Just Survive Livestream February 10th

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It seems like forever since there has been something to post about, today however was announced that there will be a livestream on Friday February 10th, here is the announcement from Landon Montgomery:

Hi!

We didn't forget about this, I promise. In fact, the team's been talking about it a lot over the last month and we finally realized that if we did a complete reveal of everything we have planned for 2017, it'd be a 10-hour stream! I know a lot of people would actually enjoy a marathon show, but in the interest of focusing on key features we're going to segment things out over the next several streams instead.

This Friday at 3PM PST, JS Lead Game Designer Ben Jones will sit down with Senior Game Designer Justin Dazet and special guest, BruceLeeRob to discuss a number of new things. We'll talk about the new and greatly improved melee system, Strongholds (base building like you've not seen it before in JS), and we just might reveal a surprise at the end of the show. You've all been incredibly patient these past few months and deserve to see what we're up to! As always, we'll be happy to answer as many questions as we can so please come prepared.

Here is the link to the Twitch channel it will be broadcast on: https://www.twitch.tv/h1z1justsurvive

3PM PST is 6PM EST / 11PM GMT / midnight CET / 9AM (Saturday) AEST

Source: Reddit

Modular Base Building Preview

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Along with the update to the Test Server on November 22nd there were some hints and very rough work in progress assets found in the files associated with modular base building. All of these assets appear to be 5 metres wide or multiples thereof which is the same as the current base building walls.

Today in a Community Outbreak stream lead designer Ben Jones revealed some concept art and talked about their thoughts and ideas for base building going forward. They are certainly going for a much more modular system that many will be familiar with from other games like Rust, with upgrades from wood to metal to cement etc.

You can watch the whole Community Outbreak stream below, they also touch briefly upon some other aspects such as AI and NPC overhauls.

Daybreak confirms Russell Shanks departure

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Last week there were some rumors (via The Ancient Gaming Noob) that Russell Shanks who took over the position of President when John Smedley stepped down in July 2015 had left the company in October, the rumor originated from a change in Shanks LinkedIn profile.

On Monday it was confirmed by Daybreak (via MMORPG.com) to be tue and that Ji Ham of Columbus Nova the investment firm that purchased Daybreak (formerly Sony Online Entertainment) who has been listed as the co-President of the company since July 2015 will continue as acting president.

Daybreak Games confirms that Russ Shanks has recently stepped down from his position at Daybreak to pursue other interests. Ji Ham will continue as acting president of the company.

What does all this mean for H1Z1 and their other games? Well, probably nothing at all...

Just Survive Patch Notes & Wipe #18 (02/12/2016)

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All Just Survive servers will be offline beginning at 2:00 PM PT (10:00 PM UTC) for a game update.  Downtime is anticipated to be approximately 6 hours.  

General Improvements

  • Loot Spawn Adjustments
    • Fixed bugs causing loot items to not spawn at intended rates
    • Updated non-weapon item balance
    • Increased ammo slightly 
    • Weapons and items are now more evenly distributed across map locations.
  • Reduced server latency - this was the root cause of many UI/interaction lag issues
  • AoE (area of effect) checks for AoE weapons - this fixes several bugs including a few listed below


Exploits Fixed

  • General vehicle exploits have been fixed (namely those related to glitching into bases)
  • General base exploits have been fixed (lag switching into bases, jumping through deck foundations, etc)
  • Placing IEDs through doors is no longer possible
  • “Map teleport” exploit has been fixed
  • Fixed an exploit where melee weapons could take on the behavior of other items


Bugs Fixed

  • Character Portraits now match their in-game character
  • General latency reduced; mostly UI / interactions taking multiple attempts, including:
  • Containers not transferring loot consistently
  • Door codes not entering/changing consistently
  • Discovering taking multiple attempts
  • Bows not reloading properly (causing them to never shoot) has been fixed
  • Door misalignment has been addressed
  • IEDS and Biofuel should now inflict proper damage next to structures
  • Explosive Arrows now should no longer damage players through building walls
  • Most structures now should be place-able inside shelters (workbenches, bee boxes, etc.)
  • Experimental Weapon Zombies should now respawn as expected
  • Medical stations should work as expected now
  • Bullets traveling through players occupying the same space – should be fixed
  • Bandages can be equipped in the flashlight slot but do nothing – should be fixed
  • Silent Zombies bug has been fixed
  • Character names can now be reused after the character has been deleted
  • Fixed an issue with free placing objects on base foundations (IEDs, etc)
  • Jittery camera issues have been fixed

Source: h1z1.com

KOTK PSA: Older bag items scrap value changing

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First we would like to apologise for not reporting this sooner, we overlooked these changes with our initial datamining of the recent King of the Kill Test Server update.

Almost all items from older reward bags, some of which were worth 200 scrap will all be worth just 5 scrap from the next major update, if you have any of these items and intend to scrap them, do so asap before the next major update.

Below is a full list of items that will be changing:

h1z1
Abs Shirt
h1z1 Abs Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From Hardcore Elite Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Tie-Dye T-Shirt
h1z1 Tie-Dye T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Not Marketable
OPSkins Price: $0.08
From Hardcore Elite Crate
From KotK Elite Crate
Details | Search Trades | Search OPSkins
h1z1
Camo Green Flannel Shirt
h1z1 Camo Green Flannel Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Camo Tan Flannel Shirt
h1z1 Camo Tan Flannel Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Paisley Flannel Shirt
h1z1 Paisley Flannel Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Black Canvas Outback Hat
h1z1 Black Canvas Outback Hat
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Birds Graphic T-Shirt
h1z1 Birds Graphic T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Camp Runamok T-Shirt
h1z1 Camp Runamok T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Not Marketable
OPSkins Price: $0.02
From V2 Mystery Crate
Details | Search Trades | Search OPSkins
h1z1
PV Wild Beavers T-Shirt
h1z1 PV Wild Beavers T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Skull Graphic T-Shirt
h1z1 Skull Graphic T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Not Marketable
OPSkins Price: $0.02
From V2 Mystery Crate
Details | Search Trades | Search OPSkins
h1z1
Spores Polo
h1z1 Spores Polo
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Tan Aloha Polo
h1z1 Tan Aloha Polo
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V2 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Forest Camo T-Shirt
h1z1 Forest Camo T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Not Marketable
OPSkins Price: $0.02
From Elite Crate
Details | Search Trades | Search OPSkins
h1z1
Marsh Camo T-Shirt
h1z1 Marsh Camo T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From Elite Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Gray Striped Shirt with Star
h1z1 Gray Striped Shirt with Star
H1Z1

Skin, Chest, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.09
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Starred Army T-Shirt
h1z1 Starred Army T-Shirt
H1Z1

Skin, Chest, Standard, Tradable, Not Marketable
OPSkins Price: $0.02
From KotK Mystery Crate
From V1 Mystery Crate
Details | Search Trades | Search OPSkins
h1z1
Brown Camo Beanie
h1z1 Brown Camo Beanie
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.03
Steam Price: $0.03
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Green Camo Beanie
h1z1 Green Camo Beanie
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Blue Z Trucker Cap
h1z1 Blue Z Trucker Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.10
Steam Price: $0.10
From Hardcore Elite Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Camo Green Cap
h1z1 Camo Green Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From Elite Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Camo Gray Trucker Cap
h1z1 Camo Gray Trucker Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From Elite Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Black and Yellow Cap
h1z1 Black and Yellow Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.04
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Blue Trucker Cap
h1z1 Blue Trucker Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Green Trucker Cap
h1z1 Green Trucker Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins
h1z1
Maroon Trucker Cap
h1z1 Maroon Trucker Cap
H1Z1

Skin, Head, Standard, Tradable, Marketable
OPSkins Price: $0.02
Steam Price: $0.03
From V1 Mystery Crate
From V1.5 Mystery Crate
Details | Market | Search Trades | Search OPSkins

Survivors Rest: Prices have been fixed!

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Greetings Survivors,

Survivors Rest is happy to announce it's most recent update to Price Suggestions. Prices will now update for each item automatically once a day to reflect the suggested sales prices on OPSKINS.com in the form of USD. Where we have based our prices on OPSkins in the past, we quickly realized it was becoming nearly impossible to keep up with regardless of the help you as a community provided with our Price Voting application. To summarize, from here on out, all prices on the site will not be controlled manually and will be automatically updated to prices reflecting OPSkins. This should improve price gauging and create an overall safer trading environment for all users.

Safe trading,
Survivors Rest Team

Survivors Rest: 'Price Suggestions' to be Updated!

Posted on

Starting this week, Survivors Rest will begin undergoing changes to it's 'Price Suggestions' for items. With H1Z1 no longer being a part of the Steam market, we will be shifting our prices over to a USD value similar to and based around OPSkins' price histories. This should allow for much more accurate pricing on our end and guide users to better, smarter trades. Similarly, price voting will now allow and support OPSkins links as evidence and reference when creating a price suggestion. 

We'll do our best to keep everyone updated as these changes are implimented over the course of this next week. While we realize this is a major change that may impact the value of certain items, we believe it to be a necessary change that will overall improve our users trading experience.

Safe trades,
Survivors Rest team. 

Update #1: King of the Kill items have been updated to reflect OPSKINS' price histories. Items to be finalized still. Just Survive items have not been updated yet. 

Update #2: Just Survive Rare and Ultra Rare items have been updated to reflect OPSKINS' price histories. Uncommon, Common and other items will follow soon. 

Marketable Item Changes Inbound

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Today Daybreak dropped another bombshell in regards to H1Z1 items and trading, from July 25th we understand that all items from older crates will no longer be able to be sold on the Steam marketplace. This includes items from the Alpha Launch CrateH1Z1 Wearables Crate, Battle Royale Wearables Crate - Unlocked, Marauder Crate, BR: Vigilante Crate Key and H1Z1 Invitational Crate Key and the change will effect both H1Z1: Just Survive and H1Z1: King of the Kill. Here is the official statement that was posted to Steam news for each title.

On July 25th, 2016 we will be removing the ability to sell certain older H1Z1 crate items on the Steam Marketplace. Crate items have been marked trade only since Mercenary Crates were released last year. This change brings the older (pre-Mercenary Crate) items in line with the rest of the crate items in the game. Please note that crates themselves can still be traded and sold on the Steam marketplace.

Source 1 - Source 2


Radar_X (Tony Jones - Community Manager) on Reddit posted the following comment.

This was a very necessary change but we can't go into the specific reasoning.

Source: /r/h1z1 subreddit


There is a lot of speculation as to why these changes have been made, a lot of naive people on Reddit are accusing Daybreak of being greedy or doing this to make more money when in fact the opposite is true. These changes actually mean less money for the developer in the long run as they now miss out completely on the 10% fee they would get from every Steam marketplace transaction. Instead users will trade or purchase from third-party markets such as OPSkins.com where Daybreak will receive no fees.

We can only speculate as to the true reasons behind the changes which could very well be some sort of ongoing legal issues which they are making these changes to comply with conditions imposed upon them some some external force.

This news is even more reason that Daybreak needs to heavily consider removing the 7-day trade locks on items received from trading, for the good of the trading community.

Just Survive Patch Notes (12/07/2016)

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All servers will be unavailable beginning at 1:00 AM PT (8 AM GMT) for maintenance to introduce a game update.  Downtime is anticipated to be less than 4 hours.

Players may note the following changes:

  • Fixed an issue where IED's were not damaging bases
  • Fixed an issue with arrows doing execessive base damage
  • Adjusted the drop rate of the Patriotic Mask skin
  • Fixed an exploit for sit command preventing falling damage
  • Fixed an issue with the Skinning Knife not de-spawing when dropped on ground
  • You should now be able to harvest blood from Zombies
  • You can no longer chop trees with a hunting knife
  • We have a potential fix in place for the invisibility issues introduced in the last update. 

Source: h1z1.com

Just Survive Patch Notes & Wipe #15 (08/07/2016)

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Combat Update Notes

For those that don’t know me, my name is bronstahd (Garrett Fern), and I’m a combat and gameplay designer working on H1Z1: King of the Kill. Tomorrow we are releasing an update we’ve internally termed “the combat update” which is the result of a focused push toward improving combat and related gameplay systems. I wanted to spend some time talking about several of these changes in greater detail to give some insight into what’s changed and why we’re excited about this update’s release.

 

Shotgun

We’ve continued working to improve the consistency of the shotgun. Our goal is that the shotgun should be a powerful, up close threat. This update further tightens the shotgun’s spread of fire, making it more powerful up close. In addition, the shotgun’s damage will fall off over distance, so it isn’t too powerful at range. The feedback we’ve seen has been positive so far, so we’re really looking forward to seeing these changes on the live servers.

 

Cone of Fire

Recently, we added Cone of Fire adjustments based on your character's movement state. We did this because, put simply, guns were performing far too accurately when running and jumping. Philosophically, our belief has always been that aiming down sight should be the most accurate method of aiming; this change made sure that's the case.

However, it was also possible to aim down sight while jumping, which also allowed for tremendous accuracy in a way that didn't make sense. This update addresses that issue by preventing ADS while jumping or falling. This has also allowed us to ease up on some previous combat restrictions around movement and it will now be possible to shoot and ADS directly from sprint. You'll no longer have to wait for your character to slow down and suffer a delay when trying to shoot.

 

General Weapon Polish

This update also contains a lot of general weapon polish. In no particular order, here's what you should expect to see:

  • Historically, melee weapons have been underwhelming and of little use. As a first step toward addressing this, we've increased melee weapon damage across the board. This won't entirely fix melee weapons, but it should be a noticeable improvement:
    • Fists: 4.5 damage -> 9 damage
    • Combat Knife: 10 damage -> 21 damage
    • Machete: 12 damage -> 25 damage
    • Wood Axe: 16.5 damage -> 34 damage
  • Since our last change to the AK-47 we've been listening to the community and the feedback has been pretty clear: it's not powerful enough when compared to the AR15.

We've been internally testing a faster fire rate for the AK-47 which we'll be rolling out with this update. Here's what you should expect to see:

  • The AK-47 should be faster than AR15 in full auto fire, but more difficult to control.
  • The AK-47 should be closer in speed to the AR15 when tapping.
  • Specifically, the delay between shots has been reduced from 160 ms -> 145 ms.

We think this change will create nice some trade-offs between the weapons and make the AK-47 a compelling choice once again.

  • Increased the damage of the R380 from 15 -> 17 to reduce the number of shots required to kill with it by one.
  • Decreased the damage of the M9 from 19 -> 18 to allow time to apply healing after taking five shots. Previously it wasn't possible to apply any type of healing before bleeding to death.
  • We've made some adjustments to the M47 Gas Grenade that should make them far more viable as a thrown weapon option:
    • Damage increased from 1/tick-> 3/tick.
    • Duration reduced from 60 seconds -> 20 seconds.
  • Depending on the weapon, it used to take anywhere between 0.5 seconds to 1 second to change from one weapon to another. This time has been reduced to 0.15 seconds for all weapons.
  • Weapon slots will always be assigned the same number, regardless of whether or not there are weapons in other slots.

 

Damage Log

We believe that when a player dies it should be very clear to them what killed them. That’s not always the case currently. As a first step towards remedying this, we’ve added a damage log to the death screen that will display how much damage the attack that killed you did and whether or not it was a headshot. Moving forward, the plan is to re-work the death screen so we can display even more information about cause of death.

 

Body Armor

We've also made some changes to the way Armor works that should improve the reliability of body armor:

  • The entire body (chest, arms, and legs) is protected by Body Armor.
  • Helmets still protect the head.

 

Hit Reactions

Hit reaction animations would cause the other character's head moved, often preventing a quick follow-up shot from registering as a headshot when it should. Other characters will no longer flinch out of the way when shot.

 

Camera & Reticle Improvements

  • We've made a couple of improvements to the reticle.
  • We’ve added a new element to the reticle that increases in size to display Cone of Fire information based on player movement.
  • Improved color saturation and added clearer outline which should make seeing the reticle, even small reticles, much easier.
  • In most cases, projectiles now originate from the camera rather than the weapon model. This change significantly reduces projectile collisions with medium-height cover like fences, rocks, cars, and similar objects and also improves projectile performance when fighting uphill or against players on top of buildings.

In some cases, it was possible for one player to have clear line of sight on another player, due to the camera being offset above their head, while actually being obscured from the other player’s view. We felt this would be unfair, and in these cases (generally, when your character is very close to medium-height cover) projectiles will still originate from the weapon model. We’ve added feedback to the reticle to make it clear when this is happening.

 

Respawn

Select a respawn region upon death: Now upon death, you'll be presented with a spawn selection interface. From this interface you'll choose a grid square to respawn within. Your actual location will be random within chosen grid.

 

Vehicle Anti-Hoarding measures:

In an effort to combat vehicle hoarding and to give more players an opportunity to obtain a vehicle we’ve made the following changes.  The changes are intended to make vehicles a little more transitional so that you can find one, use it up, and then more easily find another one.

  • Vehicles now decay their condition slowly over time.  They will fully decay in a little over two days.
  • Wrenches spawn in the world but are much rarer.  They will always spawn with full durability.
  • Wrenches will lose 100 durability per swing on a vehicle.  Wrenches have 2500, so when repairing a vehicle they can only hit 25 times.  Each hit will repair 2% of the vehicle’s maximum condition.
  • Wrenches can no longer be crafted.
  • 25% more vehicles concurrently spawn in the world.
  • Vehicles now spawn procedurally in random locations around major points of interest.

That’s our first pass at the solution.  We will now observe and make adjustments as necessary.

 

Nomad server

This is a new ruleset in which you cannot build bases in the world. We will be standing up two US worlds and two EU worlds initially.

 

Interaction Responsiveness

We’ve long had problems with delays in picking up items. It isn’t really a combat related thing, but it was a big enough deal that we wanted to pursue a fix for this update. The time it takes to pick up items, open doors, and perform other interactions has been greatly improved and is now nearly instantaneous.

 

Additional Patch Notes:

  • Bullet conversion is being removed from the game
  • The in-game map now shows your current world position. If you're in a group, you'll also see indicators for each group member
  • Limited base building ruleset is now be instituted across all worlds
  • Zombies are now be more abundant. We fixed a lot of issues with the zombie/wildlife spawning system which was degrading the experience over time.
  • Characters are now equipped with a skinning knife. This knife is necessary to harvest wildlife and zombies. You can now target the dead NPC and press “E” to harvest. This replaces the old method of attacking a dead corpse with a hunting knife. 
  • Items should be more consistently highlighted during looting
  • Removed dynamic weapon slot numbers from the UI
  • Fixed a bug where hit-markers would occasionally get stuck on
  • Fixed a bug where players could not melee others on ATVs
  • Fixed a bug where explosions could damage players through structures
  • Fixed a bug where the Molotov’s fire effect would sometimes be invisible
  • Corrected Molotov behavior so that they damage vehicles but do not cause them to burn
  • Fixed an issue where players would render incorrectly if they exit a vehicle at certain distances
  • Fixed a bug where thrown grenades could go through players
  • Fixed a bug where equipping a weapon while inventory is full could cause the player to lose the weapon
  • Fixed an exploit where swapping backpacks a specific way could create infinite bag space
  • Fixed a bug where the UI would make it appear that multiple hits were registering at once
  • Fixed a bug where character would appear to be falling when strafing against concrete barriers
  • Fixed a bug where the reloading the AK-47 while firing could prevent the reload animation from playing

 

Source: h1z1.com