Since the introduction of the Accolades Device, the reward system in Fortnite Creative has become a breeding ground for abuse and exploitation. No matter how much effort we put into crafting quality experiences, there are always those who find ways to game the system. But with this device, it feels like they’ve been handed the perfect tool to do so—without bringing any real benefit to us creators.
How much do the random survey ratings influence the discover algorithm?
Rating from 1-10, did you have fun last game and how difficult was your last game.
Random surveys also have more questions that are not exposed to creators, do those influence the algorithm?
Does discovery algorithm understand which creator posted a specific map, and bases the discovery time on that creator? We often see some creators publishing maps and getting in discover for hours, with many tabs, whilst others are getting poor tabs for 1 hour max. Is there some kind of “creator account value” system that bases success on previous maps?
Can you explain more about how discover really works? What are the top criteria that makes a map get more time on any tabs and what makes a map get more them one tab?
How can creators ensure their experiences are properly rated by IARC?
There is no set of IARC questionnaire answers that will result in the same rating as Battle Royale, and that is because it received manual review from each rating board. Creators have the ability to request manual reviews, however boards take months to reply, and most of the time they do not even amend the rating. There is also no combination that will give equivalent results across all boards (ie. Russia always receives a 16+ rating for Violence, whereas other boards have 12/Teen).
Are there any Discover UI/UX improvements coming in the future?
ie. Roblox displays a lot more public info, such as experience creation date, last update, number of favourites, ccu, positive rating percentage, and more than a single thumbnail/trailer.
Will our experiences ever be detached from Battle Royale?
When an item is disabled or otherwise modified for BR, the hotfix is applied to UGC experiences as well.
ie. If a map is designed around impulse grenades launching players 5 tiles and a hotfix changes it to 2.5 tiles, what are we to do? Scrap the entire map and do it all over with the new stats in mind? And what if the item is disabled entirely? The map is now unplayable.
What does Epic want to see from the UEFN ecosystem over the next year? Where do you envision it in a year, and what steps are being taken to get there? How can we, as creators, best contribute to that vision?
Are there any plans to re-evaluate how engagement payouts are distributed? Now it mostly goes to the same few maps that do not need to innovate and are mostly from Creative 1.0.
If Epic wants more innovation, maybe a part of the total payouts could go specifically to maps that innovate and push the bounderies of what UEFN could do?
Epic could also do open calls for studios to focus on new features and then select the best maps that show the potential of these features.
Hello, my question is could we see some support for custom vehicles, or just more customization of the current ones, since its really difficult to make a good vehicle focused map with the current vehicle physics. And an even bigger issue is the car handling changing all the time because of Battle Royale.
For example the way cars were when they released in Chapter 2 Season 3 was perfect. If I could set them back to that setting I would, but well I cant. The cars also recently got a change where they can’t instantly break any props, so in my map where you were supposed to break through props, now you just get stuck on each one.
I understand vehicles aren’t a big priority, there isn’t even anything about them on the roadmap, but if you want more variety then some more options regarding vehicles would be great.
Why was the change to the New & Updated tab implemented in a way that makes it almost impossible for smaller creators to get their maps noticed? Due to regional discovery and the extremely short 20-minute window in the tab, it’s nearly impossible to gain enough CCU to reach other tabs. Instead, why are broken Red vs Blue maps, which are full of bugs and barely playable, getting pushed daily and reaching 600–1500 players? It’s really frustrating to put effort into creating something original when these kinds of maps are prioritized. Why is that happening?
Seems I’m too late to the party and most good questions have been posted already so I’ll share some I haven’t spotted:
Will we ever be given some benchmark metrics per map genre to easily measure our map performances against the top islands with similar tags. Then achieving stats well above these benchmarks should allow us to get in Discover
Can we get some improvements to areas of Discover that would fundamentally help both upcoming and legacy maps such as:
o Have Recently Played & Favourited Maps as the FIRST 2 Rows of Discover. However don’t include any maps in ‘recently played’ that the player only entered for <10 mins
o Utilise the News Tab to highlight best performing maps in the previous week from EPIC Picks so that features start providing more potential long-term value again outside of just the week feature as all maps seem to seemingly die as soon as they leave EP.
Creators are required to follow multiple guidelines (Island Creator Rules, Fortnite EULA, UEFN Supplemental Terms, Support-A-Creator Terms, Epic ToS).
Why does it seem unreasonable to expect Epic Games to enforce these guidelines consistently?
Lack of enforcement could be considered negligence, potentially causing substantial losses for compliant creators.
Moderation Automation:
How much of moderation is actually automated?
Several delisted/older versions of maps were moderated for using terms like “AFK” or “Coins,” while live versions with the same violations remained active.
Duplicate Thumbnails:
When will Epic start blocking duplicate and modified duplicate thumbnails?
I have no coding background and recently built a system to track duplicates in a weekend and published an article on it.
If this was possible for myself to do, what is preventing Epic’s engineers from implementing a similar solution?
Tag Abuse:
Creators who abuse tags are typically addressed quickly.
Why were some able to abuse the Deathrun tag for months, pushing legitimate Deathrun maps off the front page?
Deathrun has always had a clear definition in Creative why was this exception allowed?
“Reporting Unoriginal Assets” System:
What is the purpose of this system if 1:1 copies of map titles, descriptions, and thumbnails are denied?
Even if a stolen thumbnail is from an older version, it should still be protected since all copies are stored in map data.
Moderation Mindset:
The definition of insanity is doing the same thing repeatedly and expecting different results.
Why is Epic allowing bad actors to repeatedly offend instead of removing them?
Eliminating these bad actors would reduce the need for ongoing moderation.
Publishing Requirements:
Why has Epic not increased the requirements for publishing?
It’s clear that alternate accounts (alts) are rampant—why not remove the buy-in and restore the original publishing requirements?
Biometric Verification:
This is a half-billion-dollar industry—why are accounts not registered with biometric verification?
Many financial apps and jobs require this level of verification.
This could prevent bad actors from creating alt accounts and help link them to the same creators.
Even if they use family members to bypass the system, biometric verification could still link accounts via addresses and logged IPs.
Map Spam & Publishing Limits:
Why are individual creators allowed to publish enough maps to make up over 1% of all live maps in Creative?
Why is there no hard limit on weekly new releases? (e.g., No more than 3 new releases per week, while updates remain unlimited.)
To further prevent abuse, accounts should only be able to transfer one map in and one map out per week to stop creators from abusing alt accounts.
Epic’s Promotion of Low-Quality Content:
Why doesn’t Epic showcase AFK Slides, IP maps, and Hidden Button/XP Timer experiences at UnrealFest or GDC?
If these experiences are frequently at the top of Discover, why aren’t they promoted as flagship content?
If Epic isn’t proud to showcase these experiences, doesn’t that indicate a problem that needs addressing?
Intellectual Property (IP) Enforcement:
If IP violations are not allowed, why are they so rampant?
If brands like Nintendo and LEGO are immediately addressed without filing DMCAs, why are other brands forced to manually report every violation?
Why isn’t there a simple IP Licensing checkbox in the submission process, similar to attribution requirements?
Creators could be required to submit documentation proving their license, with falsification leading to an immediate forfeiture of earnings pending investigation.
Epic could track brand deals with “FN License Numbers”, making it easier to enforce IP compliance.
XP Exploitation & System Reset:
XP is frequently exploited in Creative, leading to low-quality, scam-like experiences.
Unlike Fortnite, Roblox doesn’t suffer from this issue because it lacks Battle Pass XP incentives.
Why not revert to the original UEFN XP system, where XP was granted based on time played?
When XP was purely time-based, the ecosystem thrived without manipulation.
Removing direct XP rewards and switching to a playtime-based system (like LEGO Fortnite) could naturally reset the ecosystem and eliminate XP scams.
Why do simply designed islands get top Discover spots while complex, thoughtfully designed maps seem to barely get noticed? I noticed a blank grid island with 1k CCU in Discover the other day, this is one of many examples. Seeing this makes me feel discouraged from creating in Fortnite. Creativity overall seems discouraged in the ecosystem. Why should I work hard to create an amazing environment with innovative gameplay when I can publish an untouched grid island to get better engagement?
Why doesn’t Epic allow everyone to publish? Then people who have proved their worth can monetise off of the ecosystem, and get extra abilities for engagement?
No answer has been even given to people in the thread requesting UEFN on MacOS since months while there’s more than 60+ votes. I’m paying monthly for a Cloud PC just to enjoy UEFN on my Mac which is bad. UEFN can run on my Mac M1 using CrossOver (Wine) without running Fortnite in the background and for play testing, I use a console or phone so I don’t even need the game. So I don’t know how UEFN needs Fortnite to run while we demonstrated it’s not required and is not still yet on Mac while it’s a big productivity platform and there’s millions of people who would love to see it happen. 30% of people in the US are on Mac. Having UEFN on their machine would offer them a brand-new Creative experience. Please Epic give us a proper answer.