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The first two weeks of Fortnite's Summerdowndown were tough. players were trying to win points in public games, not against each other, which was strange, and went down to (disproven) cheating allegations about the winner, who did not broadcast his gameplay while setting up scores
I was preparing for a new horror in week 3 and … sigh, something must have been wrong, is not it?
The situation involved Team Liquid's Chap and 72Hrs, who found themselves in a weird place where just after winning their second game … They failed to line up for the next game, unable to go to victory sitting at 10 points.It was a situation of angel that Epic did not seem to have He planned, and he tainted all the sixth game and derailed all evening. Cat was screaming for a restart, but the throwers were completely unaware of what had happened for most of the match. And after that, they just acted as if it was not a big problem, that the only team with the potential to win the entire event in the next match … n & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; 39 was not the next game at all. [19659003] Clearly, even though it was their "fault" in one way or another, the good move was to reset the match from the beginning, but because that did not happen. is not produced, it has influenced everything else. Chap and 72H were riding high after two wins and could have brought that momentum to a third immediately to fit the entire event. Instead, the wind was completely removed from their sails, and that obviously could affect their mood and their game. But Epic could not deny the sixth match either, as it would deprive all other teams of the points They won over there. It was a bad situation all around, and poorly managed. Basically, Liquid had to play the event by playing a game less than everyone else.
Annnd they lost. Saf and Zayt won, beating Bizzle and Hesi who had enough victories to cross the 13-point mark, but Saf and Zayt then won the match, putting them at the top of the standings. Bizzle and Hesi did not seem to understand the rules (albeit poorly explained), thinking that they were instant winners after scoring over 13 mid-games (the rules say "first at 13"). But the points are not counted until after the game is over. And again, Liquid had a game less to accumulate points than all the other contenders. Blegh.
Before the disorder above, however, the tournament was going way better than before, which was the post-event article that I had Intended to write before the liquid drama. Some important changes have been made to the format and the skirmish itself for these improvements to occur.
- Epic hired Jack "Courage" Dunlop to co-launch, who has already been a player in the skirmish, but he is far away. away one of the best Fortnite Wheeler has now, and made the super-epic main stream that is worth watching for the first time. It should become a permanent addition after that, and maybe DrLupo can join him.
- A rule change allowed players to earn 13 points instead of two, like week 1. You get 4 points for a win and 2 points for each party you and your partner duos have more than five deadly attacks. There is also a $ 6,500 bonus for the team that kills the most each game. This dramatically increased the action, because theoretically you could just get five kills in 7/10 games and not even need a Royal Victory to win the game. whole event. The epic split two days of competition between most NA players and most players from the EU, NA was tonight, the EU is tomorrow. This killed just about all the delay on the private server, in addition to what other fixes could be done. A lack of delay makes players play more like them, which is why there was so much more action.
Besides the obvious missed game time, the other complaints that I've had this time around are more minor than they've been before, but I still think that they are important for the future.
- There is a new trend among some players to expand the screen resolution for better hitboxes. This should be forbidden not because it's cheap, but because it seems terrible and makes these flows almost invulnerable when they switched to. This should absolutely be illegal in future releases.
- I'm still not convinced that the constant switching of the flow of players is the right one for this format. There should be more tools of actual spectators employed so that we can get bigger views on the fights. Far from it, too many important moments are missed when they keep going back and forth between streams, especially towards the end when it becomes completely chaotic to follow effectively. In addition, there must be better production in terms of live updates of current rankings. It's annoying to have finished games and it takes 5-10 minutes to understand the current scores. The pitchers were constantly struggling to figure out who needed how many points to win in the last games, and it was very confusing for them, the players and the viewers.
- The ends of these games still need work. We still see 20 to 30 people in tiny circles that should not have more than half of that. The last moments of many games are easily a dozen players or more than you followed any game being killed in the storm because of the number of people who are crammed into those areas and how the latest storm circles are moving now . There were some good ends, but these mass killings are not very good to watch
Again, apart from the missed match, it was 300% better than last week and 10 000% of better than week 1. I knew that Epic would begin to understand, and I think that they are now on the right track. There is still work to be done clearly, but it was easily their best attempt at the moment. Stay tuned for more action tomorrow.
Follow Me on Twitter Facebook and Instagram. Pre-order my new science fiction novel Herokiller, and read my first series, The Earthborn Trilogy, which is also on audio book.
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The first two weeks of the Fortnite summer confrontation were harsh. The first week was a total disaster, interrupted by the problems of late, but it was a kill because the matches were boring. Week 2 saw players trying to accumulate points in public games, not against each other, which was odd, and descended into allegations of cheating (disproved) on the winner, who did not broadcast its gameplay. I was preparing for a new horror in week 3 and … sigh, something must have been wrong, is not it?
The situation involved the Liquid Team Hat and 72Hrs, who had themselves in a strange place where just after winning their second match. They somehow … failed to queue for the next game, unable to go to victory sitting at 10 points. It was a weird situation that Epic did not seem to have planned, and it tainted all of sixth game and derailed all evening. Cat was screaming for a restart, but the throwers were completely unaware of what had happened for most of the match. And after that, they just acted as if it was not a big problem, that the only team with the potential to win the entire event in the next match … n & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; 39 was not the next game at all. [19659003] Clearly, even though it was their "fault" in one way or another, the good move was to reset the match from the beginning, but because that did not happen. is not produced, it has influenced everything else. Chap and 72H were riding high after two wins and could have brought that momentum to a third immediately to fit the entire event. Instead, the wind was completely removed from their sails, and that obviously could affect their mood and their game. But Epic could not deny the sixth match either, as it would deprive all other teams of the points They won over there. It was a bad situation all around, and poorly managed. Basically, Liquid had to play the event by playing a game less than everyone else.
Annnd they lost. Saf and Zayt won, beating Bizzle and Hesi who had enough victories to cross the 13-point mark, but Saf and Zayt then won the match, putting them at the top of the standings. Bizzle and Hesi did not seem to understand the rules (albeit poorly explained), thinking that they were instant winners after scoring over 13 mid-games (the rules say "first at 13"). But the points are not counted until after the game is over. And again, Liquid had a game less to accumulate points than all the other contenders. Blegh.
Before the disorder above, however, the tournament was going way better than before, which was the post-event article that I had Intended to write before the liquid drama. Some important changes have been made to both the format and the skirmish itself for these improvements to happen.
- Epic hired Jack "Courage" Dunlop to co-launch, who has already been a player in the skirmish, but he is far away. away one of the best Fortnite Wheeler has now, and made the super-epic main stream that is worth watching for the first time. It should become a permanent addition after that, and maybe DrLupo can join him.
- A rule change allowed players to earn 13 points instead of two, like week 1. You get 4 points for a win and 2 points for each party you and your partner duos have more than five deadly attacks. There is also a $ 6,500 bonus for the team that kills the most each game. This dramatically increased the action, because theoretically you could just get five kills in 7/10 games and not even need a Royal Victory to win the game. whole event. The epic split two days of competition between most NA players and most players from the EU, NA was tonight, the EU is tomorrow. This killed just about all the delay on the private server, in addition to what other fixes could be done. A lack of delay meant that players played more like them, which is why there was so much more action.
In addition to the missed game time, the other complaints that I receive this time are more minor than before, but I still think it's important to go from the front .
- Some players tend to widen the screen resolution for better hitboxes. This should be forbidden not because it's cheap, but because it seems terrible and makes these flows almost invulnerable when they switched to. This should absolutely be illegal in future releases.
- I'm still not convinced that the constant switching of the flow of players is the right one for this format. There should be more tools of actual spectators employed so that we can get bigger views on the fights. Far from it, too many important moments are missed when they keep going back and forth between streams, especially towards the end when it becomes completely chaotic to follow effectively. In addition, there must be better production in terms of live updates of current rankings. It's annoying to have finished games and it takes 5-10 minutes to understand the current scores. The pitchers were constantly struggling to figure out who needed how many points to win in the last games, and it was very confusing for them, the players and the viewers.
- The ends of these games still need work. We still see 20 to 30 people in tiny circles that should not have more than half of that. The last moments of many games are easily a dozen players or more than you followed any game being killed in the storm because of the number of people who are crammed into those areas and how the latest storm circles are moving now . There were some good ends, but these mass killings are not very good to watch
Again, apart from the missed match, it was 300% better than last week and 10 000% of better than week 1. I knew that Epic would begin to understand, and I think that they are now on the right track. There is still work to be done clearly, but it was easily their best attempt at the moment. Stay tuned for more action tomorrow.
Follow Me on Twitter Facebook and Instagram. Pre-order my new science-fiction novel Herokiller, and read my first series, The Earthborn Trilogy, which is also on the audio book