Just Survive Patch Notes (12/07/2016)

Posted on

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)

Posted on

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

Summer Sale Survival Selection

Posted on

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.

Some new KOTK Skins...

Posted on

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.

h1z1
Team USA T-Shirt
h1z1 Team USA T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $7.82
Details | Market | Search Trades | Search OPSkins
h1z1
Team China T-Shirt
h1z1 Team China T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $8.58
Details | Market | Search Trades | Search OPSkins
h1z1
Team Brazil T-Shirt
h1z1 Team Brazil T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $3.21
Details | Market | Search Trades | Search OPSkins
h1z1
Team Australia T-Shirt
h1z1 Team Australia T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $74.40
Details | Market | Search Trades | Search OPSkins
h1z1
Team X T-Shirt
h1z1 Team X T-Shirt
Z1BR

Skin, Chest, Standard, Not Tradable, Not Marketable
Details
h1z1
Team Korea T-Shirt
h1z1 Team Korea T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $5.63
Details | Market | Search Trades | Search OPSkins
h1z1
Team UK T-Shirt
h1z1 Team UK T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $14.16
Details | Market | Search Trades | Search OPSkins
h1z1
Team Japan T-Shirt
h1z1 Team Japan T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $6.27
Details | Market | Search Trades | Search OPSkins
h1z1
Team Russia T-Shirt
h1z1 Team Russia T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $24.19
Details | Market | Search Trades | Search OPSkins
h1z1
Team Sweden T-Shirt
h1z1 Team Sweden T-Shirt
Z1BR

Skin, Chest, Standard, Tradable, Marketable
Steam Price: $10.13
Details | Market | Search Trades | Search OPSkins

Shattered Skies Giveaway

Posted on

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

Sneak peak of Z2 before the livestream on Friday

Posted on

Source: h1z1.com

Predator Crate and New Skirmish Skins

Posted on

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.

Predator Crate
Crate, Standard, Tradable, Marketable
Steam Price: $0.03

 

Shotties & Snipers Crate
Crate, Standard, Tradable, Marketable
Steam Price: $8.20

Producer's Update June 3rd

Posted on

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

May Art Wrap-Up

Posted on

Don't forget to take part in the discussion about this video on the r/h1z1 subreddit.

Work in Progress: Destroyed Base Without Lost Loot

Posted on