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Jeudi 22 décembre 2016  
 
New Items Available

That chill you feel in your bones is not just from the blood-curdling scream of a zombie nearby. It’s winter setting in, and as a savvy survivor, you’re going to want to make sure you’re properly outfitted.

Beginning December 22, 2016, you’ll be able to purchase new items on the Steam Marketplace to make sure your character is ready for the season ahead.

Atlas

Stay warm and healthy with Atlas' Dura-Breathe™ outerwear. Atlas: Survival Through Strength.

The Atlas Cosmetic pack contains six different cosmetic skins that can be applied to your character’s in-game appearance.

Manitoba

You live a tough life. You need tough stuff. Get Dirty with Manitoba Today.

The Manitoba Cosmetic pack contains six different cosmetic skins that can be applied to your character’s in-game appearance.

Whiptail

The first time you trade a raider's life for his jacket you'll know that Whiptail is Fashion to Die For®.

The Whiptail Cosmetic pack contains six different cosmetic skins that can be applied to your character’s in-game appearance.

Alpaca

Capable. Reliable. Fashionable. Alpaca backpacks make great gifts for those loyal friends you can't live without.

The Alpaca Cosmetic Pack contains one cosmetic skin that can be applied to your character’s in-game appearance.

These items are not available in a Crate; you can buy whichever you desire directly on the Steam Marketplace as a DLC. Plus - the Alpaca backpack is FREE right now! 

Which items will you be adding to your inventory to help you survive the winter? Let us know on Facebook, Twitter, and Discord.

 
 


Mercredi 21 décembre 2016  
 
Game Update

We have updated and unlocked the Live servers. We made a lot of headway these past few weeks so I'm going to list out everything we've done since our December 2nd update here. Please note that there is NO WIPE with this Live update and weather will not appear on Live at this time.

    Added "Base Permissions: Visitor". Players not on your visitor list will be ejected when your base is sealed. With the addition of this base permission, non-visitor ejection should solve any unorthodox methods of base entry including boosting. We realize this is a controversial change for some of you and I understand that many people are going to be frustrated by this, but we believe this is a beneficial change based on the feedback we received over the weekend.
    Server QOL (quality of life) improvements including exploit related fixes, server lag/FPS, general performance, etc. These tweaks should improve server stability and performance overall, especially for the EU servers that have been hit the hardest lately
    General BattlEye updates to address assorted exploits/hacks
    Spawn cap bug: fixed an issue where a server may not propagate loot to the correct distributions - this is a big fix that should dramatically increase overall loot QOL
    General loot balance/tuning pass
    Added the description "FULL" to our queue population lists (we now have LOW, MEDIUM, HIGH, FULL)
    Added queue placement # back in (where you are in the current queue)
    Fixed various vehicle issues (vehicles not exploding when reaching 0% health, vehicles being usable with 0% fuel, etc)
    Fixed an issue with passenger desync/"cord pulling"
    Fixed an exploit involving ATVs and gates
    Vehicles will no longer kill you in/on your base
    Updated POI restrictions for the church located in I8
    Fixed hoodie issues (all hoodies now display their correct skins)
    Fixed "Failed to load attachment" error message
    Removed the Darko Zombie and his related functionality
    Fixed several issues with shock traps (they will no longer go off forever after being detonated, etc)
    Arrows no longer crash players near bases
    Sub-base ejection (if you end up under the deck foundation for any reason, ejection is now instantaneous)
    The gaps between metal gates and surrounding items are now closed so you shouldn't be able to place items there while raiding
    Grenades are now equippable in the second weapon slot (default key 3)
    Items no longer auto-skin. Note that this will not revert previously skinned items
    Fixed an issue where picking up a partial stack of something destroyed the entire stack (ie: if you pick up 20 wood from a 100x wood plank drop, the other 80 would vanish previously)
    Players now spawn with an improvised compass that can no longer be broken down for bottles. Be on the lookout for a better one!
    Fixed an issue where some dropped items would not expire over time
    Chat (prox/group/radio) should be working again
    Crop visibility should be working again now once fertilized

As noted above, we are holding weather back for the time being. It will remain on Test as we continue to improve it, but it's not quite ready for prime time. It needs a full art pass, season tuning, transitions are a bit wonky, and so on.

Also, we didn't fix everything for this update that we wanted to - emotes not working for some people, for instance. We're still working on a few things like that. I'll start another "Live Issues" thread as I usually do after a push so we all have one place to collect our thoughts and feedback.

We hope you enjoy the update and on behalf of the entire Just Survive team, Happy Holidays!! :)

 
 


Lundi 12 décembre 2016  
 
Game Update

All Just Survive servers will be offline beginning at 1:00 AM PT (9:00 AM UTC) for a game update. Downtime is anticipated to be approximately 6 hours.

Update Notes

Crashes

    Fixed a crash to desktop error impacting players.
    Fixed an exploit allowing players to crash other players with arrows. ot it this time.

Base updates

    Base Ejection is now instaneous and should improve server performance
    The gap between metal gates and surrounding items should now be closed, so you can't place something between this gap while raiding

Inventory and Items

    Grenades are now equippable to the second weapon slot (default key: 3).
    All items (weapons, clothing, etc) no longer auto-skin, and you must skin all items manually. This will not revert previously skinned items.
    Fixed an issue where picking up a partial stack destroyed the whole stack (ie, if you pick up 20 wood from a 100x wood plank drop, the other 80 would vanish)
    Player now spawns with improvised compass, a worse compass than available in the world. Pick up a compass when you see it!
    Fixed an issue where some dropped items would not expire over time.
    Changed spawning system to be more lenient when spawning items in highly travelled areas.

Loot Balance

    Tactical Flashlights removed completely from spawns. Don't drop yours!
    Compass spawns decreased.
    A large number of non-combat items were slightly reduced in quantity.
    Backpacks and particularly Military Backpacks are more rare.
    Ammunition balance adjustments - more good ammo, less R380 and 9mm. 

Server Capacity

    Added "Full" population listing. Servers are now "Low" "Medium" "High" or "Full"

Key known issues

    We are aware of player reports of lag and the numerous issues related to that lag, and we continue to investigate both short term and long term improvements to performance. Some of the issues above should alleviate some server load. We continue to monitor server performance and investigate additional optimizations.
    Colliding with moving cars inside player bases is lethal.
    Interrupting a reload action by skinning/entering a car/etc can cause the UI to display an incorrect amount of bullets in the weapon, which does not correct itself until the weapon is fired, or swapped.
    Hospital loot is not working as intended
    Weapons may not appear on your back after death
 
 


Lundi 12 décembre 2016  
 
New Event - Crush Skulls, Win Crates!

Looking for a way to prove your skill in King of the Kill? Look no further than the Skull Crusher Event! From Tuesday, December 13, 2016 through Tuesday, January 10, 2017, the Skull Crusher Event will be available for you to dominate The Arena and win rewards.

The Skull Crusher Event consists of matches that are scheduled to start at specific times each day (localized for your Region), and will be played with the typical Solo ruleset.

How to Join

To join a Skull Crusher match, select “Play,” then “Events,” then “Events” again. There, you’ll see a list of all available upcoming matches, the time each one starts, and the prizing. The Entry Fee for each Skull Crusher match is either 1 Event Ticket or 100 Crowns.

What You’ll Win

Players who place in the top 5 in each match will receive a certain number of Legacy Crates, and players who place in the top 50 in each match will receive a certain number of Skulls. Here’s the full breakdown:

Place

Skulls

Legacy Crates

1st

1000

1

2nd

537

1

3rd

374

1

4th

289

1

5th

236

1

6th

201

0

7th

175

0

8th

155

0

9th

140

0

10th

127

0

11th

117

0

12th

108

0

13th

100

0

14th

94

0

15th

88

0

16th

83

0

17th

79

0

18th

75

0

19th

71

0

20th

68

0

21st

65

0

22nd

63

0

23rd

60

0

24th

58

0

25th

56

0

26th

54

0

27th

52

0

28th

50

0

29th

49

0

30th

47

0

31st

46

0

32nd

45

0

33rd

44

0

34th

42

0

35th

41

0

36th

40

0

37th

39

0

38th

38

0

39th

37

0

40th

37

0

41st

36

0

42nd

35

0

43rd

34

0

44th

34

0

45th

33

0

46th

32

0

47th

32

0

48th

31

0

49th

31

0

50th

30

0

What’s in the Legacy Crate, you ask? Well, it contains some of the hottest items from 2015 crate releases! Here’s the full list:

    D.O.A. Hoodie
    Guns Out Tanktop
    Fanged Gloves
    Red and Black Fingerless Gloves
    Digital Camo Pants
    Bone Leggings
    Showdown Leggings
    Pro Gamer Hoodie
    Showdown Military Backpack
    Stars and Stripes Shorts
    Anarchy Leather Pants
    Toxic Mask
    Blue Camo Tactical Helmet w/ Goggles
    Police Body Armor
    Rasta Backpack
    All American Fingerless Gloves
    Cigar Hog Mask
    Sarcasm Dance Emote
    Toxic Shotgun

Match Schedules

Depending on your Region, Skull Crusher matches are scheduled to start at different times throughout the day (schedule subject to change).

North America: All times are PST (GMT – 8)

    10:00AM
    2:00PM
    5:00PM
    8:00PM

Europe: All times are GMT

    10:00AM
    2:00PM
    7:00PM
    9:00PM

South America: All times are BRST (GMT – 2)

    4:00PM
    7:00PM

Australia: All times are AEDT (GMT +11)

    8:00PM

APAC: All times are SGT (GMT +8)

    2:00PM
    4:00PM
    6:00PM
    9:00PM

WARNING: Teamers Not Welcome

As mentioned above, each Skull Crusher match is a Solo game, so cooperating with a friend is a bannable offense. There will be in-game GMs in Skull Crusher matches actively looking for teamers. If you’re caught teaming during a Skull Crusher match, your Daybreak account will be banned, meaning you’ll lose access to all games and purchases. Trust us – the consequences are NOT worth it!

Have more questions on the Skull Crusher Event we didn’t answer here? Let us know on Facebook, Twitter, and Discord!

 
 


Vendredi 9 décembre 2016  
 
New Lead Designer

Well hellllooooooo there, Survivors!

My name is Ben Jones and for the past two months I’ve been quietly working as the new Lead Designer on H1Z1: Just Survive. As we’ve just released a solid update for the game addressing a number of lingering issues, we figured an introduction was in order so that we can begin chatting about the future. While the core team on Just Survive has been focused on delivering quality in the live game, a few of us have been evaluating your feedback and plotting a detailed course for the road ahead.

The goal for our team is to deliver a compelling survival experience that’s heavily focused on the elements you love most, like rich base building and dangerous encounters. We want to create a world that stands apart from King of the Kill and gives you numerous opportunities to explore our Four Player Fantasies: Zombie Hunter, Player Hunter, Base Builder and Base Raider. But to do that properly we first need to address the issues plaguing the game and the community.

I fully acknowledge this game has a checkered past, but we are determined to turn things around. We’ve assembled a leadership group with AAA veterans and brought together members of the studio who not only recognize the need for quality, but know how to deliver it. You’ve already been interacting with a few of them, like Landon and Justin, and others will be popping up on social and reddit in the future, including Just Survive’s new art director, Jeal Choi.

I know some of you may still be wary, so I thought it important for me to share my background and what lead me to this new role. Years ago I was fortunate to be part of the Day of Defeat team, where working with the community on things like texture packs and map layouts opened my eyes to the power and beauty of level design. After going off to study the craft, my passion for world building earned me a gig at Zipper Interactive where I contributed heavily on MAG, the first MMOFPS on a console. I then brought those lessons to EA and helped build a unique take on multiplayer for Medal of Honor: Warfighter. Several years later we joined DICE, and I was thrilled to have the opportunity to work on my favorite game franchise by driving a ton of Premium content for Battlefield 4.

At that point I had a decision to make, for what is one to do when they reach the top? I had accomplished nearly everything I had set out to do when joining the industry, having participated in core aspects of gameplay development including levels, systems, UI/UX and even leadership roles. At that moment the availability of tools in Unity and UE4, and the eroding barriers on platforms like Steam pointed squarely at indie development as the next step, and a few of my colleagues agreed. That’s why I spent the last two years building up Fugitive Games with three other veterans, and why we nearly killed ourselves by shipping a game in 15 months. Into the Stars certainly wasn’t perfect, but the lessons I took from that experience and throughout my career have yielded perspective that I wouldn’t have thought possible when I was playing around with mod development in high school.

When I began looking for my next opportunity, the possibility of taking on a game in a “fixer upper” state intrigued me. As I spent more time playing Just Survive, I determined that this was the opportunity to affect change. I honestly view Just Survive as a diamond in the rough, simply awaiting the refinement and polish it truly deserves. My promise to you is that we’ll do everything in our power to fix the issues, enhance core gameplay, deliver compelling new features and polish the overall experience.

Spending the past few months familiarizing myself with the game and its loyal community while planning for the future has been incredibly exciting, but I simply cannot wait to get started on what we have planned for Just Survive in 2017. My hope is that as we publish updates to the Live environment that you’re right there with us, sharing your wants and frustrations, and helping us make Just Survive a truly memorable experience.

See you in the woods… (I’ll be the one charging you with a hatchet)

Ben

 
 


Mardi 6 décembre 2016  
 
What Is Pre-Season 2?

With the latest game update, we’re introducing the next stage in the scoring system – Pre-Season 2! As we say goodbye to Pre-Season 1, there are a few updates you should know about:

Score Thresholds for Tiers

For Pre-Season 2, we’ve made an adjustment to the score thresholds for each tier. These changes should help ensure a more even distribution of players per tier.

Tier

New Score Threshold

Bronze

1

Silver

115,000

Gold

215,000

Platinum

315,000

Diamond

415,000

Royalty

515,000

If you’re a data nerd, here’s a graph you might like as to where Pre-Season 1 shook out in terms of tier distribution:

Where did you end Pre-Season 1? What Tier are you aiming for in Pre-Season 2?

Kill Scoring

The amount of points you get for each kill will remain the same in Pre-Season 2 as it was in Pre-Season 1. We’ve heard your feedback in terms of kill scoring, and will be looking to make adjustments in the near future.

Comprehensive Web Leaderboards

You no longer need to jump into King of the Kill to brag about your scores – Web Leaderboards are now available! With detailed statistics such as win percentages, average kills per match, and more, these new dynamic web leaderboards can provide you with a deep dive into the numbers behind your skill.

Pre-Season Rewards

Filling out your Top 10 Scores is a rewarding experience! As a thank you for helping us test during Pre-Seasons, everyone that completes ten matches and takes a position on the leaderboards will receive a reward. The reward for Pre-Season 1 will be the Tribute Gold Star Backpack, and Pre-Season 2 will award the matching Tribute Gold Star Shotgun. The Tribute Gold Star Backpack will be automatically added to your account if you were placed on a leaderboard in Pre-Season 1.

Have a question about Pre-Seasons 1 or 2 that we didn’t answer here? Let us know on Facebook, Twitter, or Discord!

 
 


Vendredi 2 décembre 2016  
 
Server Maintenance

All Just Survive servers will be offline beginning at 2:00 PM PT (10:00 PM UTC) for a game update.  Downtime is anticipated to be approximately 6 hours.  

This game update will include a wipe of all servers and characters! 

General Improvements

    Loot Spawn Adjustments

      Fixed bugs causing loot items to not spawn at intended rates
      Updated non-weapon item balance
      Increased ammo slightly 
      Weapons and items are now more evenly distributed across map locations.

    Reduced server latency - this was the root cause of many UI/interaction lag issues
    AoE (area of effect) checks for AoE weapons - this fixes several bugs including a few listed below

Exploits Fixed

    General vehicle exploits have been fixed (namely those related to glitching into bases)
    General base exploits have been fixed (lag switching into bases, jumping through deck foundations, etc)
    Placing IEDs through doors is no longer possible
    “Map teleport” exploit has been fixed
    Fixed an exploit where melee weapons could take on the behavior of other items

Bugs Fixed

    Character Portraits now match their in-game character
    General latency reduced; mostly UI / interactions taking multiple attempts, including:
    Containers not transferring loot consistently
    Door codes not entering/changing consistently
    Discovering taking multiple attempts
    Bows not reloading properly (causing them to never shoot) has been fixed
    Door misalignment has been addressed
    IEDS and Biofuel should now inflict proper damage next to structures
    Explosive Arrows now should no longer damage players through building walls
    Most structures now should be place-able inside shelters (workbenches, bee boxes, etc.)
    Experimental Weapon Zombies should now respawn as expected
    Medical stations should work as expected now
    Bullets traveling through players occupying the same space – should be fixed
    Bandages can be equipped in the flashlight slot but do nothing – should be fixed
    Silent Zombies bug has been fixed
    Character names can now be reused after the character has been deleted
    Fixed an issue with free placing objects on base foundations (IEDs, etc)
    Jittery camera issues have been fixed
 
 


Vendredi 2 décembre 2016  
 
Producer's Letter

Hi Survivors! 

Two months ago, we updated Just Survive…and it wasn’t the prettiest update we’ve done in the game’s history. 

We’ve taken a different approach to how we deal with Live patches since then. We’re communicating with you, the community, as much as we can about what we’re up to (and what you’re seeing) on Reddit and on Discord. We’re using Test heavily and repeatedly. If you’re unfamiliar with what we’ve been up to on Test since that last update, take a peek at these past Reddit posts here, here, and here and you’ll see what I mean. We listened to your feedback. We addressed issue after issue, tweaked, and resubmitted back to Test – not directly to Live. We intend to continue using Test just like this in the future.

This Live patch addresses a long list of issues so I’ll highlight just some of the more important ones: lag was a major issue with the last update.  We’ve reduced it. Vehicle and base exploits were huge issues. We’ve addressed those. Loot balance was a little inconsistent before. We’ve tweaked that, too. Perhaps what’s been most important to me to address is simply how we interact with you, the Just Survive community. This starts by earning your trust back. It’s been a long two months, but I hope the team’s efforts with this update confirm our devotion to this game and to all of you.

In my first two months here, I’ve learned a ton about Just Survive and more importantly, about you guys. I can say beyond the shadow of a doubt that the core player base here is one of the most devoted I’ve personally ever seen in my career. That’s beyond inspiring to me. I’m not going to lie to you - we’re not always going to see eye to eye. We’re going to break a few things along the way. And we might not always fix things in the order you want us to. But I can promise you that I’ll always be straight with you and communicate with you on a regular basis. This means frequent updates on Reddit. It means doing AMAs now that we’ve restored the Live version of the game to something you will enjoy playing again. It means Community Outbreak streams with the JS team. 

Most exciting to me is that it means finally being able to talk about what we have planned for 2017. What most people don’t know yet is that we have a core portion of the team that has been working on nothing but the future of Just Survive. We’ll finally get to start talking about that soon. Fix now, cool later. Right? We’re getting a lot closer. 

Just Survive isn’t dead. Far from it. We’re just getting started.

 
 


Vendredi 2 décembre 2016  
 
Test Server Update - Hit Registration Improvements & More

The following items will be updated onto the Test server on 12/2/2016. We have made significant improvements to hit registration. Please provide your feedback on our Reddit page or Tweet to us directly.

Hit Registration

    We’ve continued to iterate on and make improvements to the projectile code to optimize hit registration. This patch comes with another wave of improvements that should result in significantly fewer “ghost bullets” and improved hit registration with all guns.
    We’ve made some improvements to the projectile code that should also help
    Explosive arrow damage should be much more consistent
    Explosive arrows should no longer damage players through walls
    Terrain and trees should no longer block damage from HE grenades

Twitch Invite

    Streamers who link their Twitch account in-game will be able to invite their viewers directly into their Duos and Fives groups. 
    Viewers must also have their Twitch accounts linked to be eligible to receive an invite.

Arena Updates

    A new POI, Scott’s Airfield, has been added north of Ruby Lake
    Fire extinguishers have been added to building interiors and will release smoke when shot
    More ATVs have been added to the outskirts of the map
    Added more cover to some of the larger open areas (e.g. west of PV)
    Added more loot camps to some of the open areas
    Long fences now have more openings
    Trees can no longer be chopped down
    Fixed missing collision in the Hospital stairwell and dozens of other minor bugs such as double-doors and misplaced objects 

Crafting

    Progress bars make it clear when you can craft an item
    Reorganized the list of recipes based on what’s most commonly crafted
    Added buttons for Craft and Craft Max

General Improvements & Bug Fixes

    We’ve tuned ping restrictions and fair play systems to be more consistently messaged
    We’ve made some improvements to the projectile code that should help with hit registration
    Cleaned up the end of match screens (for death and victory) to display correct information across all game modes.
    Winning teams will no longer incorrectly finish in second place
    Bandages and first aid kits will be placed in the empty hotkey slot when looted from proximity
    Fixed an issue where military backpacks don't auto-equip over normal backpacks when looted from another player
    Guns should always correctly animate off-center when firing is blocked
    Lootable items on elevated surfaces should now correctly display in proximity
    Fixed a bug that would allow players to slide quickly while prone
    Underscores can now be used in character names
    Pressing "Escape" should always correctly exit in-game menus
    Police cars should no longer get wedged under guard rails and explode
    Fixed the shred times on Kitsune Plated Full Helmet and Tactical Goggles
    Moving while crouched on certain wooden surfaces with stealth shoes will no longer be silent (but should still be very quiet)
    Fixed an issue where the team member UI could occasionally disappear during match start
    Exiting a vehicle while looking backwards in first person will no longer briefly invert movement controls
    Basic skins should no longer be duplicated on the appearance screen
    Cleaned up the transition between the throwing animation and swapping weapons
    Bullets should once again make a sound as they closely pass by players.
    Cleaned up the error messages indicating players have been disconnected for being idle (this will still occur if you go AFK for an extended period of time)
    Back Your Match info text has been cleaned up to better describe how the feature works
    Cleaned up some display bugs on the Leaderboard page
 
 


Mercredi 29 novembre 2016  
 
General Hotfix

Bug Fixes

    Vehicles should now explode in a much less random fashion
    We found the loot that was disappearing off the ground and think you should have it.  This bug should be resolved.
    We agreed with players that doors belong on hinges so those have been fixed.
 
 


Mercredi 23 novembre 2016  
 
Save Big on Crates & Rewards

If you’re looking to improve your aim, you’ll want to get in as many matches as you can this weekend.

If you’re aiming to improve your look, you’ll want to head to the Marketplace and pick up Crates or Rewards.

From now through Tuesday, November 29, 2016 at 1:00PM Pacific Time, crate bundles (purchasable with Crowns) and rewards (which you can get for Skulls) will be up to 50% off in the in-game Marketplace.

The following crates are included in the sale:

    Infernal Crates
    Invitational Crates
    Ronin Crates
    Predator Crates
    EZW Crates
    Wasteland Crates
    Renegade Crates

You’ll also notice a brand new 2-Crate Bundle available for purchase as well, but only for a limited time!

 
 


Lundi 21 novembre 2016  
 
Producer's Letter

Hello again everyone.  We have a number of game updates coming in the next several weeks, so a lot to digest and take in on this update.

Thanksgiving Update

We updated the game today with a patch to make a few improvements that were really important to us to get out before the Holiday weekend. The changes we made required us to rebuild all of the game assets. So while the amount of change is small and focused to make improvements to hit registration and server performance,  the size of the download will be quite large.

Hit Registration

We are spending a considerable amount of time investigating reports of poor hit registration.  This next patch has a few changes that we believe will improve some of the situations we found watching videos and investigating our logs. The shotgun usually manifests this in the most visible way given the range of engagement, etc.

One other thing to look out for is cases where your weapon may not fire. This may be new behavior as a side effect to some other fixes. I am asking everyone to look out for it, because in theory the code should be triggered, but it is very rare and we have not so far reproduced it. Having this happen could be a little frustrating, but it will actually be a good thing for us because it will give us a very clear clue on where a particular problem may exist. So please help us out and keep an eye out for this one and let us know if it happens to you.

Server Update

We are continually working on all of our servers to ensure the smoothest experience.  We have done a significant amount of work for our European center and things look much improved there, but we still have a few updates planned out for our European players.

We plan on increasing capacity in South America and Asia over the next week or so as well.

As we continue to ensure server stability, we have been getting more and more aggressive with the ping limitations.  We are not quite yet to our ideal target, but are moving it down more and more each week.  I expect this to take a couple more weeks and then we will dial in our desired target.

End of 2016 Updates

After the Thanksgiving break, we are prepping more updates that will focus on the following.

Seasons

In my last producer letter I mentioned some plans around Season 1 and the thinking there.  Since then, we decided to change things up a little bit. We are going to run a Pre-Season 2 because we have decided to change up the scoring to make kills more meaningful, and change the thresholds for the various leaderboard tiers. We want to see how this balance plays out before starting an official season.  We will have an article on our website soon that will detail out these changes.  

Because of this, we are going to change our thinking on rewards for participating in both of the Pre-Seasons.  Everyone that completed ten matches and took a position on the leaderboard will receive the reward.  The reward for Pre-Season 1 will be the Tribute Gold Star Backpack.  Pre-season 2 will award the matching Tribute Gold Star Shotgun.  Both pretty cool, I think people will like these a lot.  The Tribute Gold Star Backpack will be awarded sometime soon and automatically be added to your account if you were placed on a leaderboard in Pre-Season 1.

One more cool thing to check out during Pre-Season 2 will be the Leaderboards on our website. These are searchable by player and region. You can see a few additional stats per player, as well as clicking on a player will show you how their score broke down to their top ten matches. 

We will get Season One kicked off after this Pre-Season 2 with a more formal reward structure like I talked about in my last producer letter

Duos and Fives

A number of improvements to duos and fives that have been a long time coming.  First is the team follow cam.  If you are eliminated before your teammate(s) in a game, you will have the ability to have your camera follow your surviving teammate(s) to see the rest of the match play out.  In Fives, you can switch between teammates to see all of the action. 

The final game information screens have been reworked and cleaned up.  This includes displaying correct finishing positions so there is no confusion there. 

In the future, duos and fives will continue to get better as we look to add them into our seasons and scoring systems. 



The Arena

    The Arena will be updated after a big pass on polish and bug fixing.
    You should come across fewer floating objects. 
    There was some loot that was difficult to pickup that should be fixed now. 
    Long fence lines now have more openings to make navigation easier.
    More ATV’s have been added to the outskirts of the map to make traversing the large map easier from the edges.
    Trees cannot be chopped down.

A few other fun additions will be added as well.  A new POI, Scott’s Airfield, has been added north of Ruby Lake.  This was done to fill in an area that was a little too empty to our liking.  Look out for fire extinguishers in the environment.  Shooting one will cause it to explode and empty its contents as a smoke screen which could be useful to get away from a firefight. 

Crafting Screen Improvements

Watching people use the crafting screen caused us to go back and rework that screen to make it easier to use.  Recipes are now ordered vertically based on the most commonly used at the top of the list.  Progress bars are more visible and easier to read.  Buttons were added to Craft and Craft Max so you do not have to rely on the assigned button to craft. 

Twitch Invites

If you are a streamer, a future live update will add the ability to invite your current viewers into a duo or fives match with you.  Information about your current viewers will be easily viewable right on the screen to invite from. See who is a sub, who is a follower, etc.  Simply select a viewer and invite to your party.  Should be really easy to accommodate games with subs or other activities as a streamer.  

Airdrop Conversion

We are still working on getting everything in place to convert your airdrop tickets over to scrap.  This is taking a bit longer than expected, but we need to ensure that it happens correctly, and until we can do that, we will have to push it out a little further.  I do anticipate this happening before the end of the year, stay tuned for more info.. 

Teaming

We have been paying attention to a lot of the reports of teaming happening in solo matches. Our game admins have been investigating these as well as pro-actively joining games to catch it happening live. Suspensions and bans have been consistently handed out over the last 6 weeks. 

Going forward, we have more in-game detection coming to find it happening in real-time. Anyone penalized for breaking our rules will be removed from the leaderboards and will not be allowed to join any in-game events or tournaments in the future. We will continue to monitor and take whatever steps seem reasonable to catch it and penalize anyone breaking our rules.

Events & Skirmishes 

I will include a little less detail here and will detail these out in a future producer’s letter, but for now here is what to start to expect. We plan on running an end of year special event called the Skull Crusher Event.  This will require an event ticket to enter, and will have a pretty cool prize to have a chance at winning. Our goal is to bring Skirmishes back started in December as well.  Our plan for the first Skirmish is to run Ignition through the month of December. 

Bug Fixes

There are a number of bug fixes in the works as well.  We will detail these out in patch notes to go with the updates.  Some of the important ones to call out:

    Explosive damage will no longer go through walls
    Bandages and first aid kits will be placed in an empty hotkey slot when looted
    A fix to the prone slide bug
    Bullet fly by sound effects will properly play
    A fix for the reload bug
 
 


Lundi 21 novembre 2016  
 
Gameplay 101

Welcome to King of the Kill.

You’ve been around for a while, you say? That may be true, but there have been some BIG changes to the Solo experience in the game, and you’re going to want some pointers to help you navigate them. And if you’re new around here, well, welcome! This will help you get started.

King of the Kill - Basic solo gameplay

You’ll begin in the new Fort Destiny, an abandoned military camp and helipad. Explore the area and use this time to back your performance using the Bounty System, if you want. This is your moment of reprieve before you’re sent out to fight for your life. There will be a quick warning across the top of your screen letting you know when the match is set to begin.

At the start of a match, you’ll parachute in to The Arena with no gear, no weapons, and up to 149 other players. Once you land, you’ll have to search and loot your way through your surroundings to get armed and go. From this moment on, it’s kill or be killed. And remember, it’s not just other players who are out to kill you. You’ll need to keep an eye on the Safe Zone on your map, because once the toxic gas rolls in, you risk choking to death!

Your mission is simple: get kills, and don’t get killed. The last one standing is crowned, and then the whole battle begins again.

Here are some of the basics of gameplay you’ll want to be familiar with:

Fort Destiny

Consider this your “staging area” before a match. You can throw a few punches, but you won’t actually be doing any damage. This is also a good spot to practice with the controls such as moving around (WASD), looking around (mouse), attacking other (left mouse click), and more. Take this time to get an idea for the basics in your inventory, in addition open up your Options menu and change any key bindings to meet your personal preferences.

Fort Destiny is also the only place you’ll be able to back your performance in the new Bounty System. For more on the Bounty System, visit this article.

Map

From your view in the sky as you parachute in, take a look around The Arena. Things are not where they were previously! Keep an eye out for areas you think might have loot waiting for you, like old buildings or campsites. Once you’re on the ground, you can click “M” to pull up the map in order to acquaint yourself in the full Arena and locate other points of interest.

The square coordinates where you are in the Arena will be highlighted on the map with a bright red square. The safe zone will be marked with a bright green circle. You want your red square to be inside that green circle! If not…

Toxic Gas

On the right side of the screen, you’ll notice a countdown timer letting you know when the Toxic Gas will be released. As previously mentioned, other players aren’t the only danger in The Arena! When the Toxic Gas rolls through, you’ll need to move into the safe zone marked on your map. If you don’t, you’ll begin to build up toxicity, which will damage your health and will impact how quickly you’re able to heal outside the gas (if you get out, of course). If you’re stuck in the gas for too long, unable to make it to the safe zone, it will kill you and you’ll be out of the match.

Vehicles

One surefire way to get yourself away from the Toxic Gas is by getting yourself into a vehicle. You’ll notice off-roaders, police cars, trucks, and ATVs are all able to be entered and driven, but keep your eye on the gas gauge! Run out of gas and you run out of luck.

Weapons

Now, it’s not likely you’re gonna take someone out with your bare hand. It’s possible, sure, but you’re going to want to pick up some actual weapons – and fast. And don’t forget the ammunition! As you venture through The Arena, you’ll find a variety of weapons including knives, axes, bows, and a range of grenades and guns. Handguns – like the M9 or the .44 Magnum – are good in close-quarter duels, but if you’re trying to take out someone as they run across a field and you crouch behind a rock, you’ll need an AK-47 or other type of rifle.

Healing

Now, just because you’re injured (by the gas or by another player), there is a way to restore your strength. You can use bandages or med kits to stop bleeding and regain health before heading in to another scuffle. Out of bandages? Look for clothes – including the ones on your back – to shred, which you can then craft into more bandages. If the wounds are serious, though, you’ll want to find a med kit or your injuries could kill you.

Winning

Don’t die until every other player is dead. Simple as that.

King of the Kill - Experience system + scoring

You now have a Player Level in King of the Kill. By playing the game, and by completing certain actions during a match (such as getting kills or landing a headshot) will earn you Experience Points (XP), which will boost your Player Level. For every five player levels you gain, you’ll earn one unlocked Crate.

No matter where you finish a match in Solo King of the Kill, from 150th place to 1st place, you’ll receive a score. The score is determined by a number of factors from the match you just completed, including amount of kills, the timing of kills, and your final placement in the match.

Your top ten scores from all matches played will contribute to your overall score that places you on the new tiered leaderboard system. For more on that system, read this article.

King of the Kill - New UI

If you’ve been playing King of the Kill for a while, you’ll notice some significant changes to the User Interface (UI). You’ll want to hop into game to check out all of them, but here are a few we wanted to call out for you ahead of time:

Default settings

When you first log in after the September 20, 2016 game update, your game will be reset to new Default Settings. Since all graphics have been revamped and rebalanced, the update reset all the default options. If you would like custom options, you can now adjust these directly in the Settings in game.

Enter game - New options

Once you load up King of the Kill, you’ll click the “Enter Game” button. But this does not drop you directly into a queue or Fort Destiny. Instead, you’ll be taken to a new menu where you have different options for where to go next:

    Play

      This is where you can select which game type you’d like to enter (Solo, Duos, Fives) or if you want to join an Event or Skirmish when they’re available. This is also where you can access the new Training mode.

    Character

      From here, you can choose between Appearance (to customize your look and model items you may not yet have), Crates (to view your Locked and Unlocked Crates), and Stats (your Season Leaderboard and Top 10 Matches).

    Marketplace

      There are a number of options in here, including the new method for opening crates and the location to purchase Crowns. You will also find the Rewards section here, where you can spend Skulls that you earn from the Bounty System .

    Twitch

      The Twitch tab allows you to link your Twitch account to King of the Kill, seek out others who are currently streaming, and adjust your streamer settings.

    Settings

      Make sure your game is set up exactly as you like it. In the Settings tab, you can adjust graphics, audio, keybindings, and more.

Still not sure exactly what to do in a Solo match of King of the Kill? Head to Training, a new mode with respawn available so you can practice before heading into a real match.

Have questions or comments about the latest changes? Find us on Reddit, Discord, and Twitter!

 
 


Mardi 15 novembre 2016  
 
Scoring 101 - Why Your Top 10 Matters

If you thought King of the Kill was competitive before, think again. Every kill, every win, and every awesome thing you do during a match now matters more than ever. Do you have what it takes to become Royalty?

Top 10

The way you move up the Leaderboard is through your Top 10 matches. These are your own personal highlights. It showcases your best 10 matches and gives each a score associated with how well you did in that particular game. The first 10 matches each Season will appear on this list. Every time you do better than one of your Top 10, it will replace your lowest score with the new higher match results. Your Top 10 is an ever evolving list. The overall score from your Top 10 matches will determine where you land on the Season Leaderboard.

Season Leaderboards

Based on your current Top 10 matches, you will be placed in a specific Tier and Division on the Season Leaderboards.

During Pre-Season this is currently how the Tiers break down:

Tiers are split up into Divisions with 1 being the highest and 5 the lowest. Every Tier is going to require higher and higher scores to break into. You will always know just how many more points are needed to make the move from one Tier to another within the game.

Your Top 10 only counts your best matches so your Total Score for the Leaderboards won’t ever decrease. To enter a higher Tier you simply need to improve your Top 10 total score. Once there, you can never fall below the threshold for that Tier. Within a Tier you are placed in a Division, which is decided based on how well you stand against the other players in that Tier. If your score is within the top 2% of all players within that Tier, you will be Division 1. Since your placement is relative to all other players, you may see an increase or decrease to your Division.

Pre-Season and Season One

We are currently in what is known as the "Pre-Season." It’s a time where we will be taking feedback from the community on certain score values and progression. How many points do you get for killing the player who came in last versus the player who came in second place? How many points to do you get for coming in first versus last? How many points should you need to reach each Tier? All of the little things that come together to make up your score for each match will be sorted out during this Pre-Season.

We will announce the start and duration of Season One once we have had enough time to gather feedback from the community. With a whole new way to play and progress through King of the Kill, we are excited to work with the community to get everything dialed in just right. We can’t wait to see who rises to the top, so get out there and grab the crown!

 
 


Mardi 8 novembre 2016  
 
Bounties 101 - Back Your Performance

Have you ever started a match and just had that feeling that you were going to kick some serious ass in The Arena? You’re feeling hot, your shots have been landing, and you know that a win (or close to it) is coming your way.

You can now back up your skills, and potentially be rewarded, by putting Crowns, Skulls, or Credits into the new Bounty System. The version currently in game is, according to Executive Producer Chris Wynn, “the beginning of a whole new system…[it] will start small and then expand over time.”

Here’s how you can take part in the Bounty System, which is currently available in Solo matches:

Fort Destiny

Before the match begins, while inside Fort Destiny, you’ll want to bring up the Bounty Menu (standard keybind = Escape). You’ll see this screen:

Bounty System Menu Screen 

Here’s where you’ll have the opportunity to back your performance using any of the three in-game currencies. The new currencies are:

Crowns

    Not the crown you get for winning a match. Rather, these Crowns are the virtual currency you pay for with money, previously called Daybreak Cash.

Skulls

    Skulls is a new in-game currency that you can only earn through the Bounty System by backing your performance.

Credits

    Credits are an in-game currency that you can earn by performing well in Solo gameplay, whether you’ve backed your performance using the Bounty System or not. While you can use Credits to back your performance in the Bounty System, you will only be able to accumulate enough Credits to back your performance three times, so keep an eye on your Credit balance and be sure to use them before you hit the cap!

Note: you won’t be able to back your performance until there are at least 30 players in Fort Destiny with you.

On this screen, you’ll also see how large your payout could be in the match, depending on how well you perform. This number will vary from match to match, depending on how many people participate.

Once you’ve backed your performance, it’s time to wait for the countdown, and ‘chute into the match.

Skulls and Rewards

Depending on how well you perform, if you’ve backed your performance, you will be rewarded with Skulls. Once you have Skulls, you can use them in two ways:

Bounty System

    Once you have earned Skulls, you can use them to back your performance using the Bounty System in future matches.

Shopping the Marketplace

    From the main menu of the game, select the Marketplace. There are a few different categories you can shop in; to use your Skulls, click “Rewards.” This category will have a rotating set of items you can purchase with Skulls.

Main Menu
This is the main menu you’ll see upon entering the game. Click “Marketplace.”

Rewards Menu
Once in the Marketplace, select “Rewards.”

Rewards for Skulls

Here is where you’ll find unique items that are only available for purchase with Skulls. The above image is a sample mock-up. 

This is just the initial phase of the Bounty System. If you’re confident in your skills, hop in game, back your performance, and let us know your thoughts on Reddit, Discord, and Twitter. And keep an eye out for more changes and advancements to this system as we continue to iterate on it in Early Access!

 
 


Vendredi 28 octobre 2016  
 
Producer's Letter - October 28th

Hey everyone! 

After our large update in September, we wanted to modify our publish process to ensure a thorough testing procedure, and we set a rule that we will not publish a patch with new known issues.  Of course we may be surprised and find something once hundreds of thousands of people jump in, but if anything turns up in our testing, we will hold the patch until we can resolve it.  The net result of that change was that it took longer than it has in the past to lock down the actual patch and push it out.  I am happy with the result though in that I have not heard of any new major issues yet.  This also affects the amount of downtime to expect when we perform an update.  With more code to test, and more datacenters to update, the standard amount of downtime will be 8 hours rather than what used to be around 4 hours.

I know this patch did not have every single thing that everyone wanted, but it is important to have quality updates that continue to improve the game overall. We made some internal changes to the EU servers and hopefully that will help alleviate some of the lag we’ve been experiencing lately. We will continue to monitor those servers closely over the weekend. We are going to be converting Air Drop tickets into Scrap soon too. You will get 100 Scrap for every Air Drop ticket you have in your inventory. We’ll let you know the timing on that before it happens. With that, let’s take a look at the next patch.

November Game Update

Our focus for this next update is the end game flow for Team Games.  This includes getting the follow camera back in so when you die you will have the ability to follow your teammates around and spectate the action.  We will also clean up the UI at the end of the game to show the correct information around XP and finishing position. 

We have continued to work to get some bugs out of the Twitch integration and expect to have that working really solidly in the November update.  This would include the leaderboards and the ability to invite viewers into a game with you as a streamer.  If you are checking out new streamers, the in-game streamer tab will include number of players remaining if you are interesting in just checking out some end of game scenarios to see how they may play out. 

We have slowly been adjusting our ping limits with the biggest adjustment coming in this last patch.  We now have the ability to tune in-between patches, so we will continue to move that limit down further as we collect data and find the desired values. 

In addition to the items mentioned above., a number of bug fixes are going into the November Update focused on The Arena and leaderboards. 

This patch is currently being tested internally by our QA team, once everything is working as intended, we will push it up to our Test server where we will focus on it to ensure no new known issues are being introduced. 

Season 1

You may have noticed that we are still in our first preseason. We are using preseason to watch play habits and the mechanics of the scoring and leaderboard systems.  

We will begin Season 1 with the November update.  While the November update will bring minimal change to the scoring system, we will adjust tier thresholds to ensure the number of players in each tier is close to the targets that we would like to see achieved. 

While pre-season does not include rewards, the end of Season 1 will come with rewards based on which tier you achieved during the Season.  We will add a badge to your scores screen to let you know which tier you achieved in your last Season.  In the future, we would like to get this fleshed out to a full trophy room to see all of your achievements, though, that is a bit further down the roadmap.  We are also working towards end of Season tournaments restricted to your particular tier.  This will allow for some great competition amongst like skilled players. 

We already have some changes planned to roll out for Season 2, but we will also watch the play in Season 1 to see if anything else is needed.  Things being discussed, but we have not yet committed too, are a meta scoring system for Royalty tier players, in-game icons on the kill feed to designate a tier, and potentially an emote to use that shows other players which tier you attained last Season. 

We continue to examine our server performance and stability and are steadily making improvements there to improve the overall experience.  We tend not to talk too much about those, but they are really critical to the game working well and behaving consistently.

 
 


Jeudi 27 octobre 2016  
 
General Hotfix

Bug Fixes

    Added a confirmation button before an item can be scrapped to help alleviate accidentally scrapping an item. This is a temporary fix as we work on a better flow in the Scrapyard.
    Fix a crash issue that was disconnecting players and giving them an error message about being idle too long.
 
 


Jeudi 27 octobre 2016  
 
Guides - Know Your Ride

The Arena in King of the Kill is big… REALLY big. Sure, you can run around on foot, but that’s not going to allow you to outrun the incoming toxic gas or escape a tense firefight quickly. When the match begins, you’re going to want to find yourself some wheels. If you’re fortunate enough to come across a vehicle, you’ll have a huge leg up on everyone else. 

All the vehicles in King of the Kill are stocked with an extra tank of gas and a key. You’re going to want to take the key with you when you exit the vehicle or else someone can make off with your car when you’re not looking. If you do come across a vehicle with no owner or key, you can always attempt to hotwire it. Hotwiring a car takes time and is quite loud, but if you think about the benefits we’ve mentioned already, the worthy risk is yours to take.

Vehicles are prized possessions in solo matches, and they're also extremely useful in team matches as well. All vehicles can accomodate a full team of five players, with the exception of the ATV (which just has room for two). Each seat in the vehicle has its own arc of fire, so you'll want to bring your team along to provide you the most amount of coverage when you're on the road. In a Solo match? Don't let anyone else near your car, or you'll find it may soon belong to them instead!

Each vehicle has a durability meter that you'll want to keep an eye on. As your vehicle takes damage over time (whether from bullets, grenades, or careless encounters with boulders and trees), it will start to lose durability until it catches on fire. Once it's on fire, there's no helping you - it will slowly take damage over time and eventually explode, so it's best to bail out at that point.

Keep in mind, there are burned out and broken down vehicles scattered all over the Arena; only a select few are drivable. The ones you’re going to want to keep your eyes out for are the ATVPick-Up TruckPolice Cruiser, and the Off Roader. They all handle differently from each other so pay attention here; it could save your life.

ATV

The ATV is the most widely-available vehicle in King of the Kill. You can normally find them near camp sites and around cabins. ATVs are built to be very nimble and light. The ATV is the perfect vehicle for getting out of a tight situation quickly. They also have the added benefit of being a two-seater! While you drive, you can have your buddy sitting on the back keeping an eye out or providing cover fire (assuming you’re in Twos or Fives; in Solo Matches, don’t let anyone catch a ride!).

The ATV does have its downsides though. They suffer from poor durability and fully expose the riders to enemy gunfire. Don’t use it for cover in a gun fight or else you’ll find yourself on the wrong side of a big explosion.

Pick-Up Truck

The Pick-Up Truck is the staple of the back country roads. It’s not the fastest, and it doesn’t handle the best, but it’s the most durable vehicle you can find. It’s not going to be the ideal vehicle to make a quick getaway in but it does provide a substantial amount of cover when you need it most.

The Pick-Up Truck is ideal for a 5-man team. Two players sit in the cab while the rest ride in the bed of the truck. There is nothing more terrifying than seeing a fully loaded Pick-Up Truck coming right toward you.

Police Cruiser

The Police Cruiser is the ultimate urban warrior. It’s great for prowling though a city looking for your next target. The Police Cruiser is the fastest vehicle available in King of the Kill. Be careful though; the faster you go, the much harder it becomes to control. While quick, it does have a very low durability and performs poorly off road. The Police Cruiser has a very low center of gravity making it difficult to roll over, but if you do happen to find yourself in a Police Cruiser that’s tumbling down a hill, you’re going to want to jump out fast.

If you’re in a team match, remember that you can pack up to five players in the Police Cruiser at one time.

Off-Roader

The Off-Roader is the vehicle to have while traversing about the vast wilderness in King of the Kill.  It has the best suspension for dealing with uneven terrain and thus the best overall handling. It’s squarely in the middle of the pack for speed. It has a high durability, allowing it to take a few hits and keep on rolling. There aren’t many downsides to this great vehicle, so if you can find an Off-Roader, hold onto it!

Because of the scarcity of drivable vehicles in King of the Kill, you’re going to want to take good care of yours should you find one. Knowing the quirks of each of the vehicles will allow you to make good decisions and help you drive your way to victory.

Which is YOUR favorite ride? Share with us on Facebook, Twitter, and Discord!

 
 


Mercredi 26 octobre 2016  
 
Crates 101 - Unlock Your Style

Crates are your way of customizing your unique character within King of the Kill! Each Crate we release has a different theme – from serious tactical gear to demonic designs – and each grants you a chance at one of a variety of items. Each item within a crate also has a different rarity level. So, are you feeling lucky?

Marketplace

Head to the Crates section under the Marketplace menu to purchase Crates using Crowns. You can purchase Crates in bundles of 5, 10, 20, and 50, and each bundle grants you a certain number of Crates that guarantee you an item of at least a certain rarity level:

    50 Crate Bundle - 1 Ultra Rare, 1 Rare, 1 Uncommon, 47 Common
    20 Crate Bundle - 1 Rare, 1 Uncommon, 18 Common
    10 Crate Bundle - 1 Uncommon, 9 Common
    5 Crate Bundle - 5 Common

Any Crates you purchase from the Marketplace will be displayed under Unlocked Crates in the Crates section of the Character menu.

Unlocked Crates

You’ll receive one Unlocked Crate for every five player levels you gain in-game. In addition, any Crates you purchase directly from the Marketplace will appear in your Unlocked Crates section. To open an Unlocked Crate, head to the Crates section under the Character menu and select Unlocked Crates. You can choose to open one or all of your Crates – you just need to shoot each Crate to open it, and see what item you receive!

Locked Crates

You’ll receive Locked Crates randomly while you play King of the Kill, and you’ll need to unlock them using Crowns before you can open them. To unlock a Locked Crate, head to the Crates section under the Character menu and select Locked Crates. You’ll be prompted to unlock one or all of your Crates using Crowns. Once you’ve unlocked it, it’ll move to your Unlocked Crates section. You can choose to open one or all of your Crates at any time. Shoot each Crate to open it, and see what item you receive!

Customizing Your Appearance

So you scored a killer new item – sweet! How do you show it off on your character? Visit the Appearance section under the Character menu to view and equip all the different skins you’ve unlocked for your Gear, Weapons, Rides, and Emotes.

Scrapyard

Maybe you opened a Crate and got an item you already own, or you just want to refresh your look – never fear, the Scrapyard is here to help! Head to the Scrapyard from the Character menu to break down skins for Scrap. The amount of Scrap a skin will grant depends on its rarity, with higher-rarity skins granting more Scrap. Then, spend Scrap to get a random new item instead!

What’s your favorite item you’ve ever gotten out of a crate? Share with us on Facebook, Twitter, and Discord!

 
 


Lundi 10 octobre 2016  
 
Producer's Letter - October 2016

Now that the H1Z1 Invitational 2016 has crowned two new winners, I wanted to take a moment to talk about some of the things happening right now in King of the Kill.

H1Z1 Invitational 2016

This year’s invitational was a lot of fun and a huge success. The prize pool of just over $267,000 far exceeded our expectations and made for an exciting event. There were so many notable moments for me throughout the weekend-- first off, ISCO winning the first qualifier on Saturday against a tough field to make it into the tournament on Sunday. ISCO had flown all the way from Korea to represent a very passionate Asian community and impressed a lot of players with his aggressive play. Manpons, a fan favorite, took third in the first match and put the seldom seen explosive arrows to effective use in both games. Using them to flush opponents out of cover, he was able to get into advantageous positions and showed really well. Gassy Mexican was really aggressive in Match 1 racking up six kills. I thought he finally met his match when Ninja dropped off of the bridge he was hiding under, but he got the better of an intense gunfight and knocked out the defending champ.

If you missed out on the action, you can catch some of it here:

What’s Next

Since September 20th, most of our focus was on server stability and optimizations to improve some game conditions we were seeing play out at scale on the live servers (early game lag as an example). We got the Australian servers stood back up, and fixed and turned the Asia servers back last week. We are going to monitor it all and if everything continues to look good we are going to get the ping restrictions set to proper values in this next patch.

    Scrapyard

      We had to re-architect the Scrapyard, but are now ready to get it into the build. You can turn any duplicate or unwanted items into Scrap and then obtain new items from the Scrapyard. I know a lot of you have been asking when this is going to come out, but we had to make sure it was properly ready. It’s important to note that you may not have the ability to test most of the Scrapyard features until it goes to the Live build because most players don’t have skins unlocked.

    Hoods

      Maybe more minor note here but something that has been requested by the players for a long time. If you are wearing a hoodie and equip a helmet, the hoodie will automatically go down so that the helmet is easily visible.

    Bugs

      A number of bug fixes are going into this patch. This is all stuff that we have been collecting from the community over the past several weeks.

        First Time Event (FTE) popups should only occur in training now
        Bullet icons were redone to make it more obvious which rounds of ammo you have in your inventory
        Reloading will always be interrupted by other game actions, like healing, opening a door, etc.
        Fixed a bug where certain actions could not be bound to a modifier (alt, shift, etc.)
        Setting Flora to “Off” will now actually set it correctly (off was actually setting it to high)
        Shift dropping a partial stack from your inventory will no longer lock the inventory screen
        Left click looting a stack will now loot the entire stack
        Bandages are dropping in loot bags again
        Some users were experiencing frame drops when using the inventory. This was due to high DPI mice and has been fixed
        Some items were being duped in your inventory when skinning in it, that has been fixed
        Some laminated body armor was disappearing from your inventory when you were already equipped with makeshift armor, this has also been fixed
        Muting voice chat in Fort Destiny will no longer incorrectly mute voice chat everywhere
        If you need to switch regions within the UI, you should no longer end up in an unresponsive state
        There was a bug causing player’s crate inventories to change when switching regions, that should be consistent now

Events

You may have noticed the Events tab in the UI with the coming soon graphic in it. Events are scheduled games that may have some sort of prize attached to them. Next week we will begin beta testing the Event system prior to turning it on for everyone. We are going to work with the communities that were participating in whitelist events and tournaments for the testing. As soon as we know that system is working properly, we will launch our public Events.

New Crate

Given that it is October, you can probably take a good guess as to the theme of this crate. Called the Infernal Crate, it contains a lot of items including some famous monster masks, all the way up to the Ultra Rare Demon Mask. The item that I am most excited about though is our first animated weapon skin. Also an ultra-rare, the animated skin is truly unique and something that we will do more of in the future.

Till next time!, Chris Wynn, @The1Wynn

 
 


Vendredi 7 octobre 2016  
 
Hello from Landon Montgomery

Hello Survivors!

My name is Landon Montgomery and I’m celebrating my second week here at Daybreak as the new General Manager of H1Z1: Just Survive. I wanted to say hello to the community and take a moment to give you some detail on me and my role. As GM, it’s my job to oversee Just Survive top to bottom and deliver on the existing and future promises of the game. Speaking of which, we have some really cool design plans forming up as I write this that I’ll be stoked to share with you in the coming months. Right now however, I’m focused on getting the live build to a solid, high quality state for the Just Survive community.

Leading up to and during the short time I have been here, I’ve been able to assess the Just Survive history both internally and externally. And, while I recognize that the past year has been a little frustrating for the loyal crowd, I know that the internal team is excited to push forward and do right by you, the players. It’s one of the reasons I’m here and why we’re actively building up the Just Survive team. We’ve added several key roles and we are excited to introduce these additional team members in the coming weeks.

In addition to forming a solid team, my main objectives for the development team are to communicate with you on a more frequent and consistent basis while also delivering against what we have communicated. Collectively, we want to focus on solid updates and quality content. The team is actively reading and listening to your discussions on Reddit and social and we have lots of ideas that we want to implement, but our key focus will be consistent delivery of well tested updates that don’t break other things.

Easy to say, right? So, why should you listen to me?

I’ve been in the game industry since 1996. I joined a studio back then by the name of Virtus where I co-developed the first id authorized third-party Quake level editor, Deathmatch Maker. After that, I spent time as a level designer and artist at Bethesda Softworks before moving to join the startup Rebel Boat Rocker. We worked on a FPS in the late ‘90s for EA called Prax War, but it was eventually cancelled. This turned out to be one of the luckiest moments in my life, and as a direct result, I was able to co-found Gearbox Software.

I did a bit of everything at Gearbox. By day, I was the COO. By night, I was an artist/animator/director/producer and so on. We all wore many hats those first few years. I spent some of the best years of my life at GBX. We’d worked on so many great IPs, from Half-Life to Halo, Tony Hawk to James Bond, and we’d successfully launched our own original IPs, Brothers in Arms and Borderlands. I’d accomplished so much of what I’d dreamed of doing at that point in my life, but decided it was time to shift focus to another important job– I just wanted to be a good dad. As a result, I was able to spend the first years of my little girl’s life right there with her. I got to see all of the magical first moments in person and I loved every minute of it.

Eventually I started to miss the gaming industry and took a contract gig with Nintendo that reignited my passion for developing games. It is my default setting and I knew it was time to come back.

When I started talking to Daybreak I came out here to San Diego to see things in person and realized almost immediately that I had to join this team. My past two weeks on site have solidified that the people here are amazing, the talent pool is deep, the passion and energy is through the roof, and the opportunities and abilities of the studio are super compelling.  I’m really excited to be a part of this family.

We have so much planned for the Just Survive community and I wouldn’t be here if I didn’t believe in what we have in store for you all. In the coming weeks and months, I’ll be able to share some of these things with you. For now, I want to focus on stabilizing the live game and moving forward from there. You all deserve that and so much more to boot. I’ve seen what lies in store of for you guys. It’s beyond what’s been discussed to date and its cool stuff.

As we onboard new team members, we’ll likely do an AMA in the coming weeks so stay tuned for that. For now, I hope that the team and I can demonstrate our absolute dedication to Just Survive and you, the fans.

Lan, [H1Lan]

 
 
Vendredi 7 octobre 2016  
 
Hello from Landon Montgomery

Hello Survivors!

My name is Landon Montgomery and I’m celebrating my second week here at Daybreak as the new General Manager of H1Z1: Just Survive. I wanted to say hello to the community and take a moment to give you some detail on me and my role. As GM, it’s my job to oversee Just Survive top to bottom and deliver on the existing and future promises of the game. Speaking of which, we have some really cool design plans forming up as I write this that I’ll be stoked to share with you in the coming months. Right now however, I’m focused on getting the live build to a solid, high quality state for the Just Survive community.

Leading up to and during the short time I have been here, I’ve been able to assess the Just Survive history both internally and externally. And, while I recognize that the past year has been a little frustrating for the loyal crowd, I know that the internal team is excited to push forward and do right by you, the players. It’s one of the reasons I’m here and why we’re actively building up the Just Survive team. We’ve added several key roles and we are excited to introduce these additional team members in the coming weeks.

In addition to forming a solid team, my main objectives for the development team are to communicate with you on a more frequent and consistent basis while also delivering against what we have communicated. Collectively, we want to focus on solid updates and quality content. The team is actively reading and listening to your discussions on Reddit and social and we have lots of ideas that we want to implement, but our key focus will be consistent delivery of well tested updates that don’t break other things.

Easy to say, right? So, why should you listen to me?

I’ve been in the game industry since 1996. I joined a studio back then by the name of Virtus where I co-developed the first id authorized third-party Quake level editor, Deathmatch Maker. After that, I spent time as a level designer and artist at Bethesda Softworks before moving to join the startup Rebel Boat Rocker. We worked on a FPS in the late ‘90s for EA called Prax War, but it was eventually cancelled. This turned out to be one of the luckiest moments in my life, and as a direct result, I was able to co-found Gearbox Software.

I did a bit of everything at Gearbox. By day, I was the COO. By night, I was an artist/animator/director/producer and so on. We all wore many hats those first few years. I spent some of the best years of my life at GBX. We’d worked on so many great IPs, from Half-Life to Halo, Tony Hawk to James Bond, and we’d successfully launched our own original IPs, Brothers in Arms and Borderlands. I’d accomplished so much of what I’d dreamed of doing at that point in my life, but decided it was time to shift focus to another important job– I just wanted to be a good dad. As a result, I was able to spend the first years of my little girl’s life right there with her. I got to see all of the magical first moments in person and I loved every minute of it.

Eventually I started to miss the gaming industry and took a contract gig with Nintendo that reignited my passion for developing games. It is my default setting and I knew it was time to come back.

When I started talking to Daybreak I came out here to San Diego to see things in person and realized almost immediately that I had to join this team. My past two weeks on site have solidified that the people here are amazing, the talent pool is deep, the passion and energy is through the roof, and the opportunities and abilities of the studio are super compelling.  I’m really excited to be a part of this family.

We have so much planned for the Just Survive community and I wouldn’t be here if I didn’t believe in what we have in store for you all. In the coming weeks and months, I’ll be able to share some of these things with you. For now, I want to focus on stabilizing the live game and moving forward from there. You all deserve that and so much more to boot. I’ve seen what lies in store of for you guys. It’s beyond what’s been discussed to date and its cool stuff.

As we onboard new team members, we’ll likely do an AMA in the coming weeks so stay tuned for that. For now, I hope that the team and I can demonstrate our absolute dedication to Just Survive and you, the fans.

Lan, [H1Lan]

 
 


Vendredi 23 septembre 2016  
 
Dev Blog - Next Update

Hello fellow survivors!

My name is Justin (aka Mourde, pronounced “moored” if you’re interested) and I’m a Senior Systems Designer who recently joined the H1Z1: Just Survive team. Some of you may have already seen me posting on Twitter and Reddit, but for those of you who haven’t – hi! With an impending Just Survive update on the horizon I wanted to take a few minutes to review the changes you’ll be seeing. We’ve got a lot to go over. We’re bringing back a much-requested feature with some improved functionality, porting over some features originally developed for King of the Kill we think can add to the Just Survive experience, and we’ve got a couple bug fixes in there as well. So let’s dive on in and start with Bullet Crafting!

Bullet Crafting is back! Ammunition can now be salvaged for unique components with a right-click interaction from your inventory. These components can be used to discover recipes which will enable you to craft other bullet types. There is some loss built into this process though, so make sure you’re certain you don’t want that ammo before salvaging it! In addition, some will require additional parts beyond just what you gain from salvage. For example, shotgun shells take plastic (keep those empty water bottles handy…) and some of the more powerful ammunition will require metal scrap for assembly as well. To craft all these bullets you’re going to need to discover the recipe for the new Weapon Workbench. This will now be the go-to crafting table required for anything that’s using explosives or gunpowder. So, in addition to ammunition, other recipes like weapon disassembly and IEDs will require that you have proximity to this crafting table.

Moving on, we have ported the ignition/hotwire system from King of the Kill over to Just Survive. This means that any vehicles you find will have a new hotwire item present in the vehicle inventory. To start the engine, you’ll need to use a right-click interaction on the hotwire item, unless you’re lucky enough to have found one with a key! If the vehicle, you, or any of your passengers have a key with them, the vehicle will start right up. The real convenience of this is that you don’t need to spend time pulling the spark plugs anymore to keep your ride from getting jacked out from under you! Just keep your ears open for the hotwire sound (an engine attempting to turn over). If you hear that, hotfoot it back to your vehicle and blast that carjacker before they know what hit ‘em! For reference, your friendly neighborhood zombies also have a small chance of dropping a key, so keep your eyes open. One more small addition to vehicles - if you happen to end up upside-down, you can now exit the vehicle and interact with it to flip it back over. So commence the stunt jumps!

Beyond all this we’re chipping away at the bugs you’ve been reporting. While we regretfully are still working on a few base exploits, we have hit up some smaller quality of life issues. Baggy Blue Jeans for instance can now be skinned and we’ve updated a few miscellaneous item descriptions which had erroneous text in them (such as the Lighter). Also, if you drop the Skinning Knife, you can pick it up again. Finally, we’ve disabled dead players respawning as a zombie NPC. While the idea of this feature is sound, we’re not happy with its execution at this time. We’re taking it offline until such time as we can re-evaluate how it fits in to the bigger picture and ensure it’s working in a way that we’re happy with.

That’s all we’ve got for now, survivors. Thanks for playing!

- Mourde -

 
 


Vendredi 9 septembre 2016  
 
Bullet Conversion Changes

It’s been a little while since our last Just Survive Producer’s Letter, so we wanted to take a few minutes and give you an update on one of the things the team has been actively working. It’s been a regular topic of conversation for many of you and we have some good news! It’s about Bullet Conversion.

First and foremost we want to thank everyone for their feedback. While most of you agreed the previous bullet conversion mechanics could have potentially created a glut of ammunition, many expressed you’d still like this mechanic to return in a different way. So, Bullet Conversion is coming back, but with some big changes.

We really wanted the process to feel similar to how other item salvaging/creation works in H1Z1: Just Survive. As such, ammunition can be salvaged with a right-click interaction for a variety of materials -- Gunpowder, Lead Alloy, Brass Shards (and Plastic Scraps in the case of shotgun shells). Also important is ammunition recipes can be discovered with these materials. Once discovered, they can be crafted at the new Weapon Workbench, which will be coming in a future update. The Weapon Workbench is a brand new crafting table (recipe must also be discovered) which can be placed once crafted Note that all weapon-related workbench recipes will be moved to this table as well.

Ammunition crafting costs have been balanced, so you will have to make some decisions about whether it’s worth the cost of breaking down a round to create a new one. You will lose something by disassembling and re-assembling bullets. (It’s the apocalypse, after all.) Additionally, more powerful ammunition (based on DPS) will cost more materials to craft. There will be no 1 to 1 bullet conversion.

With respect to bulk, we want to make sure you weren’t doubling your carrying load (or worse) when salvaging bullets, so we’ve reduced the bulk cost on Gunpowder to 1. Brass Shards, Plastic Scraps, and Lead Alloy will cost 0 bulk. This will ensure that all ammo can be broken down without dropping any parts. In fact, from a carrying point of view, it will be advantageous to break down some ammo (such as shotgun shells or .44 rounds) as they will end up costing less to carry when broken apart. Just remember it will cost more to re-assemble them later!

To give you a more detailed idea of how this will function, let’s take a look at two rounds: a low end bullet and a high end one. For the low end we’ll use the .380 Round, as it possesses the lowest DPS at 230.35. For the high end we’ll use a .44 Round with a DPS of 1351.5.

    .380 Salvage Yield

      1 Gunpowder
      1 Lead Alloy
      1 Brass Shard

    .380 Assembly Cost

      2 Gunpowder
      2 Lead Alloy
      1 Brass Shard

    .44 Salvage Yield

      1 Gunpowder
      1 Lead Alloy
      1 Brass Shards

    .44 Assembly Cost

      2 Gunpowder
      2 Lead Alloy
      1 Brass Shards
      1 Metal Shards

As you can see, all ammo salvaging has some level of loss. Higher end bullets yield more materials, but also require more to assemble. We feel this system gives the right level of decision balance to the process, and is a more consistent way to deal with ammo as a resource in the world.

These changes are still in process, and we look forward to getting them in your hands soon so you can provide specific feedback. In the meantime, let us know what you think about the ideas presented here. I know everyone is eager to hear more about longer term plans and roadmaps. Our immediate goal is balancing the core of the game that is there now and then moving into new ideas. As those solidify, we will talk more about them at the right time.

EDIT: After reading all of the comments, we're going to make sure we don't upend the apple cart. We're going to make the Bullets produce Refined Gunpowder until we can do a loot pass on Z2 and balance other recipes containing GP.

 
 


Mardi 30 août 2016  
 
Come Find King of the Kill at PAX West!

We’re going to be at PAX West from September 2 through September 5, and we have so much space for activities! Read on for all the things we have planned for you in Seattle.

Booths

PAX West Floorplan

We’ve got two locations where you can hang out with us – a Winner’s Podium in the 4th floor lobby and the Twitch Partner Lounge at Booth #1909. Stop by and say hi, play King of the Kill, take pictures, win giveaways, and more!

Official King of the Kill Pin

Want to get your hands on one of our exclusive King of the Kill Pinny Arcade pins? Here’s how you can pick one of these bad boys up:

    1. Visit our Winner’s Podium in the 4th floor lobby and take a picture of you holding the crown!
    2. Post your picture to Twitter and/or Instagram. Follow and tag @h1z1kotk and use the hashtags #TakeYourShot and #PAXWest.
    3. Be one of the first 500 participants to come to the Twitch Partner Lounge each day (Booth #1909) and show us your post to claim your King of the Kill Pinny Arcade pin.

Twitch Segment

Tune in to twitch.tv/twitch at 11:45AM PT on Saturday, September 3 to catch the latest news on the 2016 H1Z1 Invitational!

Greg & Clegg In the Morning

Our Community Manager Greg Henninger and Senior Game Designer Adam Clegg will be coming to you LIVE from the show floor every morning at 10:30AM PDT on twitch.tv/h1z1kotk. Be sure to tune in to see what shenanigans they’ll get up to each day! Plus, following Greg & Clegg In The Morning, we’ll have various broadcasters streaming throughout the weekend from our booth. Stop by and watch some of your favorite streamers play King of the Kill!

Exclusive King of the Kill Shirts

Come play King of the Kill at the Twitch Partner Lounge (Booth #1909) and you’ll score a FREE t-shirt – make sure you grab one, because these unique shirts will only be available at PAX West!

Spin-to-Win Wheel

Back by popular demand, we’re bringing our spin-to-win wheel to our Winner’s Podium in the 4th floor lobby! Stop by and spin the wheel for your shot at some awesome prizes.

Can’t make it to PAX West but still want to party? We’ll be sharing pictures and videos all weekend on all of our social channels:

Official King of the Kill Pin

We’ll see you in Seattle!

 
 


Mardi 30 août 2016  
 
August 30 - Our Upcoming Launch

Release Date Updates

The most important news in quite some time -- I am thrilled to say that we will be launching King of the Kill on the PC on September 20, 2016.  This entire year has been focused on reshaping, tuning, and polishing all of the core systems.  With new mechanics to make the game more interesting, a brand new UI, and an entirely new map, the game has really come a long way over 2016.  Your feedback has been instrumental in helping drive and shape the experience that we were shooting for, and now I feel like we can give back a bit when we launch the full experience. 

Some of you are probably wondering what that means for the console versions of the game. When I first joined the H1Z1 team, I looked to build a plan that would get H1Z1 out of Early Access and shipped on three platforms.  Working out that schedule, everything lined up for a summer release of the game. We were just as excited as our players with the idea of King of the Kill on their PS4 or Xbox One.  As we started to execute against that plan, it became apparent that the schedule was just too risky.  We were spread too thin trying to fix areas of the game while simultaneously getting the game to work on the console hardware.  It became clear that to best line up the game for success was to reduce the number of variables in the equation. 

As a result, I have decided to pause our efforts on the console versions and put 100% of the focus on to the PC version of the game for right now.  It was definitely a tough decision, but I think it was the right one to make.  We have been able to make essential updates to the gunplay, combat, and vehicles, get the new map in a state to go live, and add lots of polish to the core areas of the game. 

We are committed to delivering a high-quality experience, one that is both satisfying and enjoyable. We are creating a competitive game that is consistent, predictable, fair, and as fun to watch as it is to play.  By structuring the plan in this way, we ultimately will achieve higher quality targets and not put the game in a situation where we have to compromise quality to hit a date. 

What does that mean for an Xbox One and PS4 launch?  As soon as we ship the full PC experience out of Early Access, we will turn our focus back to converting that same experience to run on the consoles.  I don’t want to promise an exact date,  since we are committed to doing it the best way possible at the expense of time. We will keep you up-to-speed on the progress that we are making against that plan through continuous producer’s updates and posts on other channels, such as Twitter and reddit. We have many, many fans excited to experience King of the Kill on their consoles, and we are very excited to deliver it to you in the right way.

Launch Feature Updates

Now that the news is out about release dates, I want to give a quick update on some of the upcoming launch features.

Scoring

A really great feature that will be available on launch day is Scoring. Available in the solo experience, each match will be scored based on your finishing positions and number of kills.  The system was designed to be a real measure of success instead of having to rely on your overall number of kills as a measure of well your game went. And, it will give you immediate feedback on your improvements and let you see how you measure up against your friends.  

Scoring also layers into our new leaderboards.  Leaderboards will be seasonal in that, over a predetermined period of time, you will fight, shoot, and claw your way as high as you can before the end of the Season.  Your overall position on the Leaderboard will be determined by how well you score in the matches you play. We are excited about this feature as it’s bound to help intensify the level of competition. We will have more details on this system in the coming weeks.

The Arena (Z2) on Test Permanently on 9/2

More great news today is that The Arena will be replacing Z1 on our Test servers on September 2, 2016.  It will still be undergoing some bug fixing and optimizations while on Test, but it is ready for full-time playtesting. 

The Invitational will be played on The Arena, so I expect to see the participants in there sharpening their skills and learning the new map. We will also be calling out numerous playtests when we jump into the map to test it out with a larger number of players.  Watch some of the Devs’ social feeds for when that will happen.

Speaking of the Invitational, today we announced the final round of Invited Players, which includes some of the fan favorites from last year like LIRIK and Sodapoppin, as well as tournament newcomers such as Charlespbf1 and nmp. It’s definitely going to be something you won’t want to miss.

PAX West

If you will be attending PAX West in Seattle this weekend, be sure to drop by Booth #1909 as we will have a lot of great activities going on, including the chance to win t-shirts, Pinny Arcade pins, and other prizes. I will be there myself, so I really hope I get the chance to meet some of you and share some stories of your time in the game. All the PAX West details here.

September Skirmish

Due to popular demand, we have decided to bring back Snipers and Shotguns for another run as the skirmish in September.  Get in there to earn the 4 unique rewards over the course of the month. 

The whole King of the Kill team is excited to get the game launched on September 20.  It has been a long road, and one that we could not have done without you.  I really and truly appreciate every piece of feedback and hour put into the game since it was released into Early Access.  King of the Kill doesn’t stop here, we will continue to listen and keep meaningful changes coming as the game grows.

 
 


Mardi 30 août 2016  
 
King of the Kill launches for PC on September 20!


We’re so excited to announce that H1Z1: King of the Kill will be launching from Steam Early Access for Windows PC on September 20, 2016!

The launch version of King of the Kill will include a totally revamped world map (The Arena), a redesigned user interface, Twitch integration, a scoring system, and more. Your feedback has been instrumental in bringing these features to King of the Kill. For more details on each of these features and what to expect in the launch version, read Executive Producer Chris Wynn’s letter here.

H1Z1: King of the Kill will officially launch on September 20 for $29.99 on PC, but will remain at $19.99 throughout Steam Early Access. For the latest news and updates on release, be sure to follow King of the Kill on Facebook, Twitter, and Twitch.

Get ready to #TakeYourShot on September 20!

 
 


Vendredi 19 août 2016  
 
August 19 - A Look Ahead

It has been quite some time since I have taken the time to talk about Just Survive and where we are headed with it.  I realize there will be some vagaries below in terms of details, but that is not because I am trying to be secretive and more due to us going through a lot of discussing/planning to get things lined up.

Let’s start by talking about the short term.  When I reference the short term, I am talking about the next 2 months or so and our focus is on cleanup and bug fixing.  We’ve seen your feedback on things like the zombie resurrection and dying in bases and other recent bugs and want to get those fixed up.  Other changes are being revisited as we look at the feedback and reaction to recent changes to see if those still hold up.  We also are examining any positive changes that we did not bring over from King of the Kill such as the ability to flip vehicles over.   From a new feature perspective, we have some cool functionality which will add goals to the game by giving a score for how well you are surviving in the environment.  This score will accumulate over a set period of time before the server is wiped (including the scores) and then it starts all over again. You’ll be able to compare with others and see if you can best your previous score.  This is well in progress internally, but we need to spend some time playtesting and tuning it before it is ready to go out to all of you.  Once we get closer I will provide a lot more detailed info on how the scoring works, the trade-offs, and decisions that you will need to make as a player. 

That takes us into longer term planning and what our thinking is in terms of focus for at least the foreseeable future.  This work is beginning now, but they are some large endeavors and will take some time to implement, tune, test, and deploy.  This is why they end up in the longer term bucket.  We are getting back to the core of the experience; re-examining and re-balancing all of those elements of the game.  From melee, wildlife, zombie AI, base building, recipe balance, body sim, all of it.

Bullet conversion is also back on the table and we are going to look for your feedback to help decide how you would want it reimplemented if at all.  We are committed to raising the quality getting it to a place that we are proud of by making it distinct and enjoyable.  It’ll get back to some of what I talked about when I first joined the team.  I want the experience to be challenging and really drive towards making you feel the tension of having to survive in a brutal world.  Along the way as we group this work together for updates, we will be sure to talk about the details and timelines.  Your takeaway should be essentially no corner of the game is going un-examined. 

Special note on Z2.  We are still wrapping Z2 up to be ready for King of the Kill, bug free and fully optimized.  Once we hit that milestone, we need to do some work to prepare it for Just Survive.  It is hard to give you a timeline until we really dive into the work, but as soon as we have an idea of when that lines up, I will be sure to talk about it and our plans to start getting the new map into Just Survive. 

Our team lost a few great team members this week.  This is normal in game development, as they had a great new opportunity to explore that really spoke to them.  I know they will do great there, as I know we will fill in and continue to drive forward with where we ultimately see the game going. 

More than anything, I am really excited.  The discussions and plans that we have been putting down are really going to result in a great experience.  As usual, we have more ideas than we can possibly handle, but we are getting the priorities straight and I am really optimistic over where the game is going to go.

 
 


Jeudi 11 août 2016  
 
August 11th - Server Maintenance

New Features

    A set of unique zombies have been seen roaming the area. These zombies hold the secrets to a new set of exotic and powerful weapons.
    Players who succumb to the harsh realities of H1Z1 will now come back as one of the horde. These zombies will appear wearing the same gear they had when they died.

Quality of Life Changes

    Respawn selection has had some improvements added
    You will no longer be able to respawn within an area around where you died.
    This area is a 9 grid diameter around your corpse
    You cannot respawn within that grid for 5 minutes
    If you die close to the grid any overlapping grid will inherit the lockout time form your previous death
    Text chat is now enabled. Press enter to open chat bar
    Made the following changes to the limited base building rules
    Bases can now be built in the Villas
    Campfires can now be placed anywhere
    Flares can now be placed anywhere
    Added limited base building to the Krakow server

Performance Enhancements

    Improved server performance to reduce lag on high-pop and zombie intensive servers
    More parallelization of core game and graphics systems for better performance on multi-core cpus

Combat Feedback

    Reticle now indicates that firing is disabled and character will enter a passive stance.
    Thrown weapons now display a tracer, only visible to the person throwing them, making their path of flight more apparent.

Vehicles

    Vehicles handling has been improved
    Vehicles are less susceptible to flipping
    Vehicles have been modified to have varied characteristics:
    The police car is the fastest.
    The off roader has the best handling.
    The pickup truck is the toughest.
    Passengers in the rear of the pickup truck can stand up to shoot forward and crouch to take cover and shoot behind.
    Flipped vehicles have more realistic friction, won’t be drivable using turbo
    The following vehicle sounds have been improved:
    Engine and turbo
    Tire squeal when turning on pavement
    Braking sounds.
    Vehicles also now have horns [Default: J].
    We’ve made some physics tweaks that should have vehicles exploding unexpectedly far less and doing the correct amount of damage when they do explode.

Bug Fixes

    Fixed an issue the prevented Zombies from damaging vehicles
    Fixed an issue which allowed tampers to be stacked
    Fixed an issue that allowed players to prevent the loss of durability on certain tools
    Players now start with a basic compass instead of an improvised one

Coming Soon

Features on Test Server that will not be pushed to live during this update. We want these features to have more bake time before release.

    Zombies can now damage base structures
    Recursive base destruction.
    Strange Zombie encounter
 
 


Jeudi 28 juillet 2016  
 
New Ronin Crate - Show Them You Have No Master!

Whether you're a soldier of fortune, a modern-day warrior, or just a motherfluffin' space kitty, there's something in this crate for you!

 
 


Mercredi 13 juillet 2016  
 
Producer's Letter For July 13th

Hey everyone!

It’s been a while since I posted one of these. Although I do apologize for the extended dry period, I do want to clarify my update cadence going forward. As you noticed last update, our current build was on the Test Server for a good amount of time. This supports our general philosophy that publishes remain on test until they reach a quality level we are comfortable with. I know some of you are thinking, “Yea, there were still bugs in that publish”.  Fact is, H1Z1 has been receiving a lot of changes under the hood and we just adopted some of the combat improvements from KOTK which we feel are relevant to JS. This includes many bug fixes and performance adjustments.  As much as we would love to avoid a single issue, as soon as we publish an update to the masses, issues tend to show themselves more rapidly. We are happy that we could turn a lot of these around quickly and we want to thank all of you who helped us out by reporting issues.

Moving forward, you can expect an official updated from me AFTER we do a live publish. This way, you get the new stuff and you see what’s coming next. Pretty straightforward! 

So, what’s happen in development?

As usual, no guarantees for release date of the following topics. They’ll go live when they’re ready and they will hit the Test Server first!

Weapon enhancement recipes

You’ll now be able to kill rare zombies to find prototype weapon parts.  You’ll combine these prototype parts with normal weapons to discover a recipe.  The newly crafted weapon will have special abilities and stats. They will also have finite lifetime and cannot be repaired.  So, save these for a “Special” occasion.

Here’s an example of what you can expect:

Upon death

You player will now rise as a zombie. So you or your friends will have to….um….kill you again to get your stuff back. Should be fun!

Boss zombie experimentation

I don’t want to spill the beans too much on this one. As we continue growing Just Survive, we’re always looking for ways to introduce new play loops into the game.  Having boss encounters plays well with many of the things we want to do going forward. So, don’t be surprised if you run across a more vicious situation sometime soon.  And you thought bears were scary! Hah!

Survival Score Servers

We’re putting together another server ruleset. This one is designed around the notion of “How well did I survive?”

It’s going to work something like this:

A few designated servers will be on an auto wipe system. Every XX weeks (1, 2 or 3 possibly) the world will end. The server will wipe itself and give a final score to each player. This score is accumulated and displayed in the UI as you are playing. You’ll get points for things like zombie kills, recipe discovery... Etc.  Think of it as a more advanced version of the death screen when it presents your end stats.  Past scores will be available for some undetermined length of time also.

We are still designing and working out the kinks with this one and you can expect to play it on the Test Server first to provide your own feedback. Expect to hear more about this in the future.

Limited Base Building

Couple fixes:

The Villas are being opened for base building

Campfires, torches and flares are no longer restricted from the rule

Sorry Krakow players….we missed you in the rule update. You are getting the rule also. 

Exploiters

We are fully aware of the current exploits going on. We do not speak publically regarding steps being taken when dealing with this sort of thing.  But I will say, if you are caught exploiting, you will be banned. Please pass it along.

Loot

For a long time now, loot has been in a state which wasn’t on par with a survival experience. We’ve read all your posts; we’ve gone invisible and observed many players.  We’ve checked high, low and medium pop servers. We spoke to many players live in chat.

I’m sorry if we’ve given you the easy life in the past but times need to change a bit. In a nutshell, the current loot drop rates are intended.  Building a base was never intended to be a simple task btw…

That’s all I have for now.

Peace out and see you all in game!

Steve, @ShockDev

 
 


Lundi 11 juillet 2016  
 
Game Update

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.
 
 


Jeudi 7 juillet 2016  
 
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:

      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.

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.

    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.

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

    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
 
 


Mercredi 8 juin 2016  
 
Get Dangerous with the New Predator Crate!

The apocalypse is serious business, so make sure you’re dressed for it! With all new heavy assault, sniper, and scout gear, the Predator Crate is chock-full of the stuff tactical dreams are made of.

 
 


Lundi 6 juin 2016  
 
Producer's Update for June 3rd, 2016

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

 
 


Vendredi 27 mai 2016  
 
Game Update & Wipe May 27th

Servers will be coming offline at 3AM Pacific (5/27) for approximately 4 hours

Patch Notes

    Full server and world wipe (we prefer to give more notice but this came in hot)
    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
    All PVE servers are now becoming Limited Base Building servers
 
 


Mercredi 18 mai 2016  
 
The Peaks and Valleys of Z2

We’ve mentioned Z2, an upcoming new map, a few times. Now, Senior Artist Alen Lapidis is here to give you more insight into the design and the process: 

“At this point in the process, the terrain geometry has been generated based on Design’s needs for game play. The mountains, internal hills, and valleys are formed to connect the towns and locations on the map. In these shots, we’re establishing height/slope rules to ensure rock only appears where rock would be exposed naturally, breaking into rubble at its base and transitioning into grassy fields and dirt in the depressions. A zone-wide mask has to be made for each texture used. Afterwards, a coverage map will be generated to help add color variety and depth to the textures on the terrain. This will give cavities more darkness, rocky peaks a sun bleached quality, and scatter some yellow and green in the fields to help the grass have a natural patchy look rather than being uniformly lush. The mountains along the perimeter of the zone will then get snow-capped peaks and the water bodies their rocky riverbeds.” 

As you can see, work continues on Z2 here at Daybreak! Be sure to follow @H1Z1justsurvive and @H1Z1kotk for more behind the scenes looks at the development of H1Z1.






 
 


Vendredi 13 mai 2016  
 
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

    Okay, we know this has been a hot topic for many of you for some time now. I’ll give you a brief outline on the direction we are heading:
    Disposable Vehicles - In a nutshell, you find a vehicle, use it for a while, it decays and you must go find another.
    No vehicle repair - Once it decays, it stops functioning.
    Raise the spawn cap - We want more vehicles available to support this new direction
    More randomness to spawn locations - They might not be located under a car port but it will give everyone a better chance at grabbing one.

We’d like to hear your feedback on this one. If you are a vehicle hoarder, maybe not so much!

Incoming fixes

    Modified the ratio of bears and wolf spawns
    Screamer grenade adjustments
    Retuning zombie damage and attack speed
    Combat knife headshots should work again

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

 
 


Mardi 10 mai 2016  
 
Game Update

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
 
 


Jeudi 28 avril 2016  
 
Get Ready to Rock the Ring with the EZW Crate!

When it’s a matter of survival, it’s important to keep the competition on the ropes. Now, you can do it in over-the-top, ring-worthy style! Feast your eyes on these items, waiting for you in the new EZW (Extreme Zombie Wrestling) Crate:

 
 


Jeudi 28 avril 2016  
 
Producer Update

Hi everyone! 

@ShockDev here with a Just Survive update. I appreciate that you enjoy reading these updates and keep asking for more! I have fun writing them! 

By the time you read this, the Live server should have been updated with the latest data direct from the Test Server. I really want to point out that we’re doing our best to provide you with the most stable updates possible. This is why we’re tightening up our publish rules a bit for Test server. With the exception of emergency hotfixes, updates should be available on Test server for roughly a week before going live. This gives us enough time to react to player discovered issues. 

We’re working on a handful of initiatives right now. Most of these revolve around tightening the core game play experience, identifying systems that need a “once over,” and going completely experimental with systems that are just not working out as we hoped.

This leads to my first topic… 

Experimental servers

Very soon, you will see a few experimental servers going live. These servers are specifically being put in place to test out things we would normally be hesitant to try on the live environment. During team discussion, features/fixes which seem like reasonable ideas on our side will be discussed, but no matter how we vet it on our end, after going live, said feature doesn’t always work out as imagined.  Hence, the experimental server! Here is how the experimental servers will play out:

    Experimental features/fixes/tests are scheduled for deployment on these servers.
    We publish and observe the change for some time. Usually a couple weeks.
    We then make a decision as to how we want to implement:

      The feature graduates to official live status and is scheduled with a live update
      We remove it, revise it or just straight burn it in a fire J

Typically, experimental servers will be focused on a single or related set of changes to insure accurate analysis on our end. 

No base building + more Zombies

This is our first experimental server test. We’re going to turn off the ability to build structures and crank up the zombie count.  We believe this experiment could lead to a very cool ruleset server in the future.  Let’s see how it plays out! Tell us what you think. 

Zombie AI

We’ve been talking about Zombie AI changes for some time now. The reality is, it’s a huge system which significantly affects the way zombies operate in our game. A lot of the code base has been released in smaller chunks over the last couple months.  Although we refer to it as Zombie AI, it’s really a system for all non-player controlled creatures. It’s currently only connected to the zombies though. At some point soon we’ll transition this system over to the wildlife. This may give you some insight as to why we’ve been holding back on making sweeping changes to the wolves, bears...etc. We really just want to quit tinkering with the old system and do it right with the new AI codebase. Zombies will be aware of bases and structures in the near future also. This should increase the threat level to your constructed safe havens. When there’s a zombie situation outside your base, you’ll actually need to deal with it J

Spawn Points

We’ve been watching player patterns regarding respawning. Basically it goes something like this. “/respawn...did I get a good drop…No?.../respawn again.” Eventually, after some time, you end up with a spawn point you are happy with.  We’re making some changes to make this a more ideal experience for all players and we are instituting that all the spawn location manifest around POI regions.  So, your starting point will be within one of the following areas: 

    Villas
    Dam
    Radio Tower
    Wilderness Camp
    Desoto
    Wake Hills
    Bumjick
    Runamok
    LonePine
    Ranchito Taquito
    Cranberry
    Pleasant Valley
    Bubbas
    Hemingway
    Military Base
    Governor’s Mansion

I understand this doesn’t mean much for veteran players who know the map in precise detail, but the main goal here is to help new players as well as casual players to get their bearings faster. This change will go to the Test server fairly soon. 

But wait! There’s an additional component to this change which we’ll be testing on the “Experimental Servers”. Upon death (or character create), you’ll be presented with a map of the world. This map will have a handful of spawn regions based on the POI’s above. You will also see a marker representing your last death point.  With this interface, you can choose a respawn region and get back to the action at an accelerated pace. This should also help foster timelier group play sessions. Keep in mind; we’re not talking pin point accuracy respawning. It’s literally a random spot within a POI region. 

Z2 Map

I wanted to touch base regarding Z2 just to clarify a few things. I’m sure most of you read Chris’s KOTK Producer update last week. He mentioned that KOTK would be getting Z2 before Just Survive.  There is a very logical reason behind this. As you all are aware, our loot spawning and balance has been a challenge over the past year for survival. Without going into too much detail, we essentially over engineered the original system for Just Survive. We gave it so many tuning knobs, it became a beast to manage when we needed just a simple change. Often, the output would be completely contradictory to the result we had in mind! That being said, we’re reworking the way item spawns function in Just Survive. We want to be able to implement this new system on Z2 and completely avoid the legacy mechanic. This will put us in a much better position to react and tune the game going forward. This system has been in progress and should be available for our designers to use by the time Z2 is ready for population. So, although both teams (KOTK & JS) are populating Z2 around the same time, Just Survive is a significantly larger task and will naturally take longer to complete. AS we dive in, I will give you updates on progress. 

That sums it up for me this week! See you in game!

Steve George

 
 


Mercredi 27 avril 2016  
 
Game Update

The Just Survive servers will be coming down tomorrow (4/28) at 3:00AM Pacific (10:00 AM GMT). Players can note the following changes:

    Added decay to rabbit traps. They will decay in about 2 and a half days.
    Moonshine should now be correctly named.
    Metal bar bulk has been reduced to 25 down from 50.
    The crafting radius of Workbenches have been reduced slightly.
    Borscht will now stack.
    Repairing vehicles with a wrench should now work more reliably. The amount repaired is now based on a percentage of max condition rather than current condition.
    Happy Face Boots and Skin names are now consistent.
    Deer Scent will now last for 10 minutes rather than 18 seconds.
    The timer for eating blackberries was reduced to half a second instead of 1 second.
    A new recipe called "Handful of Blackberries” has been added which allows you to combine 10 blackberries. When eaten they will give you exactly what you would have gotten if you had eaten the blackberries separately.
    Added scrap metal as a reward when you eat canned food.
    Punji Sticks can now be damaged on PVE servers when not on a Foundation.
    The All-In-One Cold Medicine description has been updated to indicate it only slows, not reduces the amount of H1Z1 virus level rate.
    Rigged Lighting should now work more persistently.
    A bug which prevented a stick from turning into coal has been resolved.
    Biofuel which was not despawning after an explosion should now despawn.
    Landmines that explode when being shot have a longer explosion animation.
    Quest items spawning in the military base have been replaced with wearable items.
    Office Cabinets should now properly appear in the inventory screen.
    Picking up the Wasteland Helmet should no longer play the picking up ammo audio.
    Charcoal should now burn the proper 40 minutes.
    The His Regards machete first person attacks should be improved.
    The Woodland Ghillie Suit boots now have the correct texture.
    Modified AK47 with Toxic skin can now be repaired
    EZW crate will now drop in the game
    Players can drop the Modded AK-47 from their weapons slot
    Animals should now give meat and fat when killed with a Fire Axe.
    The Makeshift Bow can now be repaired reliably.
 
 


Mercredi 20 avril 2016  
 
Producer Update

Hi everyone, and thanks for taking the time to give this a read.  I know that many of you have poured countless hours into H1Z1 and all of the developers thank you for that. 

Before I get into things, I wanted to make sure everyone caught the announcement about King of the Kill being at this year’s TwitchCon.

Z2

I promised an update on Z2 recently, so let’s start there.  If you are new to things, Z2 is the codename for an all new map being built to replace the current map (Z1) in the game.  While this update note is specific to King of the Kill, Z2 will be used in Just Survive as well; more on that below.

Compared to any other single feature, Z2 is the most resource intensive to develop.  It has the largest single team working on it, and it will be in development for many months in total.  With an 8km x 8km playable space, it is easy to see why it needs so much effort.  Every part of the map needs to be populated with terrain, trees, grass, stumps, rocks, gravel, houses, buildings, roads, etc.  Every single one of those assets has been rebuilt from the ground up, started entirely from scratch.

It is also being re-architected in comparison to Z1 so that when we optimize it, it can provide better performance.  It is coming alongside some updates to our lighting and other rendering systems, the visual quality of the map will be a significant increase in quality.

As I mentioned, the process of building a map of this size takes many months.    The general order of development looks as follows.  There are some simultaneous activities here, but this is the rough order things are worked on.

    Generate terrain
    Point of interest population
    Spawn and loot population
    Building layout and design
    City layout and design
    Art pass on terrain
    Tree pass
    Art pass on buildings
    Lighting pass
    Optimizations

Each sector of the map is being designed to have a POI.  Those are being added in to compliment the major POI’s (like the dam and Pleasant Valley).  This is being done to provide something of interest in each area and provide a lot of gameplay and discovery to go along with it.  In the King of the Kill, no matter where you spawn, you will not be too far from a POI (some more major than others) to go explore and loot.

A lot of the early work that has been shared publicly was done as tests to new systems and tools to get ready to go into full production of the map (which is where we are now).  I can understand some frustration in that the map was talked about quite some time ago and then not really mentioned since then.  We are definitely hard at work on it, reviewing it regularly and making changes to accommodate the feedback from those reviews.

I am sure that what you care most about is when you will get to see it.  We are working on a plan right now that will get it out sooner rather than later (although that doesn’t mean tomorrow, sorry!).  We are going to embrace the Early Access part of H1Z1 and get the map up prior to it being complete.  That means that when we release it, some of the buildings will probably be bright white (as we layout a map we work with white buildings to represent buildings that will be added later by artists), and other areas may not be fully fleshed out.  But you will see it develop in real time as we continue to update other parts of the game.  Doing this allows us to collect feedback and make changes as we go along. 

A special note for Just Survive players: there are some additional steps that we have to go through to make the map work well in Just Survive, so we will likely release it in King of the Kill first, get it ready for Just Survive, and then release it into Just Survive.  This is simply so we can get it out quicker. If we waited on both until it was ready for both, we would just be holding on to one, and we don’t want to do that.

We will continue to share progress in these updates, as well as our monthly art videos that we share.  Follow @H1Z1JustSurvive and @H1Z1KotK on Twitter; they will sometimes provide you with a sneak peek from our artists at work in development. In fact, here’s a sneak peek right now:

Ignition

Please join our Test servers this weekend for another look at our new mode, Ignition.  This is likely our final test run of the new mode, so get in now to check it out and give us some feedback.  Our plan is to do this last test, make a final iteration on the mode, and then add it to the Live servers for regular play in early May.  Again, we’re embracing the Early Access part of this and want to get it out; we will continue to tune and iterate, but we believe that it is close and ready for large scale play.

Cameras and Combat

Cameras and combat continue to be a heavy focus for us.  A lot of times they go hand-in-hand.  We are reviewing every video that we can find where someone is confused as to why a combat encounter resulted the way it did.  In some cases we have found bugs, some have highlighted problems with our feedback systems, and some just are not clear enough to the player when those situations played out correctly.  We are slowly rolling out changes and monitoring to see if there was an impact or not to continue to make this better.  When I am really confident that everything is working as expected, I will wrap up everything that we did to address it. 

Working their way up to our live servers now are some changes to make the camera smoother going through doors and prevention of camera going through walls and other objects,  as well as some improvements to the camera while in vehicles to make it less “shaky.”

New Crate

We have a new crate coming online next Tuesday, April 26th.  We have a small team of folks who work on the items that go into crates as well as building items that we can use as rewards in future systems.  Whenever they get enough items that we can pull them together into a new crate, we go ahead and do that.  This particular crate is a little bit more on the wild side, all being themed around big time Wrestling.  Called the Extreme Zombie Wrestling (EZW) Crate, it is a collection of wrestling-themed items like masks and tights.  My favorite is the champion’s belt.  It actually is a skin to go in place of body armor, so if you find body armor in the world and have the belt to skin to it, you get a pretty sweet look going on.

Recent Bug Fixes (that will be working their way up to the Live servers over the next few weeks)

    Cameras, as mentioned above
    Hit markers should no longer appear when hitting a door
    Parachutes should get stuck on objects much less frequently
    You should no longer take damage at the end of the parachute sequence
    Added a UI option to auto fill your team in 2 and 5 man BR matches

We also have another potential fix for the entire map turning green (we cannot reproduce this issue, so we are making some educated guesses on a fix).

 
 


Mercredi 20 avril 2016  
 
Extreme Zombie Wrestling? OH YEAH!

Can you smell what the art team is cooking? It’s the new EZW (Extreme Zombie Wrestling) Crate! This crate is not yet available in game or in the Marketplace, but we knew you’d want a sneak peek at the rowdy madness coming your way!

Over the next few days, keep your eye on @H1Z1KotK on Twitter as we unveil different items in the soon-to-be-released crate. That’s right, the skins and emotes (yes, emotes!) will be available in both games.

So get ready for Luchador masks, half top shirts, championship belts, and the ability to strike a Power Pose, all coming your way when the EZW heads in game.

And that’s the bottom line.

 
 


Mercredi 13 avril 2016  
 
Game Update

The Just Survive servers will be coming down tomorrow (4/13) at 3:00AM Pacific for approximately 3 hours. All character and server data will be wiped in preparation for the update. Players can note the following changes:

    Wildlife spawns have been adjusted to address high population on the servers.
    Base Object decay has been increased to adjust the overall base building experience.  Items must be maintained within 7 days or they will disappear.
    The frequency of the Screamer cry has been decreased slightly.
    The Governor's Mansion POI is now included in the limited base build rules servers.
    Zombies will no longer hold weapons in their hands and have them holstered instead.
    The Governor's Mansion will now show a location in the Character screen when you are there.
    Punji Traps and Barbwire should damage zombies as intended.
    Zombies will now spawn with colored hair and no more glasses.

The following servers will be converted to base restricted building:

    Barricade
    Decay
    Axe Away
    Fiend Fire (EU)
    Belgrade (EU)
 
 


Jeudi 7 avril 2016  
 
Test Server and Game Update Information

Hey Everyone,


The Test Server has just received an update with a pretty good amount of new features including changes to base building you may have read about in last week’s Producer’s Update. Now it’s your turn to jump in there and hammer on it.

    All base objects now decay in 7 days
    Adjusted the screamer difficulty setting from hard to normal.
    Add more Restricted Base Building Servers
    Governor’s Mansion is now included in the limited build rules
    Recursive destruction is now active on bases
    Zombies should no longer hold weapons in their hands, they should have them holstered
    Governor’s Mansion should now show a location in the character screen when you are there
    Punji Traps and Bar Wire should damage zombies
    Zombies still look right and are spawning with colored hair and no more glasses

Some of the new features we introduced to base building are dependent on the amount of time they live on the server so in order to ensure those are tested properly, we are going to be pushing back the publish to the Live servers into next week. We feel it’s important to give the community enough time to experience these changes and provide valuable feedback we can use to improve the update. Pushing that update into next week was not our intent, but it will help create a smoother transition onto the Live servers.

As a reminder, the publish to the Test server and subsequently to the Live server will require a full server and player wipe. We cracked the dupe bug and a wipe will help reset the world’s economy of resources. The new speed of base decay will help the world maintain its apocalyptic atmosphere and help it feel less cluttered. With a more open world we will be able to further test the potential for higher and higher zombie population, improving their AI and making them an actual threat. We are internally working on getting the zombies to attack player made structures, another reason you’ll need to upkeep and defend your base.

Finally, for those of you who carefully watch the Test server we are going to start making incremental updates that may not always be player facing. Sometimes we need to fix an exploit, test a server performance change, or tweak some other internal system. When there is a patch with player facing changes we both want and need your feedback on we will provide notes on those.

Thanks to those of you who actively jump into the Test server and provide feedback. Please keep your reports centralized in this thread for easier accessibility.

There are a few more changes we'll add to this thread a little later today and as always we look forward to your feedback!

 
 


Jeudi 31 mars 2016  
 
Producer's Update March 31st

Hi everyone! 

Steve George (@ShockDev) here with a quick update regarding H1Z1: Just Survive. I know some of you are thinking, “Wait a minute, why isn’t Executive Producer Chris Wynn writing this?” Simple. Chris and I share many duties across the H1Z1 franchise, but Just Survive is my primary focus so it makes sense that I provide the dev updates for that team and give you insight into how things are coming together. 

To begin, I want to thank you all for transitioning with us when we spun-off Just Survive and King of the Kill as two separate products back in February. The overarching goal has always been to regularly iterate on Just Survive based on its exclusive needs. The reality is we still have many issues to resolve which are pertinent to both games. This is the main reason you are still seeing live updates for both products in synchronization. We are two separate teams; however, there are many of our technical process that can be synced with one another, which is why for the time being you will see some hotfixes that address issues on both titles. 

Also, thanks to those of you that helped us identify duping issues. We’ve identified it internally and are actively working to get that fix in game

Current Focus for Just Survive

Base building is an important part of Just Survive. We want you to feel like you’re staking your claim in this world. Base building in its current state has left the world cluttered and messy. We hope the following changes will help keep the atmosphere of Just Survive more aligned with our original design for the game. You can expect more changes and features added to base building in the future. Some upcoming additions:

Base Decay

There has been a lot of discussion on our end regarding ways to keep the world free of derelict bases and other structures. One of the things we’ve identified is the length of time it takes for a base to decay and disappear.  Keep in mind while you are reading this, we’re not trying to make it more difficult to maintain your bases. In Just Survive, we have property which we want you to build on but there should be some general guidelines to the use of this property. We believe that if you want to own a base in the world, you need to login and play at a reasonable frequency. At this time, with “reasonable,” we mean about once a week.  Going forward, anything beyond this play frequency will result in your base decaying.  So, in a nutshell, log in weekly and repair your base at a bare minimum and this change should have zero effect on you.

Base Destruction

Recursive base destruction is being turned on. What does this mean? When something is destroyed, anything attached to that unit is also recursively destroyed. So if you build a stack of items on top of each other and destroy the bottom one, everything above will also destroyed. This may sadden those of you that build stairways to heaven or those that use sleeping bags as roof tiles, but those are examples of unintended functionality.  More importantly, this feature will help facilitate cleaning up the world and mean no more random floating base elements

Limited Base Building Servers

Due to positive community feedback on the matter, we’re converting 5 more servers (2 EU) to limited base building worlds. The following servers will all be converted to PVP worlds:

    Decay
    Fiend Fire (EU)
    Axe Away
    Barricade
    Belgrade (EU)

Release timing for these changes

Tentatively April 6, 2016

Additionally, you can expect an update to the Live servers with more bug fixes very soon. As always, for this post and those in the future, I look forward to feedback from the community!

 
 


Vendredi 11 mars 2016  
 
New - Wasteland Crate

Tired of the same old apocalypse fashion? Check out the new Wasteland Crate for everything from flashy headgear to battle-ready camo armor.

 
 


Vendredi 11 mars 2016  
 
Hotfix

The game has been updated without downtime to address a few outstanding issues.  Players may note the following changes:

    Players seeing the King of the Kill map as green with low video settings should view it as intended
    3rd person camera collision with walls within interior  spaces should be improved.
    Players will find it more difficult to see through ceilings.
 
 


Jeudi 10 mars 2016  
 
Ceberus and Bandit Server Wipe

The Cerberus and Bandit servers are currently being prepared for a full wipe of both player and player structure data. When this is complete, these servers will have building restricted and player structures can no longer be placed near any points of interest.

Thanks for your patience while we complete this transition.

 
 


Mercredi 9 mars 2016  
 
Game Update March 10th

All servers will come down for maintenance beginning at 3:00 AM PT (11 AM GMT) for a game update.  Downtime is anticipated to be minimal.  

Server Ruleset Changes

The Cerberus and Bandit servers in the US region have been changed to "Restricted Base Building ruleset."   Both servers are PvP flagged and will prevent building near POIs. 

New Horrors

When society collapsed and zombies became a reality, people believed that their worst nightmares had come true. But that nightmare had just begun, and now, new zombies have arisen to hunt the living. Survivors have spoken of zombies with strange new behaviors and properties, making the already slim possibility of survival that much smaller. New tactics will be needed to confront these emerging threats, and those who cannot adapt quickly will likely meet a terrifying and grisly end.

Zombie Updates

    Zombies now spawn with more visual variety in their clothing and postures.
    Zombies can now properly attack you when they are fast enough to catch up to you.
    Zombie grapple has been removed while we review the way we handle grappling and resolve the various issues the current system creates.

Items

A new type of grenade can now be crafted that will attract the attention of zombies before exploding, killing any zombies within the blast radius.

Quality of Life Improvements

    Hospital spawning issues should be resolved
    Empty repair boxes can now be picked up by those with build permissions (Hold E key).
    Repair boxes are able to be used immediately after being placed.

General

The Wasteland Crate is here!

    Crank the madness to the max with the new Wasteland Crate! Includes 22 new skins to make the end of days a little more stylish.
    Crate Keys to unlock your Wasteland Crates and bundles of Unlocked Wasteland Crates are available for purchase in the H1Z1 marketplace.

Shotgun Consistency Improvements

The pellet spread patter of the Shotgun has been made significantly more consistent. This should result in more predictable damage output at all ranges. We had the following goals for the Shotgun with this change:

    Close range (less than 5 meters)

      Our goal is that the Shotgun to be extremely lethal within this range. In the past, the random nature of the Shotgun often resulted in the Shotgun doing significantly less damage than expected in cases where its pellets spread out more than expected. One time it’s a one-shot-kill, the next time it does 15 damage. This change should ensure that well aimed Shotgun shots at close range should, at minimum, deal significant damage and, in most cases, be fatal.

    Medium range (10 to 15 meters)

      We expect moderate lethality from the Shotgun at this range. Generally speaking, it should be possible to get kills with the Shotgun at this range, but the time it takes to do so will mean the Shotgun is slightly less effective than automatic rifles at medium range.

    Long range (greater than 20 meters)

      By this range, the Shotgun has moved beyond its expected effective range. With the old, random spread, it was possible for pellets to, at times, clump up more than expected which resulted in the Shotgun occasionally dealing more damage than expected at long range. This change will prevent significant pellet clumping at long range and prevent the Shotgun from being a significant damage threat beyond its expected effective range

Consistent Helmet Functionality

We’ve had two helmets that function differently for some time now. As we analyzed them, it became apparent that, having both were too weak and neither was accomplishing the gameplay goal we had for them. Instead of continuing with distinct helmets that have clear weaknesses, both Tactical and Motorcycle helmets now function consistently across both helmets. Both have 20,000 durability and will break after one shot. In most cases, helmets will nullify all bonus headshot damage, leaving players fairly healthy after a single shot to the helmet. The one exception to that is the Hunting Rifle; headshots with it are lethal whether or not a helmet is equipped.

Combat Feedback Improvements

    Crosshair Hitmarks

      Successfully shooting an opponent will cause the reticle to briefly flash, indicating shots which have landed.

    Audio Feedback

      Distinct audio will now play when enemies are shot that provides feedback whether the target was struck in their body, head, body armor, or helmet.

    Vehicle Updates

      The visual effects for smoke and fire on vehicle damage states have been updated. There is also a change to the behavior so that once a vehicle starts burning it will take damage over time.

        Here are the thresholds

          100-75% No effect
          75-50% Light smoke
          20-50% Heavy smoke
          10-20% Heavy smoke, light fire – modest damage over time
          0-10% Heavy smoke, heavy fire, sparks while moving – heavy damage over time and 80% power reduction.

      The health/condition resources have been re-calibrated to 3100, so by the time they reach 20% and start taking damage its equivalent to the 2500 points they used to have.
      Once the fire starts at 20%, it takes about 45 seconds for the vehicle to expire.
      At 10% the damage rate increases and the vehicle drops 80% of its engine torque.

Destructible Objects

    Adjusted the health on many destructible objects in the environment.
    Many objects such as stop signs and barbed wire fences should be easier to destroy, especially when hitting them with vehicles.

Camera Adjustments

    Tweaked the third person camera pitch to lead in and out smoothly when looking up ro down so the character model no longer blocks the reticule. This should improve combat in extreme elevation areas as well as picking up objects off the ground.

Gear Changes

    Basic backpacks, conveys, incendiary and explosive arrows have new in-world models so they can be more easily identified.

Misc. Fixes

    Added “Play Battle Royale” button to Server Select Screen
    UI: Marketplace – Spamming the Unlock button when opening Crates will consume a crate and key for each click.
    Hand editing the overall quality in useroptions.ini won’t mess up the setting panel anymore.
 
 


Vendredi 4 mars 2016  
 
Test Notes March 4th

New Horrors

When society collapsed and zombies became a reality, people believed that their worst nightmares had come true. But that nightmare had just begun, and now, new zombies have arisen to hunt the living. Survivors have spoken of zombies with strange new behaviors and properties, making the already slim possibility of survival that much smaller. New tactics will be needed to confront these emerging threats, and those who cannot adapt quickly will likely meet a terrifying and grisly end.

Zombie Updates

    Zombies now spawn with more visual variety in their clothing and postures.
    Zombies can now properly attack you when they are fast enough to catch up to you.
    Zombie grapple has been removed while we review the way we handle grappling and resolve the various issues the current system creates.

Items

A new type of grenade can now be crafted that will attract the attention of zombies before exploding, killing any zombies within the blast radius.

Quality of Life Improvements

    Hospital spawning issues should be resolved
    Empty repair boxes can now be picked up by those with build permissions (Hold E key).
    Repair boxes are able to be used immediately after being placed.

General

The Wasteland Crate is here!

    Crank the madness to the max with the new Wasteland Crate! Includes 22 new skins to make the end of days a little more stylish.
    Crate Keys to unlock your Wasteland Crates and bundles of Unlocked Wasteland Crates are available for purchase in the H1Z1 marketplace.

Shotgun Consistency Improvements

    The pellet spread patter of the Shotgun has been made significantly more consistent. This should result in more predictable damage output at all ranges. We had the following goals for the Shotgun with this change:
    Close range (less than 5 meters): Our goal is that the Shotgun to be extremely lethal within this range. In the past, the random nature of the Shotgun often resulted in the Shotgun doing significantly less damage than expected in cases where its pellets spread out more than expected. One time it’s a one-shot-kill, the next time it does 15 damage. This change should ensure that well aimed Shotgun shots at close range should, at minimum, deal significant damage and, in most cases, be fatal.
    Medium range (10 to 15 meters): We expect moderate lethality from the Shotgun at this range. Generally speaking, it should be possible to get kills with the Shotgun at this range, but the time it takes to do so will mean the Shotgun is slightly less effective than automatic rifles at medium range.
    Long range (greater than 20 meters): By this range, the Shotgun has moved beyond its expected effective range. With the old, random spread, it was possible for pellets to, at times, clump up more than expected which resulted in the Shotgun occasionally dealing more damage than expected at long range. This change will prevent significant pellet clumping at long range and prevent the Shotgun from being a significant damage threat beyond its expected effective range

Consistent Helmet Functionality

We’ve had two helmets that function differently for some time now. As we analyzed them, it became apparent that, having both were too weak and neither was accomplishing the gameplay goal we had for them. Instead of continuing with distinct helmets that have clear weaknesses, both Tactical and Motorcycle helmets now function consistently across both helmets. Both have 20,000 durability and will break after one shot. In most cases, helmets will nullify all bonus headshot damage, leaving players fairly healthy after a single shot to the helmet. The one exception to that is the Hunting Rifle; headshots with it are lethal whether or not a helmet is equipped.

Combat Feedback Improvements

    Crosshair Hitmarks

      Successfully shooting an opponent will cause the reticle to briefly flash, indicating shots which have landed.

    Audio Feedback

      Distinct audio will now play when enemies are shot that provides feedback whether the target was struck in their body, head, body armor, or helmet.

    Vehicle Updates

      The visual effects for smoke and fire on vehicle damage states have been updated. There is also a change to the behavior so that once a vehicle starts burning it will take damage over time.

        Here are the thresholds:
        100-75% No effect
        75-50% Light smoke
        20-50% Heavy smoke
        10-20% Heavy smoke, light fire – modest damage over time
        0-10% Heavy smoke, heavy fire, sparks while moving – heavy damage over time and 80% power reduction.

The health/condition resources have been re-calibrated to 3100, so by the time they reach 20% and start taking damage its equivalent to the 2500 points they used to have.

Once the fire starts at 20%, it takes about 45 seconds for the vehicle to expire.

At 10% the damage rate increases and the vehicle drops 80% of its engine torque.

Destructible Objects

    Adjusted the health on many destructible objects in the environment.
    Many objects such as stop signs and barbed wire fences should be easier to destroy, especially when hitting them with vehicles.

Camera Adjustments

    Added a slight FOV shift to sprinting.
    Tweaked the third person camera pitch to lead in and out smoothly when looking up ro down so the character model no longer blocks the reticule. This should improve combat in extreme elevation areas as well as picking up objects off the ground.

Gear Changes

    Helmet skins can now be used on any type of helmet (tactical or motorcycle).
    Basic backpacks, conveys, incendiary and explosive arrows have new in-world models so they can be more easily identified.

Misc. Fixes

    Added “Play Battle Royale” button to Server Select Screen
    UI: Marketplace – Spamming the Unlock button when opening Crates will consume a crate and key for each click.
    Hand editing the overall quality in useroptions.ini won’t mess up the setting panel anymore.
 
 


Vendredi 4 mars 2016  
 
Producer's Update March 4th

Hi everyone, and thanks for taking the time to give this a read. I know that many of you have poured countless hours into H1Z1 and all of the developers thank you for that. We are in a phase where we are regrouping and refocusing, so your dedication is really appreciated.

This week’s update will be a little more brief than last. I have decided to split these in half and one week will just talk about Just Survive and then the next week talk about King of the Kill and continue to alternate like that each week.

Before I jump into what’s to come for Just Survive, there is one overall topic that I wanted to address first and that is in regards to trade delays on Steam. We are watching the player feedback on this topic and discussing internally. For context, we instituted trade delays to deal with significant organized fraud being attempted against the marketplace. That fraud is bad for the game, bad for the company, and bad for players. No one wins. That being said, timers for trade lockouts are adjustable, and we will make changes going forward to try and find that balance between convenience and fraud control. No updates to the timers this week, but this is something that we will use data and your feedback to determine in the next several weeks and see what we can learn there.

With that out of the way, let’s take a look at what we changed in Just Survive this last week. All of these changes are now on their way to our Test servers and will be pushed to the live servers on March 9th.

Bug Fixes

    Silent bullets should be gone, you should hear those suckers now.
    The popping up on a door to teleport to the roof glitch is gone. For now, to fix this we simply removed doors from the top floors of buildings. We are closing in on a proper code fix to this issue, but went ahead and removed the doors to get rid of the exploit.

Current Focus for Just Survive

For the most part, the team was very reactionary this week. We attempted to push an update that included the new zombies (Screamer, Gasser, and Exploder) and zombie AI last Friday. This update failed internally and as we started to unravel it, we determined that it would be easier to cease that effort and begin getting ready for a full update to our test servers which had not happened in some time. We are in the final stages of testing that update right now. This update will include some cool things, including the stuff that I discussed last week.

    New zombie types as discussed previously.
    Better zombie AI, way harder to deal with zombies now.
    On the Cerberus and Bandit servers in the US region, these are the two servers where we are going to test the restricted base building. You will not be able to build a base near an urban area and will need to move out into the country a little bit. Both of these servers will be PvP, and you will see this functionality when we push the update up to our Live servers on March 9th.
    Visuals are being upgraded across the board, from animations to our new map (codenamed Z2) which still has a lot to do but is looking fantastic. You can check out some of the work in progress here 

Next Planned Release

Tentatively March 9, 2016

 
 


Lundi 22 février 2016  
 
Two Games. Two Sets of Social Media Channels.

As you know by now, H1Z1 has evolved into two separate games: H1Z1: Just Survive, an open-world zombie survival experience, and H1Z1: King of the Kill, the fast-paced shooter comprised of multiple, fight-to-the-death game modes, including Battle Royale. 

In order to best support the communities of these games, we have also separated the social media channels. Make sure you've liked and/or followed us on Twitter, Facebook, and Twitch, and tag the new handles going forward so that the community managers (and, through them, the Development teams) will hear your feedback, see your videos, and more. 

Here are the new channels:

H1Z1: Just Survive

H1Z1: King of the Kill

For now, the games do still share a YouTube channel, Google+ page, and subreddit

Remember, for all things survival, you want the Just Survive links. For all things Battle Royale (and future fight-to-the-death game modes), you want the King of the Kill links. For all things H1Z1-franchise related, you want ALL the links!

We look forward to hearing from you on our official channels.

 
 


Jeudi 18 février 2016  
 
Two Games - Two New Livestreams

With the successful split of H1Z1 into Just Survive and King of the Kill, we are happy to announce that we have TWO great Livestreams coming on February 24th and February 25th.

Just Survive will be kicking off their stream on Wednesday the 24th at 3:00PM PST over at http://www.twitch.tv/h1z1justsurvive

The stream will be hosted by members of the Just Survive development team. Some will be faces you’ll recognize, and there will be some new ones as well! We’ll be talking about upcoming features and showing off some new assets. You’ll hear from the design and art teams and get an opportunity to ask your own questions via chat.

If you're also interested in King of the Kill, that game will be hosting their first show on the new channel on Thursday the 25th at 1:00PM PST: http://www.twitch.tv/h1z1kotk

This is a brand new channel, so make sure you give it a follow so you don’t miss a show! To kick off our maiden voyage on the channel, we’re bringing in some fantastic streamers to assist us. Ducksauce and CDNThe3rd will be coming to the Daybreak studio to play Battle Royale and give an exclusive sneak peek at a new game mode coming to King of the Kill.

Be sure to keep your eyes on our new social channels as well to keep up to date on everything Just Survive and King of the Kill:

 
 


Mercredi 17 février 2016  
 
Game Update

H1Z1: Just Survive is now available and H1Z1: King of the Kill will follow later.  Players will find the following updates:

NPC Changes

    Zombies now randomly pick an animation set upon spawning, allowing for more combinations of clothing and animations.
    Zombies will now move at certain speeds based on their animation set, which should eliminate feet sliding and animation blending issues.
    NPC spawns have been tweaked. Day and night NPC spawns using varying ratios making the night more dangerous
    Day: Higher number of walkers and prey type wild life
    Night: Higher number of runners and predator type wild life

Animation Fixed player jumping. The player model and physics capsule are now properly aligned which allows you to successfully jump on or over objects that you couldn't before, even though it looked like you should be able to (those fences!). Polish to jump standing One Hand animation (made poses match between Start, Middle, End).

Weapons & Armor

    Lowered AK-47 damage from 32 to 29.
    Increased AK-47 re-fire delay from 125ms to 160ms.
    The amount of damage Explosive Tipped Arrows deal to vehicles has been reduced slightly to prevent them from one-shot exploding full Condition vehicles.
    Kevlar will now break after 2 gunshots instead of 3.
    Motorcycle helmets now absorb slightly more damage, preventing instantaneous death from a single shot to the body following a headshot.

These changes are intended to accomplish a few things:

    Reduce the overall power of the AK-47, because it was far too strong.
    In particular, we felt the AK-47 was too strong at medium-long range versus the AR-15 and too strong at close range versus the Shotgun. The adjustments to its damage and fire-rate are meant to address that imbalance.
    Reduce how often one dies with no recourse.
    3 AK-47 shots reducing health to 3% with Severe Bleeding, which didn’t allow time for bandaging. The new AK-47 damage gives enough time to get behind cover and apply a bandage or first-aid.
    It should no longer be possible to die in two shots while wearing a motorcycle helmet when at full health.
    Explosive Tipped Arrows will no longer explode full Condition (or even fairly healthy) vehicles, allowing for a chance to react rather than instant death.
    Like the AK-47, we felt Tactical Body Armor was too powerful, so its effectiveness has been reduced.

Vehicles

    Vehicles will no longer take damage from M47 Gas Grenades.
    Vehicles on steep slopes should behave more realistically when their tires start to slip. Particularly on the ATV, in conditions where it used to get bogged down on hills.
    ATV handling adjustments to the center of mass make it less likely to flip unexpectedly. Certainly still possible to flip, but it should be more stable overall.
    Vehicle death explosion effect improvements. When a vehicle does blow up the smoke/fire on the burning chassis looks much better and lasts for longer.

Customizable Reticle

You can customize your reticle on the settings page. Select the color and pattern. When you select “Fixed First Person” the reticle will reset to default color and pattern and behavior (White and dot and different reticles per weapon) You can still change the color and pattern afterwards but in first person each weapon will retain its reticle pattern. Unselect “Fixed First Person” and all reticles are the custom one.

Additional Fixes

    Fixed an invulnerable base design that used the “door within a wall” object.
    Multiple changes to resolve threaded physics bugs on the zone.
    Fixed an issue that caused a higher than normal amount of wolves to spawn
    Fixed an issue that caused some areas to spawn little or no loot
    Fixed an exploit that made it possible to shoot through vehicles in third-person if the player’s weapon model clipped through the vehicle model. If a player’s weapon model is clipping through another model, projectiles will correctly strike the surface of that model even if the player’s aim reticle is above that model.

If you win an Air Drop ticket in Battle Royale it will not be granted to your inventory. This is a stray asset that will be removed in a client side hotfix.

 
 


Vendredi 12 février 2016  
 
You Survived. Tell Your Story.

In a world overrun by zombies, creatures, and fellow survivors struggling to stay alive, Survivor Radio broadcasts the stories of the perils and the triumphs faced by the remaining living. As you are one of the few left among the living, we want to hear YOUR story!

Write an essay (2,500 characters or less) from the perspective of your character, describing a critical moment or experience set in the world of H1Z1 (soon to be H1Z1: Just Survive). It can be entirely fictional or based on an actual in-game experience. You will be judged on creativity and originality (50%) and connection to the Survivor Radio theme (50%).

Upload your essay to our submission site. Entries will be accepted from 12:00PM PST on Friday, February 12, 2016 through 12:00PM PST on Sunday, February 21, 2016.

A panel of Daybreak employees will judge the submissions. Up to five (5) of the best entries will win a Survivor Radio t-shirt (a real shirt, mailed to you!). The best submission may be read by an actor in a future episode of Survivor Radio.

We’re waiting to hear from you survivors. Share your stories with those still left alive…

Missed the first episode of Survivor Radio? Watch the replay here!

Please Note: This promotion is open to natural persons legally residing in the United Stated who are eighteen (18) and over; void where prohibited. Full legal rules are available here.

 
 


Lundi 8 février 2016  
 
Katana - Your New Weapon of Choice

You’ll need to up your melee skills if you want to wield our coming addition to H1Z1. The katana was a heavily-requested weapon by the community and a favorite of the art team. Get ready to slice your way through the apocalypse and strike fear into the hearts of survivors and zombies alike.

Below you will see some renderings of the new katana and various shades it could come in. This weapon is still a work-in-progress, so don’t expect to find one lying around Romero’s, but we’ll let you know once they’ve made their way into game! 



 
 


Vendredi 5 février 2016  
 
Breaking News - H1Z1 is Evolving

H1Z1® has been on an incredible journey since its inception, and the time spent in Early Access has been invaluable to the development direction of the game. Our community has been a huge part of the game’s roadmap and success. Last year, we started to notice new player trends emerging – both the initial Survival game and Battle Royale game mode now have strong populations who almost exclusively play one or the other. 

The more we developed this game with you, our community, the more we realized that in order to fully support both aspects of H1Z1, and their respective players, we needed to make them their own stand-alone games supported by their own dedicated development teams. Many players in the community have been discussing splitting the game and we’ve heard you loud and clear. We want to make sure we give both titles the support they need and deserve to truly flourish.  

So, we’ve decided to do just that – we’re excited to announce that the survival game will now be called H1Z1: Just Survive, with a renewed focus on truly delivering a persistent, open-world zombie survival experience where scavenging, crafting, and base building are the difference between life and death.  

We’re also excited to announce that the fast-paced shooter comprised of multiple, fight-to-the-death game modes, including Battle Royale, will be called H1Z1: King of the Kill (KotK).

Through in-game feedback, as well as discussions on Reddit, Steam, and Twitter, our community has been influential to us in arriving at this decision. The H1Z1 family is growing, and we can’t wait to see what is in store for the H1Z1 franchise in the future.

Additionally, we are happy to tell you that we'll be bringing H1Z1: King of the Kill out of Early Access on the PC and to Xbox One and PlayStation® 4 this summer. We’re working on our plans for bringing H1Z1: Just Survive out of Early Access and to console as well, and we’ll share more details about that in the future.

H1Z1: Just Survive and H1Z1: King of the Kill will each have their own dedicated development resources. You can expect to get to know the newest additions to the teams as we continue our behind-the-scenes look with Dev Blogs, Livestreams, and more. They will also have separate social channels so it’ll be easier for you to keep track of the game you care most about. 

Anyone who already owns H1Z1 will be granted both versions and will see it listed in your Steam games inventory on February 17th (the official day of the split). Additionally, existing crates, keys, and items will be duplicated across bothgames. As originally intended, Airdrop tickets will be useable in H1Z1: Just Survive and Event tickets will be usable in H1Z1: King of the Kill. 

If you have items on the Steam Market, they will be returned to your player inventory, and post-split you can relist them for sale under the correct game title. 

Don't have H1Z1 yet? We are offering new customers a chance to get in on the action before the split. If you purchase H1Z1anytime on or before February 16th PST, you will be granted both H1Z1: Just Survive and H1Z1: King of the Kill at the time of the split. Starting today, H1Z1 is participating in the Steam Lunar Sale, so you can pick it up for a discounted price for a limited time! 

Starting February 17th, both games will be available as separate Early Access titles for $19.99 each. 

For more information, read our in-depth FAQ below. 

Thank you for you continued support of H1Z1, and Daybreak Games.

Have Questions? We’ve Got Answers. (FAQ)

Q: So, wait… what’s going on with H1Z1?

A: H1Z1 is spinning off into two separate titles – H1Z1: Just Survive (an open-world zombie survival game) and H1Z1: King of the Kill (a fight-to-the-death shooter spectacle).

Q: How much will each game cost?

A: Starting February 17, 2016, H1Z1: Just Survive and H1Z1: King of the Kill will be available on Steam Early Access for $19.99 USD each.

Q: What if I already bought H1Z1?

A: All players who have purchased H1Z1 on Steam Early Access on or before February 16, 2016 (Pacific Time) and have accounts in good standing will be granted access to both games at the time they separate.

Q: What happens to my existing crates, keys, items, etc.?

A: If you’re a current H1Z1 player, and have an account in good standing all of your existing crates, keys, and items will be duplicated and available to you in both H1Z1: Just Survive and H1Z1: King of the Kill. Air Drop tickets will be found and can only be used in H1Z1: Just Survive, and Event Tickets can only be used in H1Z1: King of the Kill.

Q: Will both H1Z1: Just Survive and H1Z1: King of the Kill still be Early Access titles?

A: Yes, both games will still be Early Access.

Q: When will H1Z1: Just Survive and H1Z1: King of the Kill come out of Early Access?

A: H1Z1: King of the Kill will be coming out of Early Access and will launch on PC, the PlayStation® 4, and Xbox One in summer 2016. We do not have an official release date for when H1Z1: Just Survive will be coming out of Early Access; stay tuned for updates!

Q: I plan to play both H1Z1: Just Survive and H1Z1: King of the Kill. Will I access them from the same menu?

A: Each game will have its own separate launcher that you will need to load in order to play the game. If you’re playing one game and wish to switch, you’ll need to exit the game and load the other.

Q: Will I still need Daybreak Cash?

A: Yes, both games on PC will still require Daybreak Cash for optional in-game transactions. There will be a similar currency available when the games come to console; stay tuned for more information.  

Q: Will H1Z1: Just Survive and H1Z1: King of the Kill become Free-to-Play games after they come out of Early Access?

A: At this time, we do not have any plans to make either H1Z1: Just Survive or H1Z1: King of the Kill Free-to-Play titles.

Q: Where should I look for updates and news?

A: You can find information on www.H1Z1.com. We will soon be launching separate social media channels for each game, so you can choose to follow the game you’re most interested in, or keep following along with both! Stay tuned for more details on the new social media channels coming on February 17, 2016.

 
 


Jeudi 28 janvier 2016  
 
[test Server] Game Update

NPC Changes

    Zombies now randomly pick an animation set upon spawning, allowing for more combinations of clothing and animations.
    Zombies will now move at certain speeds based on their animation set, which should eliminate feet sliding and animation blending issues.
    NPC spawns have been tweaked. Day and night NPC spawns using varying ratios making the night more dangerous
    Day: Higher number of walkers and prey type wild life
    Night: Higher number of runners and predator type wild life

Animation

    Fixed player jumping. The player model and physics capsule are now properly aligned which allows you to successfully jump on or over objects that you couldn't before, even though it looked like you should be able to (those fences!).
    Polish to jump standing One Hand animation (made poses match between Start, Middle, End).

Weapons & Armor

    Lowered AK-47 damage from 32 to 29.
    Increased AK-47 re-fire delay from 125ms to 160ms.
    The amount of damage Explosive Tipped Arrows deal to vehicles has been reduced slightly to prevent them from one-shot exploding full Condition vehicles.
    Kevlar will now break after 2 gunshots instead of 3.
    Motorcycle helmets now absorb slightly more damage, preventing instantaneous death from a single shot to the body following a headshot.

Vehicles

    Vehicles will no longer take damage from M47 Gas Grenades.
    Vehicles on steep slopes should behave more realistically when their tires start to slip. Particularly on the ATV, in conditions where it used to get bogged down on hills.
    ATV handling adjustments to the center of mass make it less likely to flip unexpectedly. Certainly still possible to flip, but it should be more stable overall.
    Vehicle death explosion effect improvements. When a vehicle does blow up the smoke/fire on the burning chassis looks much better and lasts for longer.

Customizable Reticle

You can customize your reticle on the settings page.

Select the color and pattern.

When you select “Fixed First Person” the reticle will reset to default color and pattern and behavior (White and dot and different reticles per weapon)

You can still change the color and pattern afterwards but in first person each weapon will retain its reticle pattern.

Unselect “Fixed First Person” and all reticles are the custom one.

Additional Fixes

    Fixed an invulnerable base design that used the “door within a wall” object.
    Multiple changes to resolve threaded physics bugs on the zone.
    Fixed an issue that caused a higher than normal amount of wolves to spawn
    Fixed an issue that caused some areas to spawn little or no loot
    Fixed an exploit that made it possible to shoot through vehicles in third-person if the player’s weapon model clipped through the vehicle model. If a player’s weapon model is clipping through another model, projectiles will correctly strike the surface of that model even if the player’s aim reticle is above that model.
 
 


Mercredi 27 janvier 2016  
 
Bundle Up For Greater Benefits

Tired of waiting for crates to drop in-game? Want to get your hands on the newest skins right away? Crate Bundles are coming soon to H1Z1. 

Crates will be available in bundles of 5, 10, 20, and 50. All of these bundled crates will come unlocked, so you will not need to purchase additional keys to open them. Certain crate bundles will come with a special bonus crate that guarantees a specific rarity of the items within the crate. 

Here is an example of how the unique crates may appear to you once this system is introduced: 

New Crate Bundles

    5 Crates - $17.50
    10 Crates - $35.00

      The 10 Crate Bundle includes a Bronze Crate. The Bronze Crate item is guaranteed to be, at least, an uncommon item.

    20 Crates – $68.00

      The 20 Crate Bundle includes a Bronze Crate and a Silver Crate. The Silver Crate item is guaranteed to be, at least, a rare item.

    50 Crates - $169.00

      The 50 Crate Bundle includes a Bronze, Silver, and Gold Crate. The Gold Crate is guaranteed to be a super rare item.

Non-bundled crates that you find in game will still need keys. Accidently bought the wrong key? You will notice some changes coming to the way your crate keys work. All keys will soon be able to open all crates. In the future, there will be a Master Key that will unlock all crates, which should eliminate confusion or key purchasing mistakes.

We do not have a release date for the crate bundles or the key changes at this time, but we look forward to bringing them to you soon, so stay tuned for game update news! Thank you for your continued participation in the on-going development of H1Z1.

 
 


Mercredi 13 janvier 2016  
 
The Scream Heard Round The Wasteland

You’re making your way through a rundown hospital on a moonlit night. The desperation for supplies drove you into such a horrible place. As you round a corner you notice a figure standing at the end of the hallway. It doesn’t look like the other zombies you encountered before. As it turns its head you notice it’s bound in a straitjacket and is missing its lower jaw. It can’t be too much of a threat right? Wrong. The strange zombie throws its head back and emits a blood chilling scream. From all corners of the hospital a new sound emerges, the shuffling of hundreds of feet… every zombie is now headed straight for you.

The new screamer zombie is being created with some new techniques in mind. H1Z1 Game Developers Matt Case and David Carter are here to give you a look behind the scenes at what it took to bring this unique zombie to life.

Art Design - Matt Case

So, for the visual look on this thing, Salim Grant (Lead Designer) had requested that it be something with very different silhouette and feel than the other zombies in game. It also needed to be something that appeared to be bound up, with no threat of biting a player, but would only scream and signal other zombies.

We had one of our talented interns, Cherylynn Lima, working on the base design. While tossing some ideas around (influenced by the addition of the hospital to the game) we thought a zombified asylum patient that would broadcast some very creepy imagery and feelings. She found some old, black & white, disturbing images from an insane asylum. (I think we warped both our young interns with the research they had to do online for this game).

We knew we wanted to use a straitjacket to bind the character in to change its locomotion from other zombies. Cher found some disturbing head restraint images, and wanted to incorporate that into her design. She removed the lower jaw, so the zombie clearly can’t attack the player, but is still able to scream a haunting, wailing noise.  For extra creepiness, she left the zombie’s tongue hanging out of its gaping maw.


I think her change in silhouette coupled with her unique animations will allow her to stand out against the hordes of zombies in the game. The Screamer model was brought to life by Senior Character Artist, Cory Rohlfs, who sculpted her in Zbrush, and textured her in Maya and Photoshop. Once the screamer zombie makes its way into the game you will truely be able to appreciate all the gory and gruesome details with the proper lighting and tinting.

Animation - David Carter 

We wanted to try something a little different with the Screamer animation. There’s a method employed in some horror films to achieve a “creepy” look when a ghoul of some sort is standing around in the background or moving eerily toward the viewer. The technique involves filming an actor as they attempt to move in very slow motion, with the occasional random twitch of a body part. The film is then sped up to three or four times the original rate, so that the actor appears to be moving at a more natural speed, and a few frames are dropped here and there to gain some subtle popping. The end result is that your ghoul feels quite unnatural, even though they seem to be moving at a somewhat normal speed.






We’re attempting to do this with 3D Motion Capture technology, and applying it to the Zombie Screamer. We’re not sure how well the effect will work in a living 3D space, but we hope you enjoy the results.

 
 


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