Feedback on 15-Minute AFK Disconnection in UEFN

The majority of this post is about keeping the limit pretty much unrestricted so afk is ok.

I do not agree.

The issues that have prompted this to be a thing imo are these

  1. Botting
  2. AFK/Coin maps
  3. shady practices where streamers get fans to sit on a map for a hour to boost it on discovery

Although i somewhat agree with certain points this is how i believe it should be implemented

15 minute timer remains - If someone cannot move in 15 minutes then why are they on the game in the first place makes no sense

return to the lobby i also believe is fair as again if the player isn’t moving once in 15 minutes then why are they in the game taking server resources

Could they put something in place for tycoon/that type of genre… Yes but then players will find a way to exploit it

The system is failing you just need to look down discovery and see. You have 2 of the top 4 creators using shady stuff in thumbnails as seen and reported on by mustard plays…

The system needs strict rules now ie the afk rule i think its fair if players are afk then kick them to the lobby. We should not be rewarding players who are afk. If you had a job and were missing would you get paid and not be disciplined pretty sure it would be no.

You have to look past the players you as a creator get. I have a big simulator and no doubt this will also affect me but implementing it would improve the eco system for all and sometimes you have to see the big picture and let o or the little attachment you have.

That’s just my opinion i wanted to share it as all i see is mostly reasons for removing the afk timer

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So whoever is agreeing with the afk punishment, is basically saying that Idle/incremental games genre is a bad thing and shouldn’t be be part of the ecosystem (same for players who like this type of games) they should go to other platforms to create/play this genre) even though building a great experience with idle game is extremely hard.

How is it not clear that this punishment only affects authentic creations since botting can be easily enhanced to bypass this?

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More community feedback, that clearly shows they enjoy the afk part experience we created so much that they dont care about the XP.

Epic said recently that they don’t want to expoil players experience even for scam games (if the players are enjoying it, they don’t want to make them stop playing it because the creator made something bad) that’s why they only remove monetization but not deactivate the island… How about authentic game loops, is it fair to spoil the players experience?

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I like tycoon type games because I work from home and it is fun to try to check in on the game every 30mins to an hour but when it starts kicking me out every 30mins it becomes work to make sure it doesn’t disconnect and the game is over. If this isn’t removed I will find another platform to play on. As far as people talking about XP please remove all XP from creator games because most of us could care less about XP and we just play for fun.

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I’ll give you a great mechanic for incremental games: offline currency earning. You could easily get a player’s time off and give them resources to advance. Offline currency giving is the standard for incremental games, so we can close the question on the “that incremental game genre is bad and it shouldn’t be part of the ecosystem” issue.

I’ve played all your games and in the current ecosystem you make great quality! But the problem is that a huge number of players on the platform abuse it: ride the rails for XP Coin, wait 60 minutes to get fake “new” weapons and so on…

All this significantly increases the playtime of such islands and the average playtime in Discovery goes up, which doesn’t give the new experience a chance to compete.

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I’m honestly in favor of the change. And agree with ArcaneStudio’s reply specifically. If you want players to earn progression while afk/offline, use the offline timer features in UEFN. Instead, creators try and use roundabout ways to keep players in their game to artificially boost its real “active” player count and influence discovery as a result.

Is it really fair for creators who make active gamemodes to have bring in magnitudes higher of unique players to compete with you? Literally one mechanic / progression step in your game can equate to multiple entire play sessions compared to other game modes. Is this a benefit to the fortnite ecosystem? Or does it harm it over time? I personally think the negatives outweigh the benefits, and it seems epic is starting to lean in that direction aswell.

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I really like the concepts of offline farming, that’s a very common strategy on many games and platforms, and usually very well accepted by the players!

Sadly, many creator decisions are moved by monetary reasons and will just refuse to add that feature, just because offline players don’t give playtime and consequently don’t collaborate a lot for revenue… (And I can speak for it, because I wanted to implement that feature on a past project and was denied due to that exact reason! :confused: )


Other options to make progressive games fair and player attractive:

  • Daily Rewards:
    — Login Streak (Can have rewards such as increasing gains multipliers)
    — Weekly (Or “Streak Checkpoints”) Bonus Rewards

  • Offline Farming/Gains:
    — Max earned stuff can be limited (such as max 24h offline farm, or max XX inventory size for offline farmed content);
    — Gains can be based on current progression of other stats, or having it’s own stats, to adjust and ballance the feature over time and with other gameplay styles/actions;
    — Possibility of having upgrades to improve offline farming, such as increasing max offline backpack storage or increasing gains per hour/minute. This adds even more content to the gameplay itself, upgrade paths to incentive players coming back constantly over time, more variations of gameplay style (for example, the player may be able to make upgrades and choose between offline farm or a more active in-game farming, instead of being forced to a single gameplay style)

All these examples above are already possible on the current state of UEFN, usually all based on math and working with current/saved player stats over time.
To calculate time elapsed between logins for example, you just need to store a single float on persistable data, the “Last Login” timestamp, and use that to calculate time difference when player joins again.


But, I still have mixed feelings about this. While I agree with AFK checks in game-based experiences (regardless of XP/Game Genres/Abusing/Server Cost scenarios like people mentioned earlier), I still think that it can be impactful in some ocasions.

A good example is the Star Wars map, where I got myself kicked from the map days ago because I was “AFK” watching the episodes without actually playing the combat area or interacting with others. (They even increased the afk timer and made a Public Twitter Statement about this)

People mentioned Game Cutscenes, but I doubt there is cutscenes longer than that, I can’t remember any example by mind. Even Epic own events and the Genesis Studios event experiences are not that long, and they also include interactive parts from time to time.


To finish, I think that with this AFK timer, is possible to see if some creator/team is really intending to give the player a good experience on the gameplay (for both progression or game activity scenarios), or if that creator/team has monetary revenue as priority on its decisions (and only using excuses to avoid that topic). It’s worth also remembering that many other platforms or games also have afk times, this is not a exclusivity from the Fortnite ecossystem.

And even with that in consideration, the ecossystem itself is still young and growing. Due to that, lots of rules, scenarios, opportunities and feature usages are still being “adjusted” over time.
Making a project/game that is entirely based on a very very specifc scenario/dependent exclusively on a feature that you can’t guarantee the project survival if that feature change over time, from my point of view, is not much recommended, at least not if you don’t consider future changes or adaptions as needed…

3 Likes

100% agree with this. Remove engagement payment after 15min or keep AFK timer to 15min.