Lobby System NEEDS Rethinking!

How players have to interact with regional switching, going from West to East to EU to ASIA servers in their client’s should not be such a task or even a user decision, The Map Creator themselves should be able to just make ONE region servers so players are forced to join one server and one region.

(I am talking about these setting, these should be more “dynamic” depending on island creator’s choice)

This will help 0 player maps that go to 1 player get a 2nd player and then maybe a 3rd because players will have someone to play with.

By “Lobby” I do not mean Fortnite’s sense of a lobby where its more like the waiting room where you stand there with other players. I mean more the older idea of a Lobby which was the server the players are playing on.

Most games I grew up with had a Lobby Browser system where I could find people playing a certain map, and I could see the players, the ping etc.

But in Fortnite though obviously it is different, I am just concerned about the regional lock issues.

Atm because this doesn’t exist, I have to imitate players with PVE which is fine but I am only doing that in response to a lobby system that does not help my decent pvp map at all, actually just hurts it. This is a lobby system made for an already successful Battle Royale or anything else with 1000+ CCU.

If, for example, A player wants to play your 0 player Map, that player will join your map in their region, someone else will see 1 player joined as the ccu shows global players, they will join your map but in the east.. now you have 2 players in 2 different lobbies(aka servers?)

They can try to find each other by switching servers constantly giving you a 1M playtime heavy map analytic.. I find even at 200 players you have this happening.

Ping is not a factor either for most creators maps, a tycoon for example doesn’t rely on that much and in all honesty 150 ping or even 200 ping seems perfectly fine? I always have to play my maps with other players around 2AM so I player with Europe servers most the time and I have not noticed ANY lag.

This is why going from UE to UEFN and switching to Verse even was a thing, we have very good servers and we shouldn’t be restricted to some people’s ignorant ideas of what ping causes. This is the thing about Verse that needs to be tested.. Forcing 100 Players to a SINGLE map, then 1000, then 10000, then 100000 etc

This is a major issue I find and something roblox honestly does much better with their lobby system and has helped most my roblox maps do well.

This is what makes UEFN superior, Verse and Unreal Engine.. This is one part of this that just isn’t being flaunted at all really thanks to a simple flaw…

No active session / server browse list in fortnite creative is criminal. This needs to be added.

I get why we can’t see sessions to a point its kind of an ugly out of immersion kind of thing so there is a decent argument there but at the very least we should just get this as an option from creation in island settings or something its actually detrimental to anything that require players :man_shrugging::woman_shrugging::person_shrugging:

Only once a point is reached in CCU should servers ever go into any kind of regional lock

Please consider this asap.

This is starting to feel like a design decision though unfortunately.

If players cannot find players in 1-100 player lobbies after switching region 3-4 times they will just get fed up and never try these low player maps again for any kind of online experience.

This seems like a design tactic to get players on to only the maps that are doing well, which are actually the maps discovery decides, making the entire thing a very controlled echosystem.

It all then becomes very coordinated and not natural at all.

A lot like how they didn’t give kids the ability to choose a default skin if they couldn’t afford a skin. That was a nasty tactic they thankfully remedied by giving all new players the default skins. Not being able to pick your gender/look would cause a lot of players to just not play (cosmetics are important if you weren’t aware)

The XP Calibration system as well favours these sorts of design tactics.

Prove me wrong please.


An example, 400 unique players in 416 sessions.. these are stats from a 2 hour discovery run where it was around 20-60 players for those 2 hours

This indicates that everyone is in their own game, no one is really playing together unless with friends

This lobby system does NOTHING to help gather players and momentum, there are too many regions, when i went to find players there was ONLY players in the NA East Region

this is just nasty, compare this to roblox


This is a map i made with 10 players currently playing, notice they are on in the same server? This is the only reason this map builds any momentum because players can find and play with players… How is this not obvious?

How is this acceptable?

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Have you changed matchmaking settings regarding queue time? Go into island settings → matchmaking settings → set minimum players to 1, overtime player target to 30% of your max players, then main duration 5 seconds and overtime 15 seconds. You can play with it, but it will try for 20 seconds to find atleast overtime player target, if not it will go as it is.

That is essentially just a delay, I understand what that is doing but that is for matchmaking and it is within the Region the player’s client is set to.

The issue is that the server players join is their region which is decided here in their client’s options:

When you search a map, see a # of players on that map, that is players GLOBALLY. Consumers think that is not, so they will join a map to see no one in it and leave, nothing to do with match making, match making just delays start for your players unless you are above like 1k CCU or something and you can actually depend on players in every region.

This is why I am advocating for a choice to just remove regional locking from our maps, forcing a region and forcing players to play at a worse ping if need be but also forcing the # of players the consumer sees to be actual representations of what the consumer will be going into.

Normally this was a Server Browser system to search for the lobbies that are being played, Private servers would be shown as Locked.. I doubt we will ever see something like that, I just want the option to lock all players or switch players on them joining our maps so that we can have a true # that displays how many players the consumer will be playing with.