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 Details
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.
Note from the Team:
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:
• 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:
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.
General Gameplay
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.
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.
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:
Server Downtime June 24 2016
Servers will be coming offline at 3AM Pacific for apporximately 2 hours. This a performance and stability update; no patch notes required.
Server Maintenance 6/8
We are bringing the servers down on King of the Kill and Just Survive on June 8th at 3AM Pacific for a minimum of 2 hours. This downtime will implement a client crash fix and add the Predator Crate.
Art Design Livestream 6/7 @ 11AM
The Predator Crate is launching this week and the some of the H1Z1 Art Team is anxious to show off their favorite pieces. Tune in tomorrow (6/7) at 11AM Pacific as we sit down with Ryan Zimmerman, Kacey Helms, Satoshi Arakawa, and Jason Mellott.
Come with your questions on art design and they will be more than happy to impart what they know.
As usual, thanks for reading my updates. I really enjoy all the discussion and feedback.
My apologies for this update being a tad behind. I prefer to have a fresh publish in your hands before talking about the next update. 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
Game Update + Wipe 5/27
Servers will be coming offline tomorrow at 3AM Pacific (5/27) for approximately 2 hours
Patch Notes:
Full server and world wipe
Reduced the ratio of bears and wolf spawns
Reduced the ratio of predator and prey spawns
Added a delay for damage on zombie attacks to match animation
Improved the zombie screamer grenade to attract zombies more effectively
Walkers and runners now have varied attack speeds
Walkers attack slower and do more damage per hit
Runners attack faster and do less damager per hit
Combat knife headshots should work again
Set Comfort to start at 100%
Forced scope is temporarily disabled while we made adjustments
Containers inside a secure structure do not show up for someone if they no clip into the base. They will reappear once the door is opened.
New characters and /respawn will now place you relatively near a POI
Producer Update for May 13th, 2016
Howdy All! @ShockDev here with a quick update.
As usual, thanks for reading my updates. I really enjoy all the discussion and feedback.
Zombies
At this point, you’re starting to see our zombie development efforts come together. While we will continue to make adjustments, we’re on a solid path to what we believe will be an experience that is both challenging and fair. Based in your feedback, we understand that to many in their current state, zombies may be unfair (some people may actually like them), but we are actively mitigating. This brings us to the next topic….
Melee
Yes, zombies are difficult to engage right now from a melee perspective. We’re doing some work on making melee feel better. Our current focus in on introducing a stagger mechanic (Think, pushback(Q) but more advanced) which gives more depth to melee weapon use and selection. I’ll get you more details as we get closer to implementation.
Nomad Server (No build + More Zombies)
Ruleset servers are where we can really have some fun and we love all the ideas you guys are throwing at us. That being said, a “No build, more zombies” ruleset server is in the works and we will get it in your hands as soon as possible. We first want to implement our changes to zombies and melee before we turn on what we will call the Nomad Server. There are some really interesting ideas being presented by the JS community regarding this ruleset and we will take them into consideration once we see how live play goes and take it from there.
Vehicle Hoarding
We’d like to hear your feedback on this one. If you are a vehicle hoarder, maybe not so much!
Incoming fixes
We’re also aware of the issues introduced in the last publish re: players dying on stairs and tarps, etc. We’re looking into it and will address it soon. We’ll get you a full change list after we publish to Test server.
BTW, Thanks for hanging in there with us on that last publish. We know it ended up a bit rocky but we pushed through it. Thanks for the instant feedback.
Peace Out!
Steve George
Hotfix 5/11
We’ve just deployed a hotfix to Just Survive server that should fix the following issues:
Players getting launched into the air when jumping next to some terrain (This is a speculative fix. Please report in the comments if you are still encountering this issue after you patch your client)
Players getting instantly killed when jumping against certain objects
Players will stop moving when they open their inventory
You will need to restart Steam to get the client update.
Game Update May 11th
The Just Survive servers will be coming down tomorrow (5/11) at 3:00AM Pacific (10:00 AM GMT).
Patch Notes:
Increased total number (cap) of zombies and wildlife
Increased the maximum density of zombies and wildlife per player online
Increased how responsive zombies and wildlife are to noise
Fixed issue where skinned weapons could not be smelted in the furnace
Fixed issue where players could too easily destroy metal doors with melee weapons
Fixed issue where hit markers would sometimes not show up on zombies
The Camera will be forced into First Person when Scoped (Hunting Rifle, Crossbow)
Hip-fire has been re-tuned to make firing while moving and jumping less accurate
ATV has been re-tuned for better handling
Improvements to hit registration
Kevlar is now called Body Armor
Fixed issue where AK-47 would sometimes keep firing during reload
Fixed issue where Rifles can poke through objects and shoot players on the other side
Fixed issue where first-person camera can shake or lag when riding as a passenger in a vehicle
Mute-All functionality should persist through log-ins