Everyone gets +35% EXP and +35% Damage VS Infected this weekend =)
Mini-Update
- Various multiplayer sync improvements were made to PvP - A bug that caused the camera shudder when aiming and walking was fixed - A bug that caused hydration/food to still go down in the arena was fixed - Shotgun base range was reduced from 20m to 15m
PvP Arena Hotfix 1
- Fixed a bug that stopped you from being able to kill each other in the new arena, whilst in MMO Mode - Fixed a bug that caused everyone to spawn at the same spawn point rather than it being random
PvP Arena Update (V0.207)
You can now visit the Killing Grounds from your car which is a new PvP arena area. Here you can fight other players without losing any resources, including health, ammo, nutrition and hydration. You can also travel to and from the arena for zero fuel cost.
You can no longer be stunned from PvP attacks
Dodge Duration has been temporarily removed from new loots
Optic zombies now take damage even if the eye is only slightly open
Colliders on your car were fixed (so you can shoot over it again)
NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick
UPDATE: Sorry just noticed the arena isn't working in MMO mode (you can't hit each other). Will get a hotfix out in a few hours.
Weekend Event
Everyone gets +25% EXP and +50% Find Unique Item Chance this weekend :)
Mini-Update (V0.206)
Leaderboard Player Kills now count both in MMO mode and public lobby games, but
not* in private lobbies.
Leaderboard Player Kills will no longer count if you keep killing the same person over and over in a row. You need to vary who you kill for the scores to keep counting.
To gain a Boss Kill on the Leaderboard that boss must be no less than 25 levels lower than your character. This means a level 50 must kill only level 25+ bosses. So to ensure that
all* bosses count at level 50, you should therefore be in level 40+ zones (since bosses can appear in areas up to 15 levels higher than themselves).
Fixed a bug that stopped the Workbench spawning in various outposts
Fixed a bug that caused menus to update incorrect after repairing armour
Fixed a bug that stopped zombies spawning in solo mode
Fixed various small bugs with entrance rooms
NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick
Leaderboard Competitions Update (V0.205)
There are now Leaderboards which rank players based on various stats such as Exp Gained, Loots Found, Missions Completed, Players Killed etc. Each Leaderboard is further split into Daily, Weekly, Monhtly and All Time competitions. The Daily, Weekly & Monthly competitions all provide crddits as a reward for coming 1st place.
Credits can now be bought and sold for in-game cash. For further info on this decision please see here
You can now visit a Noticeboard in all the outposts and instantly accept all missions there to save you some time finding all the NPCs
There is a now Workbench objects in outposts which allows you to Rename your items and give them a nice shiny gold colour :) You can also access things like Crafting and armour repair from here.
The flow of picking between various game types (mmo, lobby, single player) has been modified to make it easier to understand for newbies.
You can now set aim sensitivity separately from mouse sensitivity in the settings menu.
Loot rolls have been adjusted so that several unwanted stats types should no longer appear (find drink, find food etc). In addition some others have been down weighted so that they appear less often. I have done this in a way that attempts to balance the pools of available stats between equipment types. This should lead to better minimum rolls all round.
The Exp Gained and Lockpick stats has been buffed to make them more useful again (Ie it now rolls to 50 instead of 25)
Lockpick now caps at 75%.
Fixed a bug that caused certain crafting items to drop far more often than they should have.
Fixed a bug that sometimes caused long loading times when entering and leaving buildings.
Fixed a bug that could cause you to change to the wrong instance after reviving in MMO mode.
Submit and Cancel can now be changed again.
There is a new steam launch option that allows you to revert to default settings (good for people who may have accidentally broken their control settings or graphics options)
When you start the game and there is no connection to the server, you can now retry without needing to load the entire game again! :P
NOTE: You will need to quit the game client and install the update on Steam before these changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick
Weekend Event
Everyone gets +25% EXP and +50% Damage Mutant this weekend :)
Tomorrow's Update & New Roadmap
Tomorrow's Update
Tomorrow evening I will be releasing an update which adds Leaderboards with various daily, weekly and monthly competitions that give out prizes in the form of credits. There are some other things included in the update, like the ability to accept all missions from a given outpost at once, and rename items along with some more fixes. However there is another change in this update that I feel warrants some explanation.
Essentially I am planning to allow credits to be traded to other players for in-game cash. I know that this decision will be controversial and I so I'd like to take a moment to explain my reasons for doing so.
Despite our best efforts, Dead Frontier 2 continues to have significant black market. This means that anyone with money can already buy pretty much whatever they want/need in the game. In fact, we recently estimated that black market sellers collectively earn more from the game than we do. Allowing credits to be traded will reduce demand for the black market, which will in turn help to reduce things like cheating/botting/account theft as the black market often drives these activities. It will also remove the need to ban players who would normally resort to buying these items as they can now get what they want legitimately.
It will allow players who wouldn't normally be able to afford to purchase upgrades & cosmetics to save up for them by playing the game.
It allows people with limited free time to have a chance at making decent progress in the game.
I've come to realize that selling cosmetics exclusively is a great business strategy if you have a huge player base and gigantic resources, but it's not so great if you're a tiny indie developer with a niche game. It's simply not possible for us to make enough of these cosmetic items, quickly enough whilst still also getting gameplay updates out. For example it's taken Dobrin over a year and he's still got a way to go before he finishes our new cosmetic sets. Whilst I think you guys will like them when they are done, it will only lead to a very short lived spike in sales.
At the moment Dead Frontier 2 does more than well enough for me to be working on it full time, but it's not at the level where I can really afford to hire other programmers just yet. Whilst this could be achieved with player base growth alone, I suspect it would take a long time with the current pace of updates. Allowing credit trading should allow me to hire someone in the near future, which in turn should accelerate the pace of updates.
I know that despite knowing all these reasons, some of you will still be upset with me about this change, and that's ok. This is not exactly how I imagined things would go either.
Updated Roadmap
Here is what I have already completed from the previous roadmap:
Level 50 content
Weekly Competitions similar to DF1
Newbie Tutorial/Missions
And here is what I still have left to do:
Barricading
World Boss(es)
New Area Types
Proper Friend/Clan System
I am still planning to do all of the above, but I also wanted to add a few more items to the list. Some of these changes are ones that I've been resisting for a while (mainly because they will be difficult), but I've come to accept that they are needed if the game is going to continue to grow:
Drag and drop inventory with item images
Quick use system for health/food items
Improved HUD with health bars, mission info etc
Remove door loading by either combining rooms into floors ( with loading at the stairs) or go fully open world by having buildings entirely outside
Remove the need for constant server loads when looting
Rework melee combat to remove animation lock and stepping forwards
Fixed storyline missions
PvP arena
I haven't decided on the exact order that these will be done, but I just wanted to make you all aware that they will definitely be happening at some stage.
Thanks for reading and hope you enjoy tomorrow's update :)
Happy 3rd Birthday DF2!
To celebrate 3 years of Dead Frontier 2, everybody gets +500% Elite Find and +50% EXP for the next 24 hours!