Pickaxe disabled.

Battle Royale

  • Cozy Chomps and Ravage Outfits appearing as Ramirez.
  • TWIP! Legacy not being awarded.
  • Inventory shuffling after respawning in Team Rumble.
  • Doctor Doom’s Mystical Bomb temporarily disabled in competitive playlists.

Creative Mode

  • Players without matchmaking permissions cannot access the Team Size setting.
  • Sky color does not change when adjusting light color setting.
  • Fog and lighting settings changed in Creative.


  • Vehicle buttons missing.
  • Black textures on foil variants on Nintendo Switch.

So, there you have it! That’s our early patch notes with expected changes and fixes coming in Fortnite’s v14.40 update patch. Once the official details are released and added to the game, we’ll be the first to let you know.