Ballistic players,
Today’s v34.10 update includes several improvements and fixes, with more to come in v34.20 later in March. We’ve also got an update on our near-future plans for Ballstic, which includes new maps, weapons, and gadgets dropping in April.
Early Access Development Update
As we shared recently, we want to get new updates for Ballistic into your hands faster. One way we’re planning to accomplish this is by adding new maps to Ballistic as shells — fully designed layouts but without all the environmental details that you might expect. This will allow us to bring two new maps to Ballistic in April. Expect new weapons and gadgets in April as well!
For the new maps, we’ll examine how players move, rotate, and use sightlines during matches to inform how we fine-tune each. We’re also continuing to iterate on the Skyline 10 map and are looking for more feedback there.
Speaking of feedback, send us your thoughts! You can share your input by completing an in-game post-match survey, or by posting on the Fortnite Battle Royale subreddit (which we’re currently using for Ballistic) and the English Fortnite Discord. Right now, we’re specifically looking for feedback on:
- Mode timings (Such as Round timer, Buy Phase timer, Detonation timer, Defuse timer)
- Existing weapons and gadgets
- Movement and shooting
- The Skyline 10 map
- Credit economy
- UI/UX
The time it takes for us to act on feedback depends on what we’re trying to change. Value changes, such as adjusting fire rate, magazine size, or the time it takes for the Rift Point Device to be planted or detonated, are all simple updates we can turn around rather quickly. Larger updates, such as changing a map's layout or how a gadget works, will take longer.
In our next blog post later in March, we’ll discuss some of the feedback we received during this round and how we plan to address it. Until then, let us know how you’re feeling about the improvements and fixes below going live with v34.10 today. (You can use the in-game survey to let us know!)
Let's start with a major pain point. Matches starting with uneven teams are not fun — we know! Beginning with v34.10, we've made an adjustment so that matches will no longer begin unless the lobby is full (5v5). If the lobby is unable to fill, all players will return to the main menu and restart matchmaking.
Other Improvements and Fixes - v34.10
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Made improvements to server/client data exchange to prevent elim-trading (players can no longer eliminate each other at the same time).
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Fixed an issue where players could lose control of the camera.
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Fixed an issue where sliding visual effects and sound effects would persist after sliding.
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Fixed an issue where weapons with optics would appear as held higher up compared to those without.
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Fixed an issue where the light reflection off of weapons would not appear correctly when going around corners.
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Fixed a visual issue where eliminated players would appear to have full HP in the top Player Bar when spectating.
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Fixed a visual issue where weapon attachments disappeared when the weapon holder stood too close to a wall.
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Fixed a visual issue on mobile devices that would sometimes occur when throwing a flashbang.
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Fixed a visual inconsistency related to weapon recoil.
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Fixed a typo on the "Time's Up" message at the end of a round.
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Polished some aspects of animation related to players moving left and right.
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Implemented several technical performance improvements.