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 Crate, H1Z1 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.
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.
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.
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:
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.
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:
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:
We think this change will create nice some trade-offs between the weapons and make the AK-47 a compelling choice once again.
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.
We've also made some changes to the way Armor works that should improve the reliability of body armor:
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
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.
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.
That’s our first pass at the solution. We will now observe and make adjustments as necessary.
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.
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:
We've compiled a short list of some great survival games that are currently participating in the Steam summer sale.
Are we missing one of your favourites that's on sale? Let us know in the comments! Also don't forget to enter Shattered Skies giveaway.
There was a small update to the King of the Kill Test Server tonight, take a look at what it included below. Coupled with the news that Daybreak will be attending AGE Prime in Brazil at the Twitch booth where they will be holding a qualifier for the H1Z1 Invitational, these could be upcoming items for the Invitational.
Hey everyone! We're giving away five copies of Shattered Skies! Some of you may already know that this game is developed by the same original creators of Infestation: Survivor Stories (formerly known as The War Z) and Romero's Aftermath which may have put an instant stigma attached to this new game. However, after playing this game for the past few days I can honestly say that they seem to have learned their lessons in terms of monetisation techniques and the game itself is actually quite enjoyable.
Shattered Skies is less of a survival game and more of a PVP looter shooter and an enjoyable one at that. Check out their website at playshatteredskies.com or this video below for more details.Shattered Skies giveaway