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:
Source: h1z1.com
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:
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.
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:
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
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.
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:
Source: h1z1.com
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 giveawaySource: h1z1.com
The Test Server was update earlier today and that update included some data for a brand new crate and items, you can check out the new Predator Crate right here, this crate should be coming to both Just Survive and King of the Kill.
For King of the Kill also they have launched a new Skirmish mode for June which is Shotguns and Snipers, this also comes with a new bag with four new skins, you cans see these below.
Howdy All! @ShockDev here with a quick update.
As usual, thanks for reading my updates. I really enjoy all the discussion and feedback.
My apologies for this update being a tad behind. Last Friday, we managed to adjust Zombie vs Wildlife vs Player density to what I believe is a reasonable balance. We’ve also made some adjustments to zombie melee behavior. Though we still have a ways to go with Melee, were hoping the small adjustments made will tide you over as we’re developing a better solution. Melee is being actively worked on.
What’s in the works?
Here is what we have planned for the next update. This is all dependent though on how quickly we get the Test Server updated and stable. At this point it looks like we will be pushing all this to the Test Server early next week. Quality publishes are priority over release dates. Things can and will change.
Player Respawn selection:
You’ve probably noticed as of the last update, spawn locations have been moved within range of a POI. When I first mentioned this feature, the design included the ability to pick a POI via the map. You would then respawn somewhere within that POI. We have decided since to not make it POI based. Instead, you will select a grid square upon respawn. You will then spawn randomly within that square.
Note: Newly created characters cannot choose a spawn location for initial login. You’ll start with a random POI drop (as it currently functions). This isn’t by design but more of a technical hurdle based on how character creates works. We’ll address this small inconvenience at a later date.
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 (No build + More Zombies):
Many of you have been asking where this feature is. We’re getting close. Current plan is to get it out to the Test Server next week. Hang in there.
Bullet Conversion:
-We’re removing bullet conversion from the game. We want the guns and their specific ammo to be a more rewarding experience due to their rarity.
We’ll keep you all posted on publish status as we get into next week.
See you in game!
Steve George
Source: h1z1.com
Don't forget to take part in the discussion about this video on the r/h1z1 subreddit.
https://t.co/aQuLRnLe8x Worked out a way to destroy bases / containers without losing the loot. #h1z1 #JustSurvive
— Mitch Evans (@MMOProgrammer) May 31, 2016