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Vendredi 22 septembre 2017  
 
Test Server Update - September 22

The latest build on test features a new crouching system, AK recoil tuning, and some quality of life improvements for vehicles.  In addition, we’ll be unlocking the Swagnum Opus Skirmish for the weekend!  Be sure to jump in and send us your feedback.  We’ll also be doing a special Community Outbreak this afternoon at 3:00pm where we’ll be showcasing the new Skirmish and trying out the other changes in on the Test Server!

Tuning & Gameplay Updates

    Increased the horizontal recoil for the AK-47 by roughly 25%, and the vertical recoil by 5%.
    Re-tuned crouching

      Crouching should occur more quickly than before.
      Added a Crouch Fatigue system that will increase the time it takes to stand up from crouch after repeatedly going in and out of crouch.
      Crouch “spamming” will result in temporarily getting locked in the crouch state.

    Vehicle passengers can now scrap and craft items while the vehicle is moving.
    Vehicles no longer spawn with lootable fuel by default, but now spawn with full tanks.
    Lootable fuel can now spawn at gas stations and in airdrops.

Bug Fixes

    There are optimizations in this build that improve framerate performance, particularly on high-end machines.
    The camera will no longer stutter when jumping and aiming down sights with a crossbow.
    Standing on a vehicle will no longer cause exiting players to exit far away from the vehicle.
    Fixed several dozen minor bugs in The Arena.

Known issues

    The red killer outline is missing from the death screen in Solos.
    There is a way to circumvent crouch fatigue which we intend to fix before it goes Live.
    When encountering crouch fatigue when a throwable is primed, the camera may temporarily get stuck behind the character’s body.
 
 


Mercredi 20 septembre 2017  
 
Test Server Update - September 20

Gameplay Tuning

    The cone of fire mechanic has been removed while aiming down sights.
    Vertical recoil with horizontal variance has been applied to all weapons when aiming down sights.
    Bullet drop has been significantly increased for all weapons (excluding shotguns and bows).
    Hellfire 4-6

      Increased damage per bullet by 16%

        This reduces the bullets to kill to 6 (from 7), without armor.
        Headshots to kill is still 3 with helmet, 2 without.

      Slightly reduced the fire rate
      Lowered ammo capacity per clip to 24 (from 30)

    Smoke grenade inventory capacity reduced to 50 (from 100).
    Reduced the number of pistols that spawn.
    Significantly reduced the number of knives and machetes that spawn.
    Wood Axes will no longer spawn.

Bug Fixes

    Dead bodies no longer have collision.
    SMG sound effects should no longer incorrectly play as if the shooter were nearby.
    Movement speed is no longer incorrectly reduced after exiting a vehicle with the throwing arch activated.
    Teammates simultaneously exiting a vehicle will once again spawn in the intended spot next to the vehicle.
    Reticle should no longer lock in place while aiming down sights with a bow.
    Items in the inventory should no longer shift when moving while looting.
    Zooming into the map when the game is in windowed mode no longer causes issues when switching back to full screen mode.

Known Issues

    The dynamic reticle does not bloom when jumping while aiming down sights.
    Players are able to drag the map while not zoomed in, which is unintended.
 
 


Jeudi 31 août 2017  
 
The Future of H1Z1

With the launch of the Combat Update this week, we’re excited to bring you a glimpse into the future roadmap of H1Z1. Your feedback was hugely instrumental in helping shape the combat update, and now that it’s live, we want to share our vision with you as we take the next steps toward redefining what it means to play H1Z1. 

Our vision is for H1Z1 to be the dominant fast-paced, action packed game in the genre. This is what sets H1Z1 apart from its competition. PUBG is very clearly a slow paced, tactical experience. And they have certainly delivered on that vision. But ours has always been and will continue to be based on fast paced & action packed moment to moment gameplay. In the coming months, all of the updates and features we bring to the game will be driving towards fully delivering on this vision.

Today, we want to share with you how we intend to speed up matches & deliver on action packed in the next few months:

The goal is to put less emphasis on the tedious aspects of looting and more emphasis on power progression and vehicles to speed up gameplay.  We want to keep players on the move. 

Based on these core gameplay principles, here’s how a typical match of H1Z1 would play out: As the match starts to ramp up, multiple supply crates are airdropped into the arena at the same time. These airdropped crates are loaded with upgraded variants of the weapons found around the arena to give you an edge over the competition. You’ve got a choice: Get aggressive and hit these airdrops before your opponents, or try to outmaneuver your opponents and let them make the first move. Supplies will airdrop in waves with more powerful weapons coming in as the game goes on. Action in the end-game is intense, so you’ll build up your arsenal from airdrops and downed players if you want to be the last one standing. 

We know this is a bold move and we’re committed to challenging ourselves to create the best experience possible as we continue to raise the quality bar and get ready to head out of Early Access.

At the end of the day, our goal is to bring you even more action from start to finish. We're excited about this renewed focus on faster match times and in-game power progression and we look forward to your feedback as we continue to evolve H1Z1 to be a better and more fun experience for all. As always, all of the updates we make will be on Test before reaching the Live servers, and we’ll need your feedback now more than ever. 

In addition to doubling down on fast faced play we’re also looking to add new guns, maps & more! Lots more info coming at TwitchCon! 

Thank you for joining us on this journey, and game on! 

Anthony

 
 


Mercredi 30 août 2017  
 
Producer's Letter - What's Next

This month heralded the launch of Badwater Canyon and a ton of new features.  While many of you are still getting acquainted with all the new features and the intricacies of the Pinemill Reservoir region of the map, some of you are asking what the future holds for Just Survive.

Now that Badwater Canyon is live, we have a foundation for much more frequent updates.  Below are just some of the features we plan on bringing to Just Survive before the end of the year.  While I’ve broken these out into a rough timeline, individual features may move forward or backwards on this list – our goal is more frequent updates, and while we will minimize the number of updates that require server wipes, we see no need to hold back individual features to a specific date or patch wave.

Each of these features will show up on the Just Survive Test Servers before they show up on the Live Servers, so if you want to be the first to get your hands on the latest and greatest, install the Just Survive Test Server located in your Steam Library underneath Just Survive.

New Features – First Wave

These features will be coming to the game as quickly as possible and should appear over the next few weeks.

Additional PVE Servers

You’ve been asking for more PVE Servers and we’ve been listening.  At the time of this writing, this effort is underway and we expect to have additional PVE servers up within the next two weeks.  These will go straight to Live and will not require a wipe.  No existing servers will be affected in any way so you’re in no danger of losing any progress, but you will see an additional 60 PVE servers per major region (Asia/NA/EU) appear in the server browser, for a total of 180 new PVE servers.

Wooden Stronghold Component Buffs

Wooden Stronghold Components will be receiving stat changes (most notably, an increased resistance to melee weaponry) as well as a decrease in material cost to allow players to quickly fortify a newly purchased Stronghold location.  While truly durable Strongholds will be constructed primarily of Metal Components, these buffs should allow players to better protect their gear while they gather the necessary components to fortify their Stronghold with Metal Stronghold Components.

Metal Stronghold Components

We’ve previously posted some work-in-progress towards the Metal Stronghold components, but in case you missed it, here it is:


These will be hitting Test in the next few weeks and will make it to Live soon after.  Metal Stronghold Components are the second of three tiers of Stronghold components are much stronger than the faster, flimsier Wood Components.  You might get some wooden defenses up quickly, but you’ll want to fortify your base with these stronger components, especially on your lower floors and around your critical rooms like your loot room, garage, etc.  Being impervious to melee weapons, these also make ideal outer fortifications to prevent casual or exploratory raids.

New Features – Second Wave

While these features are underway, they will take longer than the features listed above to make it into the game, so you’ll see these rolling out after the new Stronghold updates.

Clan Support

Long-requested Clan support is finally coming to Just Survive, and will play an important role in several other features.  While the first Clan Support update will cover the basics of invites, permissions, and ranks, it will also include a Clan bank that members can deposit or withdraw Golden Eagle Coins into, to pool resources for Stronghold purchases as well as protect their funds from loss on death.

Reputation System

With this update, players and their Clans will accumulate or lose reputation based on their actions in the game.  To maintain a Stronghold location, you’ll need to maintain your reputation.  Successful raids will increase your reputation, but losing a raid as a defender will cost you reputation. If a player or clan loses too much reputation, they’ll lose the backing of the local military and will forfeit ownership of their location. Shield functionality will now be tied to reputation loss, and shield duration will scale on successive attacks, ensuring that location forfeits will require consistent, concerted effort.

Stronghold Supply Cache

The Supply Cache is the primary goal for Stronghold attackers, and the destruction of this object will directly result in a Win/Loss Condition. If defenders are successful in preventing Cache destruction they’ll maintain their Reputation, thereby solidifying their grip on the Stronghold. But if the Cache is breached before time expires, that Reputation is lost and the Stronghold’s owners will be one step closer to homelessness.   Those simply looking for loot will still have that opportunity, and everything they can carry will be available during the Attack / Defense Cycle.

Door Barricades

Barricading a cabin is a halfway point to a Stronghold for some players, but currently securing the door is a double-edged sword.  This feature will allow you to add a (destructible) lock to a door to fortify it against intruders, allowing you to secure a cabin, home, or other small building from other players.

The Return of Handcuffs

A fan favorite, especially among role-players, we’ve re-examined the handcuff system and will be reintroducing it to Badwater Canyon.  If you have handcuffs in your possession, when a player yields to you in-game, you can handcuff them and loot them before letting them go.  It’s also a great way to safely transport initiates to your Stronghold, preventing them from causing any trouble while in route.

New Features – Third Wave

Some of these features, like the New Map Regions, are in the middle of their development cycle, but some are just beginning.  As such, expect these features to appear later than the second wave.

New Map Region – Resolution Ridge

Resolution Ridge, located in the Northwest quarter of the map, exists in the long-dormant caldera of a Volcano.  Key points of interest include horse stables, a Ranger station, lodging for travelers, a helicopter crash site, and a second military base.

New Map Region – Soda Rock Springs

Soda Rock Springs, located in the Southwest quarter of the map, is most notable for its city and residential areas.  Both this region and Resolution Ridge are currently in development, and you will see portions of them appearing off in the distance before the out of bounds area is increased and you’re able to explore them fully.

Advanced Vendor System

Corporal Moran’s inventory will be opened up for players with enough coins to spend, with higher tier gear available beyond the basic tools and equipment he currently provides.  Buy a gun to protect yourself on an excursion deep in enemy territory, or re-equip yourself after dying mid-raid against an enemy (perhaps catching a ride via helo or picking up your friends in a Humvee) for the right price.

New Weapons and Items

Expect to find higher tiers of existing weapons and items with better stats and new functionality like laser sights and scopes, as well as bigger, bolder explosive weaponry to crack more difficult enemy Strongholds.

New Body Simulation

The body simulation that currently manages your health, hydration, hunger, stamina, and comfort will be completely re-built to better communicate the value of those functions as well as add greater meaning to each individual portion of the sim.  As the body simulation is critical to establishing the urgency of survival, we expect this to have a huge impact on how players value food, water, shelter, and even clothing in the game.

NPC Features

These features are broken out separately as they are the most likely to shift forward or backward in our release roadmap, as well as the most likely to have multiple significant iterations.

Armored Zombie

The first of our upgraded zombies, the Armored Zombie is a fearsome foe, having succumbed to zombification while wearing crowd control gear.  Body armor and a helmet mean this zombie won’t go down quickly in a fight.

Behavior and Pathing for Zombies & Wildlife

We’re looking at a number of behavior and pathing improvements that will make wildlife more challenging to hunt and zombies more fearsome in close quarters, seeking to increase their ability to navigate difficult terrain, interior spaces, and crowds.  Threat assessment and targeting will also be addressed.  The goal is to make zombies better able to pursue players through difficult to navigate areas and increase the tension of entering those areas that have already been overrun.

Location based Zombie and Loot Spawning

Some locations should pose more risk than others.  A diner packed full of zombies feasting on the remains of former patrons should be more imposing than an empty field.  Rewards should be similarly scaled to such threats, ensuring that if you’re fighting through crowds of zombies to reach the diner refrigerator, you’ll discover more than just a lonely box of sugar.

Migrating Zombie Hordes

As survivors become better attuned to staying alive in Badwater Canyon, zombies become less of a threat and more of a force of nature, like wind or rain.  But sometimes you face a fierce storm that forces you to take cover or risk being swept away, and so we will be introducing migrating zombie hordes that roam the map and take over sections of Badwater Canyon, forcing players to find cover, run away, or face the full fury of the zombie apocalypse.

And More!

These are just the highlights, but a number of smaller features, bug fixes, and gameplay balance adjustments will be included in every update we publish.

The Just Survive Team is excited to be working on all of these amazing features and we will be pushing these features to Live as they are completed.  Now that we’ve released Badwater Canyon you can expect frequent updates to Just Survive, starting with Metal Stronghold Components in September.

Thank you, Survivors!  We’re grateful for the feedback you’ve been providing and your continued support.

 
 


Mercredi 30 août 2017  
 
Get your Camo Hellfire 4-6 Skin This Weekend!

Now that the Combat Update is live and the Hellfire 4-6 has been added to the arsenal of available guns, we're giving everyone that hops into a match this weekend a new Hellfire skin! Between Friday, September 1 at 10AM PT and Tuesday, September 5 at 10AM PT, just log in and play in any match to receive a Camo Hellfire 4-6 skin!

Once you've played a match, you'll be able to find your new skin ready to use in your inventory.

Make an awesome play with the Hellfire 4-6? Share it with us on FacebookTwitter, or Discord!

 
 


Mardi 29 août 2017  
 
Welcome to Pre-Season 6!

The Combat Update on August 29th marks the start of Pre-Season 6! Read on for a recap of Pre-Season 5, a look at what’s new in Pre-Season 6, and the rewards you can earn for Solos, Duos, and Fives!

Pre-Season 5 Wrap-Up

Pre-Season 5 introduced the Master tier, which was meant to smooth out the distribution of players between Diamond and Royalty. At a glance, here’s how Pre-Season 5 wound up:

It’s pretty apparent we missed the mark a bit on Master tier, so Pre-Season 6 scoring has been adjusted accordingly to even out the curve.

In addition, we definitely heard your feedback on Royalty feeling like it was too easy to achieve (especially in Duos and Fives), so we’ve adjusted the barrier to entry this Pre-Season – more on the new tier thresholds below!

What’s New in Pre-Season 6

Division calculations, kill scoring, and placement scoring will all be the same in Pre-Season 6 as they were in Pre-Season 5.

Tier Thresholds

As mentioned above, we’ve adjusted tier thresholds in Pre-Season 6 not only to flatten out the curve between Diamond, Master, and Royalty, but also to address that Royalty seemed too easy to achieve. Here’s what you’ll need in order to achieve each tier in Pre-Season 6:

Tier
Solo Score Threshold
Duos Score Threshold
Fives Score Threshold
Bronze
1
1
1
Silver
350,000
400,000
450,000
Gold
600,000
750,000
750,000
Platinum
750,000
900,000
1,000,000
Diamond
1,200,000
1,400,000
1,750,000
Master
1,750,000
1,800,000
1,950,000
Royalty
1,860,000
1,900,000
2,050,000

For Solos, Master 1 will now require 10 wins with 5 kills each (this was the minimum to hit Royalty 5 in Pre-Season 5). You’ll need to put in a lot of effort during Pre-Season 6 to make the jump from Master 1 to Royalty 5, as Royalty 5 now requires 10 wins with 11 kills each. Royalty 1 will maintain its elite status, requiring you to achieve 10 wins with 15 kills each.

Rewards!

Tribute Makeshift Armor

Royalty Makeshift Armor


We’re expanding the Tribute collection again in Pre-Season 6 with the new Tribute Makeshift Armor and Royalty Makeshift Armor! Finish Gold or above in any mode (Solos, Duos, or Fives), and you’ll receive these rewards. You’ll only need to rank in ONE mode in order to be eligible for the Makeshift Armor, and you won’t earn multiple Armors for qualifying in multiple modes. However, you WILL receive Scrap rewards from each mode based on your placement. That means that while you’ll only receive one instance of a Makeshift Armor skin that you qualify for, you’ll receive the Scrap payouts of each Tier across modes.

    Finish in Gold through Master in any mode and receive the Tribute Makeshift Armor at the end of Pre-Season 6!
    Finish in Royalty in any mode and receive the Tribute Makeshift Armor AND the Royalty Makeshift Armor at the end of Pre-Season 5!
    Finish in any tier in any mode and receive the below amount of Scrap at the end of Pre-Season 6! As highlighted above, if you rank in multiple tiers in multiple modes by the end of this Pre-Season, you’ll earn the Scrap for each mode you played in (but not multiple Makeshift Armors).
Tier
Rewards
Bronze 10 Scrap
Silver 25 Scrap
Gold 50 Scrap, Tribute Makeshift Armor
Platinum 100 Scrap, Tribute Makeshift Armor
Diamond 200 Scrap, Tribute Makeshift Armor
Master 325 Scrap, Tribute Makeshift Armor
Royalty

500 Scrap, Tribute Makeshift Armor, Royalty Makeshift Armor

Are you aiming for the top of the Leaderboards in Pre-Season 6? Let us know on Facebook, Twitter, and Discord!

 
 


Mardi 29 août 2017  
 
Combat Update Goals

Hey everyone, we've been watching all of the feedback on the combat update with great interest and the entire H1 team has been working hard to tune the features and fix any issues that arise. Now that the update is ready to release, I want to put some additional context around this massive update, which is only the beginning in a new era for H1. 

There’s been a ton of good feedback, debate and analysis regarding the weapon changes, so that's where I'll start. In order to understand why we're making any of these changes, it’s important to understand where the game is going. Fundamentally, H1Z1 is a fast-paced, action-packed, competitive BR battle royale game. We intend to lean into those characteristics with an emphasis on team play, but in order to get there, we've got to evolve the game (and the team, and the tech, the operations, etc...). 

The key to that evolution is a strong foundation for combat. This update is an inflection point, but it is only the first big step. To do this effectively, we have to share our plans with the community, iterate in public and make adjustments when the feedback/play patterns deviate from our goals. From the very beginning, we’ve involved members of the community in the design and development process. Over the past few months we’ve brought groups out to San Diego on several occasions for hands-on feedback and discussion. Before the update went to test, we hosted a dedicated combat server which we made available to long time players, streamers and pros. Finally, we’ve iterated in public on our Test Server for the past few weeks.  Even though we’ve involved so many of you from the beginning and we’ve communicated WHAT we are doing, I feel that we haven’t done a good enough job of explaining WHY we are doing it. So today, I’m going to make our goals clear AND share some new info that you haven’t heard before. 

The goals of the combat update are as follows:

    1. Ensure every gun has a distinct and useful role in combat.
    2. You can pick up a gun and quickly have an understanding of its role and characteristics.
    3. Broaden the set of skills for use in combat, particularly in team play.

1 - Distinct and useful roles

You know something is wrong with a game’s weapon balance when a player parachutes into a warehouse full of guns and doesn’t want to pick any of them up. That’s indicative of a larger problem.

In order to lean into fast-paced, action-oriented combat, each weapon has to have a clear purpose and be functional in the right situations. Currently, there are two dominant weapons in the game, the AR and the shotgun (based on pick-up, firing and kill stats). So, In order to create more variety in weapon characteristics, the weapons were redesigned to rely on mechanics like recoil recovery time and cone of fire (aka “Bloom”) to create noticeable differences in how accurate they are at long range and how rapidly they can be fired with some degree of control. Additionally, cone of fire is an important component for the feedback system, which we’ll get to later on. 

After reviewing the available guns in the game, we determined the need to drop one pistol and add an alternative short-medium range weapon, the Hellfire SMG, to provide enough weapon variety.

The AK was slotted as a dominant mid-range weapon based on accuracy, damage and the ability to fire full auto. This resulted in perhaps the most controversial change in the game: the addition of cone-of-fire to the AK. A lot of the debate regarding this change has to do with two factors. First, until now, the AK has been the alternative to the AR. This update really moves it into another category, which is a pretty big change. Second, because it is a rifle, for some, there’s a fundamental disconnect to the idea of the weapon being less accurate at longer range. We’ve heard that feedback and as of this writing, we’ve made adjustments that allow the AK to be pin-point accurate on the first shot if you are crouching or prone (essentially introducing a movement penalty). Why? Because we’re confident that if we let the AK be as accurate as the AR and have full auto, it would overshadow the AR in its role as the long-range weapon of choice. 

Instead, we’re about to announce a new weapon which will be the true alternative to the AR.This weapon will have high accuracy at long range, but will be balanced with a different set of handling characteristics to make it distinct from the AR. The idea here is to offer diversity and options in all ranges of combat. Expect more info on this new weapon and several more in the next few weeks! (surprise!) 

In the meantime, expect the AK to be the dominant weapon at mid-range, but useful at longer ranges in the right situations.

2 - Pick up and Go

“Easy to learn, hard to master” is one of the basic tenets of good game design. Our style of game doesn’t leave a lot of time to figure out a given weapon’s basic characteristics so “tough to learn, grueling to master” would be a more apt description of H1Z1’s learning curve right now. There are a few reasons for this, but the primary reason is that the game doesn’t give players good feedback on how each gun performs. As a result, players must invest long hours just to become reasonably effective in combat. Unfortunately, that really limits the game’s ability to grow. 

Given its unique history, we decided to keep some of the game’s more esoteric concepts, like bullet drop, and synthesize them with concepts more common in the shooter genre. This is the second reason for having “cone of fire” as one of the new elements in weapon design. The expanding reticle that indicates your gun’s accuracy, the tracers and the throw arc indicator are all designed to give immediate feedback about whether you are using the weapon within its effective performance range. If you pick-up the SMG and fire it at someone on the horizon, you immediately know, that’s probably not the best use for that gun

The more people who try H1Z1 (thousands do every day!) and have a good experience, the more successful the game will be. That benefits all of the game’s players.

3 – Broadening the skill set

I know some players are concerned that we’re removing the skill gap from the game, but in fact  we’re expanding the required skill set beyond pure shooting ability, with more emphasis on weapon knowledge, map knowledge, tactical thinking and team work. We’re also leaving room for some new concepts like combat movement techniques and team play dynamics. These features will give players more options in combat. Even so, highly skilled shooters will still have a distinct advantage over the competition. We’ll be talking a lot more about that in the coming days. 

Just keep in mind, the combat update is only the beginning. This isn’t the “end all, be all” combat update. This is a foundational change to bring the basics of combat to a point where we can continue building with confidence.  Once it is live, we’ll continue to watch, listen and learn to make the game as awesome as possible. 

We are already hard at work on what’s next, with a renewed focus on fixing bugs, combating cheaters and evolving our game. I’m looking forward to seeing you all in game after the update!

- Anthony Castoro -

 
 


Mardi 29 août 2017  
 
Combat Update - Patch notes

Preseason 6

With the rollout of the Combat Update, Preseason 6 begins.  There is all-new scoring for Solos, Duos, and Fives.  All leaderboards and Top 10s have been cleared for the new season – good luck getting to Royalty this season!

Gunplay & Gameplay Improvements

Weapons have all been re-tuned and improved so that they behave and feel more like their real-world counterparts and have a distinct and important role in the game.  Overall, bullets now move at a more believable speed and with a flatter trajectory; though bullets still begin to drop over long distances. Rifle rounds fly fastest and flattest while pistol rounds hit hard up close but lose power over distance.  

    Throwables no longer have to “reload” before they can be thrown.  Hold aim (default: right mouse button) to see an Aim Arc to line up your throw, or tap left-click for a quick throw.  Your character will slow down while lining up a throw.
    The bleed mechanic has been simplified so that there are now three bleeding states (previously, there were five).  The UI is now consistent with the system, showing three blood icons to indicate Minor, Moderate, and Major bleeding.  It’ll take one bandage to heal each bleed marker or a First Aid Kit to heal all three.
    Free-look functionality (Default: Left Alt) has been added to the Parachute.  The look sensitivity can be adjusted with the Vehicle Camera Sensitivity slider.
    Movement controls have been fine-tuned to be more responsive and better connected to the in-game actions of your character.  Running, turning, throwing, and strafing animations have all been improved.
    A new reticle has been added that blooms as recoil increases.  Aiming down sights will bring the reticle down to a smaller size to demonstrate accuracy, while holding down fire of an automatic weapon will show how recoil increases over time.  The old reticle can be used via the “Reticle Style” option in Settings.
    Shots now leave a light trail behind them so that you can see the bullet trajectory.  This can also be disabled in Settings.
    New hitmarkers have been added to the shotgun to show how many of the pellets landed.
    You can now move while looting.

Weapons Improvements 

    The R380 has been removed from the game. Its skin will be made available for the M1911.
    AR-15 and AK-47 have been rebuilt with new models, improved animations and better muzzle effects.  Other guns will be improved similarly in the future.
    All weapons have had recoil, cone of fire, and reset time tuned to improve overall feel as well as help reinforce their intended ranges.

New Weapon: Hellfire 4-6 Submachine Gun

    Lightweight and highly effective in close-quarters combat.
    Fully automatic, fires its 30-round magazine in approximately two seconds.

Weapons Tuning

AR-15

    Role: Long-range versatile - low recoil and high accuracy.
    Damage per shot: 22.5 (decreased from 25)
    Headshot modifier: x4.5
    Projectile speed: 800 meters per second (up from 375)
    Bleed applied per shot: 1
    Fire Rate: Semi-automatic
    Notes: Recoil now includes vertical movement

AK-47

    Role: Mid-range versatile – high recoil and high damage.
    Damage per shot: 30
    Headshot modifier: x4
    Projectile speed: 625 meters per second (up from 375)
    Bleed applied per shot: 2
    Fire Rate: Automatic, slightly increased.

Hellfire 4-6

    Role: Close-range versatile – highest fire rate
    Damage per shot: 15
    Headshot modifier: x4
    Projectile speed: 500 m/s
    Bleed applied per shot: 1
    Fire Rate: Automatic, very fast.

Shotgun

    Role: Close-range specialist – capable of one-shot kills
    Damage per pellet: 12 pellets fired, doing 4.0 - 9.1 damage each, depending on distance.
    Headshot modifier: Between x1.0 and x2.7, depending on distance.
    Projectile speed: 250 meters per second
    Bleed applied per pellet: ¼ (per pellet)
    Fire Rate: Pump action, slightly decreased.
    Note: Shotgun damage decreases over distance.  It will inflict max damage at point blank and begin to decrease beyond 8 meters.  It will inflict minimum damage at ranges of 13m and above.

.308 Hunting Rifle

    Role: Long-range specialist – capable of one-shot kills
    Damage per shot: 65
    Headshot modifier: x4
    Projectile speed: 1000 meters per second (up from 659)
    Bleed applied per shot: 3
    Fire Rate: Bolt action
    Notes: Scope sway & hold breath mechanics have been removed.  Bypasses the 50% bleed reduction that body armor provides.  Also increased zoom from 4x to 8x.

Magnum

    Role: Powerful pistol - packs a huge punch
    Damage per shot: 45 (increased from 30)
    Headshot modifier: x2.5
    Projectile speed: 350 meters per second (down from 375)
    Bleed applied per shot: 2
    Fire rate: Semi-automatic, slowest pistol
    Notes: Bypasses the 50% bleed reduction that body armor provides.

M1911

    Role: Versatile pistol - good in many situations
    Damage per shot: 27.5 (increased from 25)
    Headshot modifier: x4
    Projectile speed: 300 meters per second (down from 375)
    Bleed applied per shot: 1
    Fire rate: Semi-automatic
    Notes: Increased magazine size to 10 rounds, up from 7.

M9

    Role: Run and gun pistol - large magazine and low recoil
    Damage per shot: 18
    Headshot modifier: x5
    Projectile speed: 400 meters per second (up from 375)
    Bleed applied per shot: 1
    Fire rate: Semi-automatic, fastest pistol
    Notes: Increased magazine size to 17 rounds, up from 15.

New Camera Options

Two new camera options have been added to the game; Dynamic and Static.  These are both over-the-shoulder cameras that give you a much clearer connection to your character and line of sight to your target.  Static will be the default option, and you can choose between the two new cameras, and the classic live camera, in Settings.

    The Dynamic camera will pull in tight in buildings for a better view of interior spaces and will move back to when running forward to provide a better view of your character.  It will also shift over a bit to the side when aiming down sights to give you the clearest possible view of your target.
    The Static camera is also side-shifted like the Dynamic camera but does not move at all.
    With both the Static and Dynamic cameras, you can swap which shoulder the camera is on during gameplay, default key: left control.
    A new icon has been added to the HUD to indicate when your shot is blocked.  With an over-the-shoulder camera, you may be able to put your crosshair on a target that you can’t actually hit because an object is in between the barrel of your gun and the target. The shot-block icon can be disabled in settings.

Gameplay UI Improvements

    There is now a ‘Play Again’ button on the end screen for Solos games.  Clicking it will put you right back into the queue for another match without ever having to return to the Main Menu.  The “Stay Together” flow is still in place for Team Games.
    There is now a rotating compass centered at the top of the screen that is much easier to use than the previous directional indicators, which have been removed.  
    Exact locations of players and their teammates are now shown on the map.  The red box that indicates the grid location has been removed.  Grid coordinates that display on the HUD can now be hidden in Settings.
    Players and their teammates can now place a marker on the map by clicking on it.  Use this to call out destinations or targets for your teammates!
    Multiple players can now simultaneously interact with lootable containers such as player loot bags and vehicle inventory.
    Loot bags can now be looted from proximity by opening Inventory while standing next to them.
    Medical items and throwable items now stack in the loadout slot instead of having 1 item in the loadout and the rest stacked in the inventory.
    Shift-dragging a stack of items now defaults to half of the stack.
    Overall inventory performance should be improved.  Proximity items should update faster, dragging items from slot to slot should be crisper, and large stacks of items should no longer cause performance issues.
    The diagnostic HUD is now enabled by default.  This is massively helpful when it’s turned on when we are sent videos of lag, desync, etc.  It can still be disabled (default: N) however we ask that if you are streaming or recording to leave this on to help us identify issues when videos are sent our way.
    Speaker indicators on the HUD now include player tier and identify group members.
    Muting and unmuting players can now be done by looking at a player and pressing Control+T (this can be rebound in Keybindings).  Muted players are now shown in the voice speakers list, but with a ‘muted’ icon and do not contribute to voice ducking.

Vehicles

    All passengers can now use the vehicle inventory, even while it’s in motion.
    ATVs no longer require a key or hotwiring to start.
    ATVs no longer spawn with keys or biofuel.
    ATVs have had their downforce increased in order to achieve better high speed stability
    Doubled the number of ATVs that spawn in The Arena.
    Raised the spawn caps for off-roaders, pickup trucks, and police cars by 17%.  This is to make sure that the new POIs are properly populated with drivable vehicles.
    Improved the vehicle flip function to prevent “overflip” and be much more consistent.
    Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door.
    We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch.
    Cruise Control is now in the Keybindings menu and can be rebound.

Footwear

We’ve done a tuning pass on all footwear in the game to make sure they have distinct and useful roles depending on the situation.  Shoes found in the world will auto-equip if a lesser type of shoe is currently equipped, and can now be salvaged into useful crafting materials.  Details below.

Quiet Shoes

    Found: Starting item
    Footstep volume: lowest
    Can now be shredded for 2 scraps of cloth
    5% sprint speed bonus (increased from 2%)
    25% falling damage reduction (increased from 5%)
    30 inventory space

Sturdy Shoes

    Found: Looted from the world
    Footstep volume: highest
    Can now be salvaged for 2 composite fabric
    12% sprint speed bonus (increased from 7%)
    90% falling damage reduction (increased from 65%)
    200 inventory space

Fast Shoes

    Found: Looted from the world
    Footstep volume: moderate
    Can now be salvaged for 2 composite fabric
    16% sprint speed bonus
    15% falling damage reduction
    200 inventory space

Barefoot

    Found: Only used if player removes footwear
    Footstep volume: light
    No bonuses to speed or falling damage

The Arena

New Points of Interest

    New POI

      Harris County Fairgrounds in E5 – these abandoned fairgrounds feature a quick-changing mix of long to short range combat.
      CWP Water Treatment Authority in C6 – this spot offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify.
      East Valley Shopping Center in I7 – large shopping center that offers loot to be grabbed on the move.
      CWP Utilities Compound 62 in F4 – an electrical utility area which has been fortified and used as a hold-out by survivors during The Outbreak, offering cover and a great view of the surrounding area.
      Sunny Pines in G3 – the former trailer park has expanded to a community of trailers, houses, warehouses, and a church spreads across the hills.

World Improvements

    Reduced the number of explosive barrels that spawn in the world
    Reduced explosive barrel damage so that single explosions will no longer kill full health players
    Adjusted the spawn logic so that multiple explosive barrels will not spawn next to each other
    Increased the time to reach the safe zone for the first two gas phases
    Old rocks have been removed and replaced with new, varied rock formations. These new rocks have more accurate collision for more precise combat gameplay.
    Tents now flatten when shot
    Blue mail boxes, newspaper boxes, cement trash cans, fire hydrants, woodpiles, and playground slides are all now destructible
    Updated ground visuals to look more visually appealing
    Updated lighting and ambient occlusion to give the world better visual quality
    In Training, weapons and ammo will respawn if they have been partially looted (e.g. only the ammo boxes were looted, but not the weapon).

New Skirmish: Weapon Roulette 

    This is a standard BR mode except that all players in the match start with the same *random* gun in hand and infinite ammo for that weapon.
    No other guns or ammo are spawned in the map to loot, but you’ll still need to scavenge for other supplies
    At certain population thresholds as the match advances, all players will have their current weapon removed and we’ll randomly select a new weapon that will be granted out to all remaining players.
    When the weapon switch process begins, an audio effect and a system message will play to help alert players that in 5 seconds, their weapons will be removed
    When the weapons are removed, all players will get another message saying everyone will get a new weapon in 5 seconds
    When the weapon is added to everyone, they’ll get a message saying that everyone now hasand its go time again
    This process repeats as the population in the match is reduced

Hosted Games

A number of key updates to Hosted Games will improve the experience that Hosts have running games and their communities have playing them.

    Support for Duos and Fives
    A new Admin Panel UI to make using commands easier
    New Admin commands including Broadcast, Summon, and Pause Toxic Gas
    Spectate improvements including a new “Versus” system that displays a HUD for the targeted player and up to two other engaged players.
    Hosts and Moderators will not automatically switch to Spectate mode after dying in a match.

Hosts will receive an e-mail with additional detailed information.  Think you have what it takes to be a Host?  Follow the instructions and complete the application here 

General

    Ping lock has been improved so that it picks a more appropriate home region based on your actual geographic location. 
    Improved anti-cheat systems including heightened game client security.
    Increased the initial parachute spawn area by 25% so that players are a bit more spread out as the game begins.
    Games are now limited to 150 players per match.  This helps with overall game balance as well as making sure that games are starting as quickly as possible.
    The gas phases have been tuned and now include the ability to be skipped entirely based on remaining population.
    Slightly lowered the probability that a match will end in a city.
    The volume of the starting Main Menu music has been decreased.
    Molotovs now deal damage to explosive barrels.  Approximately 5 seconds of fire will cause the barrel to explode.
    Molotovs initial damage now applies to vehicles
    Molotov and grenade visual and audio effects now play at 300 meters (increased from 65).
    Explosive arrows now do more damage against vehicles.
    Fire arrows now do damage to players who are in vehicles.
    Fire arrow burn damage is no longer extinguished by entering a vehicle.
    Fire arrow initial damage has been increased to match that of regular arrows.
    The H1Z1 Invitational Crate has been added to the game.

Bug Fixes

    Players should no longer be killed by the environment when parachuting on or near vehicles.
    Players should no longer fall out of their parachute.
    Players should no longer experience loading screens after exiting a vehicle.
    Footsteps should be far more consistent and reliable. 
    Shots fired by other players should never incorrectly be silent.
    Fixed a rare issue that could cause players to be killed by the gas before the first gas phase.
    The gas ring will no longer expand or change unexpectedly during the last gas phase.
    The second to last kill in team games should always count towards the kill score.
    Explosive damage is now applied much more consistently despite objects being in the way that do not provide complete cover.
    Gas grenade damage no longer stacks. 
    Fixed a crash that could occur when loading into a fives match with teammates from the previous game.
    End screens should properly show even if the last players teammates all disconnected.
    Machetes and axes now properly break glass.
    Gas grenades no longer cause biofuel to explode.
    Stun grenades now have a sound effect when picked up.
    Armor icon will now show up properly after looting armor from proximity.
    Group Tier text is once again present for Royalty One players on the end screens.
    Group Tier now specifies Duos or Fives depending on the game mode.
    The last player on a team will no longer briefly see the option to Spectate after dying.
    Menu items should no longer disappear after backing out from the Top 10 screen.
    Dying while interacting with a loot bag will no longer prevent other players from looting it.
    ‘Recently Played With’ UI now populates properly
    Wooden arrows now correctly cause bleeding.
    Various text and Steam inventory bug fixes.

Known Issues

There are some known issues in this build that the team is working on fixing.  We plan on hot-fixing them out to Live as soon as they are confirmed fixed internally.

    Framerate may be slightly lower for certain machine specs in certain areas of The Arena.  The team is working on a hotfix that will correct this as soon as possible.
    Aiming down sights while peeking from cover with the Static or Dynamic Cameras can cause the aim-point to occasionally drift.  This is fixed on the Classic Camera and we are working on a fix for the offset cameras.
    Other players occasionally do not play the throwing animation.
    Sprinting with a Shotgun equipped can cause inconsistent footstep sound effects.
    Players are unable to see tracer rounds fired from other players at certain angles.
    Tracers are delayed for shots that are fired right as a prone animation begins or ends.
    Tracers and glowing skin effects show through smoke from smoke grenades at certain angles.
    Priming a throwable while entering a vehicle will cause it to be immediately thrown upon exiting the vehicle.
    Swapping reticles in-game (from Dynamic to Classic, or visa-versa) will not take effect unless you switch to First Person (default: T) and back.  Occasionally, both reticles can display.
    The world may not render in immediately when parachuting into the first match of a play session.
    The weapon stocks of the AK-47 and AR-15 slightly clip into and through the character model.
    When spectating a player who goes into first person, their weapon does not currently show.
    Hoodies and parkas do not show up when first equipped by a character wearing armor.
    The reticle slightly moves when punching.
    In game sound effects can occasionally be heard while on the Main Menu after exiting a game.
    Rarely, the end screens may show up on the Main Menu.
    Spectated players name can occasionally be missing in Duos.
 
 


Mardi 29 août 2017  
 
Developer Update Video - Combat Update



We're so excited to be bringing you a brand new weapon, huge gunplay upgrades, improved throwables and navigation, and so much more in the August 29 Combat Update! For more details, check out:

Plus, be sure to share your feedback on the Combat Update with us on Facebook, Twitter, and Discord! We'll see you in The Arena!

 
 


Mercredi 23 août 2017  
 
Hotfix

Hello Survivors,

We have unlocked & updated JS Live with a hotfix that targets key community issues with a focus on zombie behavior.

This update does not include a wipe.

Patch Notes

    Fixed multiple issues with AI State code that allowed zombies to hit you from well beyond intended distances
    Adjusted zombie spawns to reduce density and further disperse them to reduce large crowds focusing on isolated players
    Adjusted zombie spawns to increase the number of walkers and decrease the number of runners
    The owner of a stash can now see it from much farther away
    Adjusted bleed values to reduce the lethality of minor bleeds
    Added a new crafting recipe - Fiber Compress. Made with 5 Fiber and 5 Resin, this bandage stops bleeding when applied
    Fixed an issue where items could not be placed on wooden tables
    Renamed several servers that had duplicate names across regions
    Reduced sell value of zombie components to 0 Golden Eagle Coins
    Fixed an issue with the blue goggles tactical helmet not skinning correctly
    Fixed an issue that could cause gate collision to detach from the gate visuals such that a player could walk through a closed gate
    Fixed an issue which permitted the wrench to spawn in certain Air Drop crates in PVE
 
 


Mercredi 16 août 2017  
 
Test Server Update

The team is still hard at work on fine-tuning the Combat Update so that we can get it ready for Live servers.  While it is not our goal to make knee-jerk reactions; we will continue to tune and iterate until we get it just right.  Please continue to send your feedback; it’s been massively helpful to the process.

The Arena

There is a fresh update to The Arena in this build.  In addition to a lot of general art polish, nearly 500 issues were fixed, ranging from clipping items to spots where players could get stuck.  We are aware of certain machine specifications having slightly decreased performance on this the latest version of The Arena and are looking into that as a top priority.

Tuning Changes

    AK-47

      Slightly increased bullet drop
      Reduced projectile speed to 650 (from 700)

    AR-15

      Slightly increased bullet drop
      Reduced projectile speed to 875 (from 1000)
      Increased cone of fire recovery rate allowing the first shot to recover faster.  Two-tap feel should be more comparable to current Live behavior than before.

    Hellfire 4-6

      Slightly Increased bullet drop

    Magnum

      Headshots (against players without a helmet equipped) are now one-shot kills

    Vehicles

      Raised the spawn caps for off-roader, pickup truck, and police car by 17%.  This is to make sure that the new POIs are properly populated with drivable vehicles.
      Balanced the spawn distribution for ATVs so that they can be found more consistently across the map.

Voice Chat Improvements

    Speaker indicators on the HUD now include player tier and identify group members
    Muting and unmuting players can now be done by looking at a player and pressing Control+T (this can be rebound in Settings->Keybindings).
    Muted players are now shown in the voice speakers list, but with a ‘muted’ icon and do not contribute to voice ducking.

Combat Update Bug Fixes

    Throwable weapons now all have consistent throwing ranges
    Weapons are no longer missing their shooting animations for firing while crawling
    Entering the menu while in third person ADS will no longer lock aim-point (previously fixed opening the map causing this)
    Inventory capacity is now properly displayed when a player has no items equipped that increase capacity.
    Driver shadows are no longer rendered over the vehicle shadow.
    Other players tracers can now be seen even if they weren’t in sight (as long as the shot comes into view).
    Several crashes have been fixed.

Live Bug Fixes

    More improvements and fixes for silent footsteps. Found three material types that weren’t playing the correct shoe sound, and also identified and fixed a bug that could cause footsteps to sound muffled from certain angles. Please let us know if you experience this issue!
    The gas ring will no longer expand or change unexpectedly during the last gas phase
 
 


Mardi 15 août 2017  
 
Badwater Canyon Is Now Live


Hello survivors,

We’re very excited to announce that our evolved vision for Just Survive is now available on the Live servers. Since the first iteration of this game update hit Test in June, we’ve further refined the content to address your feedback and add layers of polish to the core gameplay.

We want Just Survive to be a complete, immersive survival experience, and this update is a huge step forward in realizing that goal. As part of the most comprehensive update in the game’s history, we have made changes to many core aspects of the game, introducing a new map, adding the Stronghold base building system, revamping weapons, and adding in-game currency:

Badwater Canyon

    A completely new world map designed with multiple styles of gameplay in mind and featuring targeted loot distribution, strategic verticality, exploration opportunities, and hundreds of easily identifiable base pads for Stronghold construction. Badwater Canyon will be rolled out steadily over time, as it is created region by region, in order to give appropriate focus to each aspect of its overall design. It has replaced the game’s original map, so we wish a fond farewell to “Z1”.

Stronghold

    A new system where players can build robust structures and fortify them with an array of defenses and traps to fend off coordinated attacks. Challenging players with opportunities to attack and defend, Strongholds encourage creative problem solving. In addition, these bases can be customized by players, to make their in-game homes visually unique.

Weapon Revamp

    All weapons have been rebuilt from scratch, introducing tiers to each weapon type while fine-tuning them to look and feel unique. In addition, we’re improved melee combat with a new hit registration system and attack animation overhaul.

Loot

    We’ve completely re-itemized the game, adding dozens of new items and giving each of the existing ones clear representation in the world. The days of picking up a striped shirt only to discover it’s actually an orange tank top are over. We’ve also completely overhauled containers and loot placement has also been overhauled so valuable items are spread out in more meaningful ways. We’re also introducing a Rarity system that clearly differentiates the valuable items from the standard fare.

Golden Eagle Coins

    Items found in the world can be exchanged for a new in-game currency tied to individual characters. These aim to create true value for each item in the world, tackling the problem of item hoarding. Golden Eagle Coins are required to purchase new Stronghold locations, and this currency’s usage will continue to be expanded in the future.

Other changes in this update include refined harvesting mechanics, modifications to spawning and death along with numerous bugfixes and anti-cheat efforts. A full list of patch notes can be found here

Alongside this content, a new narrative has been established, separating Just Survive from the H1Z1® universe. The name Just Survive reflects our drive towards a more mature and polished experience. This update represents our evolved vision for the game and lays the foundation for future updates in the months to come. Still have questions about today’s big update? This should help fill in the gaps. 

Q: If I already own H1Z1 Just Survive will I have to buy it again?

A: You will not need to purchase Just Survive again. The game will remain in your Steam Library but under its new name, Just Survive.

Q: How much will it cost?

A: Just Survive will remain in Early Access and cost $19.99 USD

Q: Will Just Survive still be an Early Access game?

A: Yes, the game will continue to grow and evolve as a Steam Early Access title. Community feedback is still as valuable as ever as we make this transition towards this new vision.

Q: Will I still need Daybreak Cash?

A: Yes. Just Survive will still require Daybreak Cash for optional in-game transactions.

Q: Where should I look for updates and news?

A: You can find information on https://www.justsurvive.com. You can also keep up to date with the active development of the game on our Reddit page and Twitter channel.

Q: What is the Survivor Crate?

A:  A new Crate system has just made its way to Just Survive. With this new system, you will notice our entire Crate offering is now consolidated into two distinct options.

You’ll be able to purchase the most recently released Crate as before (currently the Hideout Crate), but all other available items can now be found in the Survivor Collection. What this means is that the vast majority of items from every previous Crate are in just one place!

Q: How much does it cost to open a crate?

A: We’ve dropped the price on our most recently released Crate to 200 DGC, and the Survivor Collection will be available for 100 DGC. The most recently released Crate will provide one item for each Crate, but the Survivor Collection will grant two! Do you have locked Crates in your inventory? Now is the time to crack them open, because we’ve lowered the unlock cost to just 50 DBC!

Q: How has the map changed?

A: Given the new features and direction of Just Survive we decided we needed a brand new map to support it. What is releasing today is just a portion of the final map and we’ll continue to expand the boundaries and add new content as we go along through Early Access. See the latest additions right here.

Q: What is this new Stronghold system all about?

A: Strongholds are a new way we are improving the direction of Just Survive. Gone are the days of random shack houses littering the wastelands. With Strongholds you’ll be able to design more interesting and defensible bases that present numerous obstacles for your enemies during timed Raid cycles. There are a set number of Stronghold build locations on the map that you can acquire before starting to build your base.

 
 


Mardi 15 août 2017  
 
Game Update

JS Live has been updated and wiped. 

Additional servers have been added to the US and EU regions, and a new Tokyo region has been added. 

This update is the first of many updates taking place on our new map, Badwater Canyon. Expect additional regions along with deeper crafting and Stronghold mechanics in future updates.

Patch Notes

    Added the first region of Badwater Canyon, Pine Mill Reservoir.
    Players now spawn in the military base, a safe environment protected by snipers.
    Players can now sell items for Golden Eagle Coins to Corporal Moran in the military base.
    Players can now purchase basic items and tools for Golden Eagle Coins in the military base near Corporal Moran.
    Added Strongholds to the game.
    Stronghold plots can be purchased with Golden Eagle Coins at their location. Modular base components can be crafted and built on a purchased Stronghold plot.
    Strongholds can be raided by other players, triggering a Stronghold raid. At the end of the raid, the defending base will rebuild and be shielded for 1 hour, protecting it from further raids as well as NPCs.
    Loot has been completely re-itemized, with dozens of new items and a tiered, color coded rarity system to easily identify valuable items.
    Crafting has been overhauled with many new recipes and crafting ingredients.
    The Discovery tab has been removed, as players no longer need to discover recipes.
    Combat has been completely re-balanced, with multiple tiers of each weapon classification with different stats.
    Healing items, medicine, and consumables have been re-balanced.
    Body sim updated to provide a more consistent experience.
    Barricades can now be placed on cabin doors and windows to fortify locations for players.
    Added new fortifications and traps that players can use to fortify Strongholds and barricaded POIs.
    Improved car and tree harvesting, and added rock harvesting with the new pickaxe tool.
    Revamped the Player stash - the player stash is an embedded lockbox that is invisible to all players beyond a few meters. It will be marked on your map when placed.
    Added several decoration recipes for players to use to decorate their Stronghold, including a functional bed.
    Stronghold utilities (storage, barbecues, workbenches, etc) and traps can be picked up by pressing and holding E.
    Traps now ignore friendly targets - if on a Stronghold, they don't trigger for anyone with permissions.  In world, they don't trigger for their owner.
    Stronghold utilities and other free-place items can now be destroyed on PVE when placed outside a Stronghold to prevent griefing.
    Wrenches no longer spawn in PVE servers to prevent vehicle hoarding.
    Increased repair amount for wrenches in PVP.
    Campfires now drop their contents after being destroyed.
    Zombies no longer pick up the contents of a dead player's loot bag.
    Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player.
    Reduced zombie damage to player owned vehicles.
    Fixed an issue where player corpses attracted a very large number of zombie spawns.
    Updated the airdrop ticket ruleset.
    Updated numerous text prompts throughout the game for clarity and accuracy.
    Server population now displays numerically.
    Added a multi-sell/multi-salvage option for stacks of items.
    Inventory is now sortable by Name, Bulk, Category, Rarity, and Sell Price.
    Removed Proximity Container Crafting and Proximity Container Searching.
    Weapons and tools at 20% durability turn red in the equipped hotbar.
    Added a search bar to the crafting tab.
    Updated UI to make the inventory slightly larger visually.
    Updated UI to make crafting screen larger so fewer names get cut off.
    Group members now render in matching colors for HUD indicator chevrons, nameplates, and outlines.
    Being added to permissions now has a confirmation for the permission receiver. If someone adds you to their permissions, a confirmation will pop up on your screen.
    Removed radio tab from the UI – radios will return in a future update.
    Placing objects no longer causes the object to pulse during placement, which could cause placement errors.
    Vehicle health bar shows during vehicle repair.
    Fixed an issue where you couldn't swap an equipped weapon for one in your inventory of the same type.
    Fixed an issue where the red killer outline would persist on the killer after the victim respawned.
    Unlocked and Locked crates now show in the top of the player inventory.
    Updated loading screen tips.
    Added keybind under the settings menu for first person / third person toggle (default T).
    Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI.
    Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind.
    Fixed "snaking" exploit.
    Fixed some animation conflicts that could cause issues similar to "snaking".
    Fixed "drone" exploit.
    Fixed a long-standing issue where players, zombies and other NPCs could be rendered invisible to certain players.
    Fixed an exploit where players could punch trees to harvest them.
    Fixed an additional navigation exploit involving "sit" functionality.
    Fixed an exploit where certain emotes could be used to clip the camera through a wall.
    Fixed an exploit where emotes could be spammed to fast harvest items.
    Cars are no longer infinitely harvestable.
    Fixed an issue where vehicles could be boosted while their engine was off, draining their gas.
    Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it.
    Fixed an issue where players jumping on bases would sometimes be killed by bad collision intersections with the roof.
    Fixed an issue where using a weapon didn't break auto-run.
    New and improved time of day lighting.
    Weather updates.
    Fixed the long-distance player LOD from not blending with distance fog correctly (ie, far away people are no longer dark black silohouettes against the grey fog).
    Added player on fire animation.
    Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person.
    Fixed an issue where vehicles would fall through Stronghold components.
    Fixed an issue where recursively destroyed storage would have its loot float in the air, it now drops as expected.
    Fixed an issue where there would be a delay before you could fire after swapping weapons.
    Fixed an issue where mashing the zoom on hunting rifles could cause the camera to get stuck behind the scope.
    Fixed numerous client Crash to Desktop scenarios.
    Fixed numerous server crash and disconnect scenarios.
    Significant performance optimizations for both client and server.
    Significant overhaul and upgrade to client side anticheat protection.
    Significant overhaul and upgrade to server side anticheat protection.
    Significant overhaul and upgrade to detection and banning heuristics.
    New Just Survive specific cheating report e-mail: JustSurviveCheater@Daybreakgames.com.
    Increased Customer Service staffing with improved response times.
    Players are now limited to 4 Characters per Account.
 
 


Mardi 15 août 2017  
 
Complete Changelist For Badwater Canyon

Badwater Canyon not only comes a new map and a host of features, it also brings along a tremendous amount of tweaks and bug fixes too! Listed below is the complete changelist that this game update brings to the Live servers.

Enjoy!

Stash related fixes

    Stashes can no longer be dropped
    Fixed several stash duplication bugs
    Updated Stash marking icon to look like a safe and not like a shovel
    Fixed an issue where shooting an arrow at the Stash would cause it to despawn when the arrow despawned
    Stash changes: the stash is now an embedded safe/lockbox, visible to all players when they are very close. It can be destroyed by other players, but will require a concerted effort. Stash usage is limited to owners, and only one stash may be owned at a time. The stash bulk capacity is 5000. The stash location is marked on the minimap with a shovel icon (this icon will be updated in a future update)
    New stashes: you have one stash, it can't be crafted, but you can relocate your stash. It is visible only to you (unless you abandon it for a week, then it will become visible to all players to loot). It has a limited capacity.
    Stashes can no longer be placed on Stronghold platforms or other concrete surfaces

Stronghold related fixes

    Fixed an issue where players couldn't be added to Stronghold permissions
    Several fixes for data saving issues that were causing loot and Stronghold components to behave erratically or respawn after a raid or server reset
    Fixed an issue where Dew collectors and some other objects could not be placed on wooden Stronghold floor/roof components
    Added map icons for your affiliated Stronghold(s) (green Stronghold icon), your active attack and defense Strongholds (red Stronghold icons with sword or shield), and your shielded Stronghold (blue Stronghold icon) to the map
    Fixed issues with zombies pathing through Stronghold objects
    Fixed an issue where loot was not dropped from chests destroyed by attacking players correctly
    Torches, candles, and storage added to the Stronghold decoration category
    Wood Barricades can now be damaged on PVE servers.
    Stronghold component hit points increased and resistances tuned
    Stronghold components now regenerate over time when not under attack
    Stronghold Plot prices increased to 1000, 2500, 5000, 10000
    Added Stronghold item limit indicator to the permissions window. The item class limit of the item currently being built will also be displayed during the build process.
    Fixed an issue where zombies could walk through Stronghold objects, including closed doors
    Fixed an issue where players could not place fortifications on their Stronghold plot.
    Added a display for the number of available Stronghold plots on the server browser.
    Fixed an exploit that allowed players to enter a Stronghold through login/logout abuse
    Fixed an exploit that allowed players to destroy Stronghold components without triggering a raid
    Fixed an issue where sometimes destruction effects would not play when destroying a Stronghold component during a raid
    Players can no longer place traps or landmines on opposing Stronghold plots
    Fixed an issue where Stronghold stairs could not be built between two walls with an offset doorway
    Fixed an issue where Stronghold walls could not be built perpendicular to offset doorways
    Added a notification that purchasing a Stronghold will abandon the previous Stronghold
    Half-walls can now be placed on top of the third story of a Stronghold
    Fixed an issue where Stronghold components destroyed via recursive destruction (i.e., a 2nd floor wall that had the 1st floor wall underneath it destroyed) during demolition did not provide materials
    Stronghold shield duration increased
    Fixed an issue where punji sticks could be used to exploit through a Stronghold wall
    Fixed an issue where certain items wouldn't respawn on a Stronghold after a raid. Stronghold Utilities and Stronghold Components should all respawn at the end of an attack cycle. Traps do not respawn and must be reset manually by the defenders.
    Decreased nail and wood costs for Stronghold pieces
    Fixed an issue where vehicles would fall through Stronghold components
    Purchasing a Stronghold now rewards a hammer
    Added pickup interaction to Stronghold Utilities (i.e., pick up your BBQ by holding E)
    Fixed a stronghold roof exploit
    Fixed issues with free place items not always being place-able on materials they should be buildable on (ie, dew collectors not being place-able on Stronghold floors)
    Stronghold Utilities (BBQs, workbenches, containers) and Traps respawn when destroyed during a raid
    Fixed an issue where players couldn't build on regenerated Stronghold pieces
    Updated the Stronghold Attack/Defense Timers
    Fixed an issue where logging off during a Raid Defense could cause the timer to never vanish
    Allow zombies to path over empty Stronghold platforms
    Updated some Stronghold Location names
    Strongholds now expire after 24 hours unless you build a Stronghold piece on them (wall/gate/etc.)
    Stronghold Purchasing Messaging now mentions this expiration timer
    Players can only have permissions on one Stronghold at a time
    Fixed an issue where items could be stuck in your Stronghold Blueprints container
    Fixed an issue where storage destroyed during a raid would have glitched bulk upon regeneration
    Fixed an issue where players jumping on Strongholds would sometimes be killed by bad collision intersections with the roof
    Stronghold utilities and other free-place items can now be destroyed on PVE when placed outside a Stronghold to prevent griefing
    If a second player attempts to build on a Stronghold pad while the first is building, an error message is displayed (previously the second player's build attempt would fail without explanation)
    Stronghold shield reduced back to 1 hour from 4 hours
    Fixed a self-raid exploit where players could place an object inside a gate and close the gate, destroying the object and triggering a raid.
    Traps no longer trigger a raid when destroyed by NPCs

UI related fixes

    Added additional Streamer options to the UI
    Vehicle health bar shows during vehicle repair
    Fixed additional issues with duplicate weapons showing
    Updated loading screen tips
    Unlocked and Locked crates now show in the top of the player inventory
    Fixed an issue where the death screen would show the previous death's coin loss instead of the current loss
    Updated death screen information to better display which NPC killed the player and fixed issues with how the coins lost on death were displayed
    Miscellaneous fixes and updates to tooltips, icons, loot models, etc. for items
    Removed radio tab from the UI - we will be revamping radios at a later date
    Updated UI to make the inventory slightly larger visually
    Updated UI to make crafting screen larger so fewer names get cut off
    Fixed crafting list icons being squished
    Updated numerous text prompts throughout the game for clarity and accuracy
    Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI
    Server population now displays numerically
    Fixed an issue where the Farming limit was displayed backwards
    The death screen now shows the correct loss of currency
    Being added to permissions now has a confirmation for the permission receiver.  If someone adds you to their permissions, a confirmation will pop up on your screen.
    Stronghold shields now prevent zombies from invading your Stronghold pad so that you can build on a newly purchased Stronghold in safety
    Fixed an issue where zombies would teleport to the location you placed an item on your Stronghold
    Fixed an issue where picking up a Stronghold utility would cause the item to disappear if you could not carry it

Player/Weapon/Item related fixes

    Weapons and tools at 20% durability turn red in the equipped hot-bar
    Removed durability loss from harvesting tools - while this is something we will want to revisit in the future, for now we think this is the best method for introducing the Strongholds system.
    Added a search bar to the crafting tab
    Increased the yield from the gunpowder recipe
    Lowered PVP punch damage (damage against NPCs is unchanged)
    Fixed an issue where the player character would not ragdoll on death
    Fixed an issue where you couldn't swap an equipped weapon for one in your inventory of the same type
    Fixed an issue where tools did not lose durability during use. Wrenches will now lose durability when repairing, pickaxes will lose durability when mining, etc.
    Fixed an issue with Tier 0 and Tier 1 items spawning in slightly higher quantities than originally intended, which resulted in certain Tier 2+ items being unavailable.
    Wrenches no longer spawn in PVE servers to prevent vehicle hoarding.
    Pistol bulk updated to 300
    Torches and candles can now be destroyed with the hammer - they do not return materials used when destroyed
    Placing objects no longer causes the object to pulse during placement, which could cause placement errors
    Removed Proximity Crafting and Proximity Container Searching - The Proximity Items section of the inventory now only lists items that are out of containers
    Fixed an issue where ground tillers could not be placed in most areas due to underground collision
    Fixed a CTD when swapping ammo with the wooden bow
    Fixed an exploit where emotes could be spammed to fast harvest items
    Fixed an issue where players could get stuck at 100% hunger and stamina
    Fixed an issue where purchasing an item in the military base when you did not have the available bulk to carry it would take your money without granting the item
    Fixed an exploit that allowed players to place land mines in the safe and protected zones
    Players who attempt to equip a weapon in the safe zone receive a message indicating that they cannot equip the weapon
    Wood chests and traps can be picked up by pressing and holding E
    Fixed an exploit that allowed players to re-use gas canisters
    Healing items no longer work when out of bounds
    Fixed an issue where snare traps would automatically trigger upon arming
    Fixed an issue where mashing the zoom on sniper rifles could cause the camera to get stuck behind the scope
    Ammo swap is now bindable in the keybindings menu (default B)
    Fixed an issue where the hammer glowed in the dark
    Fixed an issue where clicking on the name of an equipment slot in the inventory "paper doll" would cause the name to vanish
    Reduced the material cost for building barricades
    Increased health for building barricades
    Rebalanced crafting station recipes - crafting stations no longer require other crafting stations to make
    The top tier sniper rifle will now headshot through the top tier helmet
    Guns drop on death now
    Players can now skin their starting clothing
    Added a multi-sell/multi-salvage option for stacks of items
    Fixed an issue where low tier body armor did not break properly at 0 durability
    Fixed an issue where arrows would persist forever
    Lowered weapon durability
    Fixed an issue where there would be a delay before you could fire after swapping weapons
    Fixed an issue where salvaging magnum rounds while having their salvage components in the inventory would result in destroying the round but not granting the components
    Overhauled body sim and stamina system, it should now be impossible to get "stuck" at 0 stamina
    Fixed an issue where containers and vehicles didn't indicate their bulk capacity
    Fixed some animation conflicts that could cause issues similar to "snaking"
    Fixed some containers having infinite storage capacity
    Increased repair amount for wrenches
    Significantly Lowered Hunger/Hydration burn rates
    Tuned hydration returns for the following water items: "Dirty Water" now regenerates 15% Hydration ; "Water" now regenerates 25% Hydration ;"Purified Water" now regenerates 30% Hydration
    Multiple stamina updates that should address stamina-related issues
    "Yellow Superade" now regenerates Stamina as stated, rather than health
    Added the ability to fill Empty Bottle items with Dirty Water when standing in water
    Hatchet chops quicker
    Makeshift bow uses fiber instead of twine
    Fixed an issue where players could drop their Stronghold Blueprint container
    Fixed an issue where snare traps wouldn't fire correctly
    Coffee now properly cures tiredness
    Candles now weigh 1 bulk instead of 10
    Miscellaneous minor loot balance changes
    Fixed an issue where ghost weapons would appear on the player's back
    Fixed an issue where tank trap placement couldn't be undone
    Inventory is now sortable by Name, Bulk, Category, Rarity, and Sell Price
    Explosive Arrows are exclusive to the tier 3 bow
    Weapons lose durability and max durability when dropped on death
    Destroying a container / dropping an item from a container drops the correct item instead of "Placeholder Item"
    Fixed an issue where players could convert wooden arrows into flaming / explosive arrows
    Melee weapons take durability damage when attacking Stronghold pieces
    Updated the airdrop ticket ruleset
    All bladed weapons can be used to harvest dead animal corpses, not just knives
    Fixed some skin issues (we are aware of additional skin issues)
    Armor now mitigates Zombie and Grenade Damage
    Fixed an issue where you could PVE Raid / Raid through shields with vehicle explosions
    Fixed an issue where you could initiate a PVE raid by attacking workbenches / weapon workbenches
    Fixed an issue where you could PVE Raid / Raid through shields with other explosives
    Items at 0 durability after respawn are destroyed rather than remaining at 0 durability
    Fixed an issue where laminated armor could get into a glitched state where it would render the user invulnerable
    Adjusted various prices for items that were more valuable than their crafting components
    Twine recipe now correctly uses 5 fiber
    Fixed an issue where crafting gunpowder gave an item called "5 Gunpowder" instead of 5 "Gunpowder" items
    Tillers now correctly count towards the Farming limit instead of Decoration
    Fixed an issue where recursively destroyed storage would have its loot float in the air
    You can now craft from open containers, but not closed proximity containers 

World/Environment/NPC related fixes

    New and improved time of day lighting
    General weather improvements
    Barbed wire texture LODs updated so that the wire is visible at longer distances
    Group members now render in matching colors for HUD indicator chevrons, nameplates, and outlines.
    Zombies no longer pick up the contents of a dead player's loot bag
    Fixed an issue where players were able to slide along the ground appearing as a corpse
    Reduced bee damage
    Added new foliage that can be harvested and spread out more rocks for harvesting
    Increased animal fat drop rate
    Fixed an issue where the red killer outline would persist on the killer after the victim respawned
    Fixed an issue where players would fall when exiting a vehicle on an incline
    Added the ability to purchase basic items at the military base
    Added workbenches to the military base
    Fixed a long-standing issue where players, zombies and other NPCs could be rendered invisible to certain players
    Fixed the long-distance player LOD from not blending with distance fog correctly (i.e., far away people aren't dark black against the grey fog)
    Fixed an issue where vehicle explosions damaged other players structures through shields and the PVE ruleset
    Added more loot spawn locations in the world
    Decreased number of weapon and ammo spawns
    Prevented gaining bleeding and other negative status effects while in the military base
    Harvesting FX should now play correctly on trees
    Campfires now drop their contents after being destroyed
    Fixed sniper scope glint
    Reduced food spawns
    Traps now ignore friendly targets - if on a Stronghold, they don't trigger for anyone with permissions. In world, they don't trigger for their owner.
    Added player-on-fire animation
    Fixed an issue where fired arrows looked like bundles of arrows
    New Zombie Hair
    Improved Zombie navigation, they should no longer pop up to rooftops
    Raid flares now attract zombies
    Changed the loot for bushes/small trees - you'll get more fiber/resin and less wood now
    Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player
    Reduced zombie damage to player owned vehicles
    Added ammo boxes to military checkpoints that spawn more ammo
    Nails now spawn in the world more frequently, and each spawn can have multiple nails
    Rock harvesting provides much more zinc per rock harvested (each rock provides more minerals, has a greater chance of providing a cachet of zinc, each cachet of zinc can have more zinc in it than previously)
    Cars are no longer infinitely harvestable
    Fixed loot spawns not respecting loot caps (i.e., over time, dozens of laminated armors would spawn instead of the desired number)
    Fixed loot spawn "creep" or "repopulation" (i.e., loot quantities do not change or increase the longer a server is up)
    Fixed an exploit where players could punch trees to harvest them
    Fixed an issue where vehicles could be boosted while their engine was off, draining their gas
    Fixed an vehicle spawn that would trap players inside the car if they could not drive it away
    Fixed an issue where player corpses attracted a very large number of zombie spawns
    Fixed an issue where sprinting into zombies or bumping into them in doorways could sometimes kill the player via collision damage
    Fixed an issue where zombies would spawn inside secured bases 

Bug/exploit fixes

    Fixed several client crashes
    Fixed several server crashes
    Fixed some backend network issues that were causing servers to be inaccessible and causing some players
    Added keybind for first person / third person toggle (default T)
    Fixed a client crash related to dying in a vehicle
    Vivox Voice Chat Updates
    Fixed an issue with Proximity Chat stretching across servers
    Fixed "drone" exploit
    Fixed "snaking" exploit
    Fixed an additional navigation exploit
    Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person
    Fixed an exploit with wrenches
    Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it
    Fixed an exploit where certain emotes could be used to clip the camera through a wall
    Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind
    Fixed several CTD scenarios
    General performance optimizations
    Ongoing anti-cheat / anti-exploit countermeasures
    Fixed an issue where logging into the game could result in a physics-related death
    Fixed an issue where trap damage zones were not aligned properly with their visual model
    Fixed an exploit where players could build/place items before structures respawned, allowing them to inter-penetrate
    Fixed an issue where using a weapon didn't break auto-run
 
 


Dimanche 13 août 2017  
 
The All New Hideout Crate

Prepare to make an impression in Badwater Canyon with the new Hideout Crate! This crate introduces decorations to help your Stronghold stand out, along with a number of unique character customization options that are sure to make an impression on both friend and foe.

Each Hideout Crate contains one randomly inserted item from the list below. Crates can be purchased with DBC via the in-game Marketplace. Recipes can be used to craft multiple copies of an item, but each item you craft requires that you gather the necessary materials through gameplay. See the full list of items in all their glory right here!

 
 


Dimanche 13 août 2017  
 
Free Crates & More!

Playing games and getting free stuff, it doesn't get any better than that right? We just launched our newest crate for Just Survive and we're giving one away for jumping into the game! 

We're also going to be rewarding players with a Survivor Collection Crate and a free in-game shirt. The Hideout Crate is a great place to start for those building out their newest Strongholds as it contains some incredible decorative items.

The Survivor Collection Crate is your one stop shop for items from all of our previous crates, including the recent Outlands Crate. Learn more about the Survivor Crate here

Z1 is a way veteran players refer to the map that was available when we entered Early Access. It's time to say goodbye to the old and hello to the new. Wear your "I survived Z1" shirt with pride when raiding bases and slaying zombies.  

How do you get all these great things? I'm glad you asked. All you have to do is log into Just Survive between August 15th and August 22nd at 11:59pm PT and you'll be granted the following: 

Hideout Crate

Survivor Collection Crate

In-game Skin

It's that easy! 

 
 


Jeudi 10 août 2017  
 
Test Server Patch Notes

Listed below are the patch notes for the first iteration of the Combat Update on the Test Server.  For additional context and information on the update content, check out the Producer's Letter!

Please note – this is the Test Server; we are here for your feedback and to iterate and fix bugs.  This means that all features and tuning values are subject to change.  Some features may be removed entirely before the build hits the Live servers. Also note that Duos, Fives, Combat Practice, and Skirmish will be temporarily locked as this build first lands on Test Server – we want everyone hopping into Solos so that we can get full games for the best possible experience.

Gunplay & Gameplay Improvements

Weapons have all been re-tuned and improved so that they behave and feel more like their real-world counterparts and have a distinct and important role in the game.  Overall, bullets now move at a more believable speed and with a flatter trajectory; though bullets still begin to drop over long distances. Rifle rounds fly fastest and flattest while pistol rounds hit hard up close but lose power over distance. 

    A new reticle has been added that blooms as recoil increases.  Aiming down sights will bring the reticle down to a smaller size to demonstrate accuracy, while holding down fire of an automatic weapon will show how recoil increases over time.  The old reticle can be used via the “Reticle Style” option in Settings.
    New hitmarkers have been added to the shotgun to show how many of the pellets landed.
    Shots now leave a light trail behind them so that you can see the bullet trajectory.  This can also be disabled in Settings.
    The bleed mechanic has been simplified so that there are now three bleeding states (previously, there were five).  The UI is now consistent with the system, showing three blood icons to indicate Minor, Moderate, and Major bleeding.  It’ll take one bandage to heal each bleed marker or a First Aid Kit to heal all three.
    Throwables no longer have to “reload” before they can be thrown.  Hold aim (default: right mouse button) to see an Aim Arc to line up your throw, or tap left-click for a quick throw.
    Movement controls have been fine-tuned to be more responsive and better connected to the in-game actions of your character.  Running, turning, throwing, and strafing animations have all been improved.
    You can now move while looting.

Weapons Improvements

    New Weapon: Hellfire 4-6 Submachine Gun

      Lightweight, close-quarters specialist
      Fully automatic, fires its 30-round magazine in approximately two seconds.

    The R380 has been removed from the game. Its skin will be made available for the M1911.
    AR-15 and AK-47 have been rebuilt with new models, improved animations and better muzzle effects.  Other guns will be improved similarly in the future.
    All weapons have had recoil, cone of fire, and reset time tuned to improve overall feel as well as help reinforce their intended ranges.
    Explosive arrows now do more damage against vehicles.
    Gas grenade damage no longer stacks.

Weapons Tuning

AR-15

    Role: Long-range versatile - low recoil and high accuracy.
    Damage per shot: 22.5 (decreased from 25)
    Headshot modifier: x4.5
    Projectile speed: 1000 meters per second (up from 375)
    Bleed applied per shot: 1
    Fire Rate: Semi-automatic
    Notes: Recoil now includes vertical movement

AK-47

    Role: Mid-range versatile – high recoil and high damage.
    Damage per shot: 30
    Headshot modifier: x4
    Projectile speed: 700 meters per second (up from 375)
    Bleed applied per shot: 2
    Fire Rate: Automatic

Hellfire 4-6

    Role: Close-range versatile – highest fire rate
    Damage per shot: 17.5
    Headshot modifier: x4
    Projectile speed: 500 meters per second
    Bleed applied per shot: 1
    Fire Rate: Automatic

Shotgun

    Role: Close-range specialist – capable of one-shot kills
    Damage per pellet: 12 pellets fired, doing 4.0 - 9.1 damage each, depending on distance.
    Headshot modifier: Between x1.0 and x2.7, depending on distance.
    Projectile speed: 250 meters per second
    Bleed applied per pellet: ¼ (per pellet)
    Fire Rate: Pump action
    Note: Shotgun damage decreases over distance.  It will inflict max damage at point blank and begin to decrease beyond 8 meters.  It will inflict minimum damage at ranges of 14 meters and above.

.308 Hunting Rifle

    Role: Long-range specialist – capable of one-shot kills
    Damage per shot: 65
    Headshot modifier: x4
    Projectile speed: 1000 meters per second (up from 659)
    Bleed applied per shot: 3
    Fire Rate: Bolt action
    Notes: Scope sway & hold breath mechanics have been removed.  Bypasses the 50% bleed reduction that body armor provides.  Also increased zoom from 4x to 8x.

Magnum

    Role: Powerful pistol - packs a huge punch
    Damage per shot: 51 (increased from 30)
    Headshot modifier: x2
    Projectile speed: 350 meters per second (down from 375)
    Bleed applied per shot: 2
    Fire rate: Semi-automatic, slowest pistol
    Notes: Bypasses the 50% bleed reduction that body armor provides.

M1911

    Role: Versatile pistol - good in many situations
    Damage per shot: 27.5 (increased from 25)
    Headshot modifier: x4
    Projectile speed: 300 meters per second (down from 375)
    Bleed applied per shot: 1
    Fire rate: Semi-automatic
    Notes: Increased magazine size to 10 rounds, up from 7.

M9

    Role: Run and gun pistol - large magazine and low recoil
    Damage per shot: 18
    Headshot modifier: x5
    Projectile speed: 400 meters per second (up from 375)
    Bleed applied per shot: 1
    Fire rate: Semi-automatic, fastest pistol
    Notes: Increased magazine size to 17 rounds, up from 15.

New Camera Options

Two new camera options have been added to the game; Dynamic and Static.  These are both over-the-shoulder cameras that give you a much clearer connection to your character and line of sight to your target.  Static will be the default option, and you can choose between the two new cameras, and the classic live camera, in Settings.

    The Dynamic camera will pull in tight in buildings for a better view of interior spaces and will move back to when running forward to provide a better view of your character.  It will also shift over a bit to the side when aiming down sights to give you the clearest possible view of your target.
    The Static camera is also side-shifted like the Dynamic camera but does not move at all.
    With both the Static and Dynamic cameras, you can swap which shoulder the camera is on during gameplay, default key: left control.

Gameplay UI Improvements

    There is now a rotating compass centered at the top of the screen that is much easier to use than the previous directional indicators, which have been removed. This is the first implementation of the Compass. More features will be added to it soon, like your Map Grid coordinates.
    Exact locations of players and their teammates are now shown on the map.  The red box that indicates the grid location has been removed.
    Players and their teammates can now place a marker on the map by clicking on it.  Use this to call out destinations or targets for your teammates!
    Multiple players can now simultaneously interact with lootable containers such as player loot bags and vehicle inventory.
    Loot bags can now be looted from proximity by opening Inventory while standing next to them.
    Medical items and throwable items now stack in the loadout slot instead of having 1 item in the loadout and the rest stacked in the inventory.
    Shift-dragging a stack of items now defaults to half of the stack.
    Overall inventory performance should be improved.  Proximity items should update faster, dragging items from slot to slot should be crisper, and large stacks of items should no longer cause performance issues.
    The diagnostic HUD is now enabled by default.  This is massively helpful when it’s turned on when we are sent videos of lag, desync, etc.  It can still be disabled (default: N) however we ask that if you are streaming or recording to leave this on to help us identify issues when videos are sent our way.

Vehicles

    All passengers can now use the vehicle inventory, even while it’s in motion
    ATVs no longer require a key or hotwiring to start
    ATVs no longer spawn with keys or biofuel
    Doubled the number of ATVs that spawn in The Arena
    Improved the vehicle flip function to prevent “overflip” and be much more consistent
    Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door.
    We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch.
    Cruise Control is now in the Keybindings menu and can be rebound.

Footwear

We’ve done a tuning pass on all footwear in the game to make sure they have distinct and useful roles depending on the situation.  Shoes found in the world will auto-equip if a lesser type of shoe is currently equipped, and can now be salvaged into useful crafting materials.  Details below.

Quiet Shoes

    Found: Starting item
    Footstep volume: lowest
    Can now be shredded for 2 scraps of cloth
    5% sprint speed bonus (increased from 2%)
    25% falling damage reduction (increased from 5%)
    30 inventory space

Sturdy Shoes

    Found: Looted from the world
    Footstep volume: highest
    Can now be salvaged for 2 composite fabric
    12% sprint speed bonus (increased from 7%)
    90% falling damage reduction (increased from 65%)
    200 inventory space

Fast Shoes

    Found: Looted from the world
    Footstep volume: moderate
    Can now be salvaged for 2 composite fabric
    16% sprint speed bonus
    15% falling damage reduction
    200 inventory space

Barefoot

    Found: Only used if player removes footwear
    Footstep volume: light
    No bonuses to speed or falling damage

The Arena

New Points of Interest

    Harris County Fairgrounds in E5 – these abandoned fairgrounds feature a quick-changing mix of long to short range combat.
    CWP Water Treatment Authority in C6 – this spot offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify.
    East Valley Shopping Center in I7 – large shopping center that offers loot to be grabbed on the move.
    CWP Utilities Compound 62 in F4 – an electrical utility area which has been fortified and used as a hold-out by survivors during The Outbreak, offering cover and a great view of the surrounding area.
    Sunny Pines in G3 – the former trailer park has expanded to a community of trailers, houses, warehouses, and a church spreads across the hills. 

World Improvements

    Added Leaderboards back into Fort Destiny
    Reduced the number of explosive barrels that spawn in the world
    Reduced explosive barrel damage so that single explosions will no longer kill full health players
    Adjusted the spawn logic so that multiple explosive barrels will not spawn next to each other
    Increased the time to reach the safe zone for the first two gas phases
    Old rocks have been removed and replaced with new, varied rock formations. These new rocks have more accurate collision for more precise combat gameplay.
    Tents now flatten when shot
    Blue mail boxes, newspaper boxes, cement trash cans, fire hydrants, woodpiles, and playground slides are all now destructible
    Updated road, tree, bush, and ground visuals to look more realistic and visually appealing
    Updated lighting and ambient occlusion to give the world better visual quality
    In Training, weapons and ammo will respawn if they have been partially looted (e.g. only the ammo boxes were looted, but not the weapon).

Bug Fixes

    Players should no longer be killed by the environment when parachuting on or near vehicles
    Players should no longer fall out of their parachute
    Players should no longer experience loading screens after exiting a vehicle
    Fixed two issues that could cause footsteps to be incorrectly muffled or silent.  We’re still looking into other potential causes of this bug; please let us know if you encounter it.
    Fixed a rare issue that could cause players to be killed by the gas before the first gas phase
    The second to last kill in team games should always count towards the kill score
    Fixed a crash that could occur when loading into a fives match with teammates from the previous game
    End screens should properly show even if the last players teammates all disconnected
    Machetes and axes now properly break glass
    Gas grenades no longer cause biofuel to explode
    Stun grenades now have a sound effect when picked up
    Armor icon will now show up properly after looting armor from proximity
    Group Tier text is once again present for Royalty One players on the end screens
    Group Tier now specifies Duos or Fives depending on the game mode
    The last player on a team will no longer briefly see the option to Spectate after dying
    Menu items should no longer disappear after backing out from the Top 10 screen
    Dying while interacting with a loot bag will no longer prevent other players from looting it
    Various text and Steam inventory bug fixes
    Fixed many clipping, floating, and other miscellaneous issues in The Arena.

Known Issues

There are a number of known issues in this build which we are fixing before anything goes Live.  These are our highest priority to fix as quickly as possible and will get the fixes up to Test as they are verified internally.

    Occasionally, thrown grenades will disappear after leaving the players hand – if you encounter this and are able to reproduce the issue, please let us know!  We’re looking into this as a top priority.
    We’re still doing a lot of tuning on corner-fire for the over the shoulder cameras.  Please send over any issues you encounter so that we can make sure they’re included in our iterations.
    Fort Destiny leaderboards are not fully functioning yet and may not be ready for the Live update.
    Occasionally, the airdrop plane is missing its audio
    End Screen UI does not appear if the player wins with their Inventory open
    Remote Bullet trails are not visible from certain angles
    Bullet trails are not always perfectly aligned with projectile path
    Bullet trails may go through the targets body and come back through a second time
    Bullet trails visually stop short of impact
    Bullet trails originate from behind the remote player when aiming down
    Remote bullet trails can’t be seen unless the remote player and projectile are in view
    There are a few exploits that allow certain animations to be skipped
    Certain objects and angles may show the shot-block icon when the shot is not actually blocked.
    Entering the menu or map while in third person aim down sights can lock aim-point
    Camera moves slightly to the right when strafing and quickly moving the camera to the left in first person with the shotgun and crossbow.
    Scoped weapons do not aim precisely at the reticle when zooming in while a passenger in a vehicle
    Spamming ADS will slightly move the camera to the right over time
    Using ADS with scoped weapons briefly shows the player hand
    Using ADS with scoped weapons briefly shows a black box at the top of the scope
    Players will briefly change walking directions while aiming down sights while strafing.
    Animated skins can be slightly seen through smoke
    The SMG is missing its empty clip audio
    SMG reload audio is louder than other weapons
    Sound effect is missing when punching other players
    Royalty icon is missing on the leaderboards
    The animation for the knocking animation lags
    In-game sound effects can occasionally be heard while on the main menu
    Notifications to alert you that changing a keybinding will clear another are missing.
    Rifle firing animations repeat while crouching and aiming down sights
    AR-15 is pulled off the screen when transitioning from ADS to sprint in first person
    Reload animation does not occur after an auto-reload and switching to an empty weapon of the same type
    Pressing auto-run while prone causes the character to start standing then go back to prone
    When prone, the rifle is visually pointing lower than expected (it still aims correctly, visual issue only).
    Throwing multiple grenades (of any type) using offset cameras can cause the pin to float near the character
    Left hand is positioned incorrectly on the AK-47 and AR-15
    Weapons can appear invisible after switching seats in a vehicle then switching camera types
    In first person, weapons bounce after the player lands from a jump
    Visually, recoil when strafing can appear to be less than when standing still.
    Vehicles aren’t properly despawning when they blow up inside of buildings.
    Error text may briefly display on End Screen panels before being replaced by the correct text.
    Zooming in with the binoculars for the first time after switching to them is slightly delayed
 
 


Jeudi 10 août 2017  
 
Producer's Letter - Combat Update

We are very close to the public testing phase of the Combat Update, which I know many of you have been eagerly awaiting. Today's update to the Test Server is a major step forward in coming out of Early Access and in realizing H1Z1's true potential by improving many of its core mechanics and features. 

The Combat Update improves many facets of the game to provide the best combat experience yet, spanning from how your character responds to your inputs, to shooting mechanics, all the way down to the specifics of where each weapon excels in a gunfight. Beyond combat, this update includes some new Points of Interest on the map, and revisions to game pacing. 

We will be testing this update in phases, starting with a focus on "solos." Once we're satisfied that we've gotten the feedback we need for solos, we'll announce the next phase of testing.

If there’s one update to jump on the Test Server and play early, this is it. As we work to improve the core gameplay, many features that you’re used to may evolve. We ask that you give the changes a fair test before deciding if you agree or disagree with the decision. We also want you to know that not everything you see on Test will make it to the Live server. We will be actively listening to feedback to refine features with this update. We expect to iterate several times on the Test Server before anything is released to live, so if you encounter a problem or bug, please visit the extensive known issues list before reporting it. It is very likely that we’re already planning to address it! You can read the full Combat Update Test Server patch notes here.

There’s a lot of meat to this update, so let’s get to it! 

Shooting and Gunplay

We know that proficiency with your weapons is key to being the last player standing, so we’ve made improvements to weapon ballistics, hit markers, recoil, animations and more to improve H1Z1’s shooting mechanics. Our goal is to ensure that firing a weapon gives you all the feedback you need to learn and master each weapon. 

The reticle has been upgraded to show exactly how accurate your weapon is. Each round fired will fly somewhere within the ring. As your weapon recoils, it grows less accurate with each subsequent shot fired until you ease off the trigger. 

A “Classic Reticle” option has been added to the Settings menu to allow you to use any of the custom reticles already available, but note that these will not show your weapon’s accuracy.

We’ve created new hit markers for the shotgun that indicate where your shot strikes. This makes it much easier to learn how far away you can take shots effectively based on how much of the shot hits at different distances. 

Bullets now move at a more believable speed, and each weapon’s ballistics profile has been improved to better match its real-world counterpart. Rifle rounds fly fast and flat, pistol rounds hit hard up close but lose power over distance, and shotgun shells tear things up in close quarters. To help understand how your bullets fly and where they will hit, bullets have a visible trail. 

Bullets may fly faster across a flatter trajectory, but it’s still important to learn how far to lead a moving target and how high to aim a shot at long range. If you find bullet trails too distracting, a setting has also been added to hide them.

Making the Most of Each Gun

To add more variety to gameplay, each gun has been highly tuned to excel in a specific role and carefully counterbalanced with drawbacks to give each weapon a distinct play style. You’ll now have to be more strategic about which guns you decide to pick up and equip. 


AR-15

Second only to the Hunting Rifle for long range combat, the AR-15’s high accuracy and comparably low recoil make it ideal for reaching out and touching targets at a distance. Its improved recoil pattern (which now includes vertical recoil) rewards players who can steel their nerves to take precision shots at long range.

AK-47

The AK reigns supreme in mid-range fights. Hitting harder and firing faster than the AR15, the AK is lethal in the hands of a player who can learn to control its punchy recoil.

Hunting Rifle

This high-powered rifle is still just as effective at dropping players at long range in one or two hits, provided you can get your hands on one. The “Scope Sway” mechanic has been removed.

Shotgun

While capable of dropping a target with one or two good hits up close, the shotgun requires a good sense of timing since it cycles slowly. The weapon’s spread has been opened up a little wider, making it more effective firing on the run at close range targets, but significantly less effective at medium range shots.

M9

This easy to handle pistol may not hit particularly hard, but doesn’t kick back particularly hard either. Boasting the largest magazine size of all of H1Z1’s pistols, it’s also the most forgiving to rapid-fire.

M1911

This classic military pistol delivers more damage than its modern counterpart, the M9, but offers fewer rounds in the magazine and has worse recoil control. In this update, it has been upgraded with a ten round magazine.

Magnum

The magnum now delivers a staggering amount of damage and tears through armor without a second thought. With only six shots loaded and a slow re-fire time, every shot landed or missed makes a big difference. Its ballistics have been improved so that a precise shooter can hit a moving target without too much lead.

Regarding the R380: we did not feel the R380, an intentionally under-powered pistol, had a good place amongst the newly balanced weapons. We want to make sure every gun has a role in which it excels, and the R380 fell short in every aspect of combat gameplay performance. It has been removed from the game, and its skin will be made available for the M1911.

Expanding the Arsenal: The Hellfire 4-6

Not only did we refine all the guns currently in the game, but we’ve added another one to the arsenal. The H1Z1 weapon catalogue welcomes the Hellfire 4-6: A fast-firing, close-quarters compact submachine gun. 



The Hellfire chambers a 4.6x30mm lightweight cartridge for controllable fully automatic spray-down fire. The Hellfire can burn through its thirty round magazine in approximately two seconds, shredding targets in close-quarters combat. 

Rifles [Visually] Rebuilt

We’re raising the quality bar on our weapons. We’ve rebuilt the AR-15 and AK-47 to higher artistic fidelity with modernized parts and updated animations. These guns received a new muzzle effects pass, and will soon be updated with fire and handling sounds recorded from their real-world counterparts. You can expect more guns to get the same treatment down the road as well. By the time we push this to the Live servers, all the older weapon skins will fit onto the newer weapon models. 



 

Dynamic Cameras

A lot of work has gone into our camera system to better show off your character and make it easier to shoot and move around the world. We’ve shifted the camera over slightly so you can better see what you’re shooting at, as well as where your shots are landing.

The camera has been upgraded to dynamically adapt its framing depending on what you’re doing. We’re keeping a wide angle when you’re out in the open. As you run forward, the camera pulls back to better show off your character. 

The camera will pull in tight in buildings to give you a better view of interior spaces in detail. 

And of course, when you’re aiming your weapon, we’re shifting the camera over to give you a clear line of fire to your target. 

We’re letting you pick the side of the camera you want to see your character on. At any point in game, you can swap which shoulder your camera is on. This is set to the left-control key by default and can be changed in the “Keybindings” settings page. 

Because of how different a new camera can make the game feel, we’re also going to support “Classic Camera,” which looks and behaves exactly the same as the old camera used to. If you’re interested in the new camera angles but don’t like the dynamic motion, we’re offering a “Static Camera” as well, which includes all of the new shifted framing but does not dynamically adjust itself or move around automatically. 

Player Movement

Our animation department has been hard at work overhauling the look and feel of our characters. Your character is now not only more responsive to your controls, but also runs, leans, and turns more like real person.

We’ve heard a lot of feedback on moving while looting, so we’re excited to share that you can now also move while looting a dead player. If you move too far away from the player’s loot sack, the inventory window will close automatically. 

Throwables

Throwables have been upgraded to be quicker to equip, easier to aim, and faster to throw on the move. You can now aim thrown weapons with the Aim Arc by holding the “Aim” button. To cancel a throw, simply release the “Aim” button.

Additionally, thrown weapons can be “quick-thrown” by a single press of the “Fire” button.

New POIs

Our world team continues to add more locations to map and improve the overall look and feel of the world. Aside from these new Points of Interest, keep an eye out for some new rock formations that help with cover in open fields, which is especially important for those times when you don’t have a vehicle!

Harris County Fairgrounds

Found in E5, North West of Pleasant Valley, these abandoned fairgrounds feature a quick-changing mix of long to short range combat.


CWP Water Treatment Authority

Found in C6, West of Pleasant Valley, this water treatment monitoring center offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify.

East Valley Shopping Center

This large shopping center offers loot to be grabbed on the move and can be found in I7 directly East of the Airport.

CWP Utilities Compound 62

This electrical utility area was fortified and used as a hold-out by survivors during The Outbreak. In addition to its makeshift fortifications, it offers a great view of the surrounding area. Check out F4, North of Pleasant Valley

Sunny Pines

This community of trailers, houses, warehouses and a church spreads across the hills found West of Ranchito (G3) has replaced the prior Sunny Pines trailer park.

Bleed Mechanic

We’ve revised the Bleed Mechanic to make it more understandable, simplifying what you need to do to respond to bleeding and how damage is calculated by game systems. Where the Bleed Mechanic used to have six different states for “bleeding,” we’ve reduced it to four: Not Bleeding, Minor Bleeding, Moderate Bleeding, and Major Bleeding. The health bar has also been updated to show one Bleed Marker for Minor Bleeding, two Markers for Moderate, and three for Major.

It’ll take one Bandage to heal each bleed marker or a First Aid Kit to heal all three. 

Vehicle Fixes

A few vehicle improvements have been made for this update:

    All vehicle passengers can now use the inventory of a vehicle, even while it's in motion.
    Vehicles no longer “over flip.” They will instead land on their wheels more consistently.
    Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door.
    We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch.

Navigating the World

In this update, you’ll have a few new navigational tools available at your disposal, including a more functional compass, the ability to see the exact position of you and your teammates on the map, and the capability to place a marker on the map for easy navigation reference. All of your teammates can see this marker, which can be placed by left-clicking on a location. Right clicking will remove the marker.

The first is a more functional compass. 

World Systems Improvements

We’ve improved many of the systems that control how the world behaves during matches. Improvement include:

    Explosive Barrels no longer spawn near each other.
    Explosive Barrels have had their point blank damage decreased so they no longer kill a player at full health.
    Tents now flatten when shot.
    Blue mail boxes, newspaper boxes, and cement ash trays can now be destroyed.

Functional Footwear

If you’re still running around in your starter shoes, the first pair of better footwear you find and pick up will now automatically be equipped. Both Sturdy and Speedy footwear have had their stats bumped up as well. We’ve also added crafting components you can get from shredding and salvaging footwear you find.

Combat Practice

There’s been some chatter about Combat Training, or deathmatch as we’ve seen many of you call it. This was initially designed as an internal tool to help test the Combat Update. While testing, we found that it was actually a ton of fun and allows players a place to practice and before going into a standard match. We have more work to do on it before it’s ready for large-scale community use, but we do intend to eventually release it in H1Z1. 

Weapon Roulette Skirmish

We have a new skirmish in development you may see on the Test server in the near future that we’re calling Weapon Roulette

    This is a standard BR mode except that all players in the match start with the same *random* gun in hand and infinite ammo for that weapon.
    No other guns or ammo are spawned in the map to loot, but you’ll still need to scavenge for other supplies.
    At certain population thresholds as the match advances, all players will have their current weapon removed, and we’ll randomly select a new weapon that will be granted out to all remaining players.

So essentially every game should play out a bit differently because the order of the guns in play will be randomized each match and you’ll have to adapt how you play based on the gun that’s active. We’d love to get more eyes and feedback on the skirmish, so we’re hopeful we’ll be able to surface the mode on Test server soon for everyone to check out.

More in the Works!

Keep an eye out for some additional changes beyond what’s mentioned above. Plus, with all these changes to the core combat system, expect pre-season 6 to start when this update hits Live. More details on that to come. 

This update is massive and we cannot wait to play with you on Test and get your feedback! We can’t thank you enough for your support and we couldn’t be more excited for the future of H1Z1.

 
 


Mardi 1 août 2017  
 
Know Your Apocalypse

New and exciting things are happening in Just Survive. Badwater Canyon is a brand new map coming to the game and with a new map comes a lot of great new locations to explore. Today we’re giving you a detailed look at three of these new hot spots.

Benson Ranch

The Benson family lived in this area for as far back as anyone can remember. Strangely, however, they kept to themselves and were rarely seen in public during daylight hours.



William Henry Harrison Dam

Though President Harrison's untimely passing cut short his term in office, his integrity and distinguished military career would later be immortalized in the construction of this stalwart dam.



Fort Algernon

Named after the historic fort that supported settlers's efforts in Jamestown, Fort Algernon was constructed rapidly in recent months to support resettlement in Badwater Canyon.



You can expect to see more inside information as the map continues to grow. Badwater Canyon is available for you to try out RIGHT NOW on the Test Server and will be coming to Live servers this summer!

 
 


Vendredi 7 juillet 2017  
 
Can you Survive the New Map?

If you haven't tried it yet, a massive update on Just Survive was announced  just a few weeks ago!  This is your chance to try out a new map, stronghold system, tiered weaponry and so much more!  You can be a part of the Test just by doing the following:

    Head to your Library in Steam
    Search for Just Survive
    Right click Just Survive Test and Install

That's it!  Let us know what you think or any bugs you encounter on the Just Survive Reddit!

 
 


Vendredi 23 juin 2017  
 
New Survivor Collection Available!

A new Crate system has just made its way to Just Survive with our most recent game update! With this new system, you will notice our entire Crate offering is now consolidated into two distinct options.

Starting today, you’ll be able to purchase the most recently released Crate as before (currently the Outlands Crate), but all other available items can now be found in the Survivor Collection. What this means is that the vast majority of items from every previous Crate are in just one place! 

That’s not all - if you're looking for value, we’ve dropped the price on our most recently released Crate to 200 DGC, and the Survivor Collection will be available for 100 DGC. The most recently released Crate will provide one item for each Crate, but the Survivor Collection will grant two!

Here are a few of those classic items you may want to grab:

Gorilla Warfare Full Helmet
Red Bone Full Helmet
Toxic Body Armor

  Gorilla Warfare Helmet  

  Red Bone Helmet  

Toxic Body Armor

Do you have locked Crates in your inventory? Now is the time to crack them open, because we’ve lowered the unlock cost to just 50 DBC!

Head to the Marketplace to take advantage of these new prices and Crates!

 
 


Mercredi 21 juin 2017  
 
Welcome to Badwater Canyon

As the most comprehensive release in Just Survive's history, this update represents our new direction for what's to come in the many months ahead and we’re thrilled to finally show you what we’ve been working on. Before we discuss all of the new features, there are a few things to point out about this update:

Our new map, Badwater Canyon, represents a more focused approach to design and overall layout. The entire map was built meter by meter with multiple styles of gameplay in mind. Because of this new crafted approach, we are spending extra time on every single part of the map and we’ll be rolling out the first region at this time (Pine Mill Reservoir) which focuses on a drained reservoir and a devastated hydroelectric dam. Pine Mill is rather remote, given that it’s located in a National Forest, so expect to see POIs such as Ranger Stations and Campgrounds. The goal is to have each portion of the map feel significantly unique, so you can expect urban density and a variety of brand new POIs moving forward. This initial release allows us to get things in your hands sooner and allows you to provide feedback now while we continue development. Given this, population caps have been taken into consideration per server and will change based on what we see in initial testing.

In addition to all of the new features, we've fixed many recent (and legacy!) bugs in this update. Snaking is gone. Droning is gone. Melee weapons now render in first person. We’ve improved how the bow works. Overall performance has been improved, too. In other words, this truly is a comprehensive update.

There are some known issues (please keep in mind that this is a Test update and not a Live release) and we will start a new thread to detail those things separately once we unlock Test. We need your feedback on everything here so please report in either thread with anything and everything you find. This is still very much a game in development - your feedback matters and absolutely influences the end result. I've said it before and it bears repeating that we welcome ALL feedback. Debate is healthy. Critical feedback (when delivered in a way that's not disparaging or nasty) is healthy. we do hope you keep it up...we read every single thing posted here.

Alright! Let's get into the nitty-gritty details!

Strongholds

Our goal is to empower you to put down roots, form strong communities, and challenge one another to build and attack increasingly complex and challenging Stronghold configurations. New features for this first iteration of the Strongholds system include a Full Modular Building Set, Purposeful Attack/Defend Gameplay, Stronghold Respawn, and Crafted Building Locations.

The Modular Building Set includes a number of new pieces for increased creativity. We've also overhauled existing pieces like gates which are now completely self-contained. Beyond that, we’re introducing a timed Attack/Defense cycle to encourage scouting, force creative problem solving, and limit the amount of loot that can be gathered in an attack, especially with offline raids. When the timer reaches zero, attackers will be pushed out of your Stronghold by poison gas allowing your base to physically reset and rebuild itself while being shielded for a period of time so that you can safely modify your defenses. In other words, the blueprint you carefully design will now remain intact.

Badwater Canyon

Ultimately, none of this works without an environment that’s custom built for Just Survive’s new direction and that’s why we’re introducing this brand new map, Badwater Canyon. This environment is specifically crafted with targeted loot distribution, verticality, and exploration in mind. We felt it was critical to create crafted building locations for Stronghold construction that serve unique gameplay needs and provide progressive desirability. As a result, there will be hundreds of these easily identifiable basepads across Badwater Canyon, with the larger pads providing increased loot and interaction opportunities while the smaller variety provide a hidden, more tactical approach for those who prefer to avoid conflict.

Life & Death

Significant changes have been made to both spawning in the world and how you experience death. You now begin your journey as a rescued survivor with limited equipment in a makeshift Military Base. Here, you’ll have the opportunity to interact with the Supply Liaison (Corporal Moran), pair up with other survivors, or perhaps even cross paths with a future foe.

If you perish, you’ll have the option of respawning at the nearest Military Base or at your Stronghold. The Death Screen itself has also been updated to help clarify the cause of your death. Most importantly, only unequipped items in your inventory can be looted from your corpse. Anything still equipped will return with you on respawn, but in a broken state. This way, the high-tier Shotgun that took you days to find won’t simply disappear but you will have to spend a little effort to make it functional again when you revive.

Loot

Previously, loot was represented in a way that didn’t meet the standards of a game where you’re constantly in search of meaningful resources. That’s why we’ve completely re-itemized JS, adding dozens of new items and giving each of the existing ones clear representation in the world. The days of picking up a striped shirt only to discover it’s actually an orange tank top are over.

We’ve also completely overhauled containers and loot placement for Badwater Canyon so that the items you need are spread out in more meaningful ways. Additionally, several containers will still grant loot, even in picked-over areas. We’re also introducing a Rarity system that clearly differentiates the valuable items from the standard fare. Be on the lookout for those Purple items…even if you don’t see an immediate need, they might be worth their weight in gold!

Harvesting

Breaking down objects in the world for loot desperately needed refinement and expansion, because 1) breaking things is fun and 2) Stronghold pieces have to be built from something! With this update, the actual process of gathering materials from Cars and Trees looks and feels significantly better. Additionally, we’ve expanded what you’ll receive from interacting with these objects and added the ability to harvest Rock by using a new item, the Pickaxe.

Combat

Defending yourself against zombies and other survivors is a critical part of daily life in Badwater Canyon, and that’s why we’ve rebuilt all of our weapons from scratch. We’re introducing Tiers to each weapon type that tie directly into item Rarity. Additionally, each weapon was given a tuning pass so they now look and feel unique. For example, you can find a basic rusted AK that serves a purpose, but it’s not nearly as lethal as the Tier 2 variety.

Additionally, melee has received significant upgrades with an all-new hit registration system and a complete animation overhaul. The same Tiers system we’re introducing with firearms has been applied here as well, along with new surprise or two...

Currency

Creating true value for each item in the world and tackling the problem of item hoarding have both been addressed with the creation of an in-game currency, called Golden Eagle Coins, which is earned by exchanging items found in the world with Corporal Moran at the Military Base. At launch, this currency can only be used to purchase Stronghold locations but we have plans to significantly expand its usage over time. Currency is tied to your character and cannot be looted off your corpse.

Little Details

A number of core features in the game were functional, but desperately needed refinement. Barricades have been rebuilt and tuned to allow for reasonable fortification of existing structures. Likewise, Loot Stashes got a makeover and are now granted as part of your Starting Equipment.

We are also slightly changing how skins are applied to items with two goals in mind: integration with the new item tiers, and increased value for our players. With our new system, applied skins can now target any item in their core category – they simply alter its appearance, allowing them to inherit the qualities of their target item. For example, a Crimson Grin Satchel skin, previously only applied to other satchels, can now be applied to any backpack and it will inherit the associated carrying capacity of the converted item.

Dust in the Wind

With such a sweeping update, there were bound to be a few casualties. Sci-Fi Weapons, Pastel Zombie Clothing, Weapon Dismantling, Outdated Tool Functionality, Shacks, Special-Case Zombies and the Spear were all cut in the pursuit of a cleaner experience.

When will all of this make it to Live? Not before it's ready is the short answer here. There's a ton of new content here and a lot of new systems to shake down and it will be several weeks at least before we're ready to make that move. Our dedication to publishing solid Live updates will continue as it has over the past 6-months and we will make sure the Live promotion is something all of us, the community and devs, are comfortable with. We'll be updating Test frequently during that time, however, which means your test feedback is going to have a direct impact on the state of the game for the near future.

Thanks again to every single one of you for your continued support and patience these past six months. We can’t wait to see what you think and I truly hope you enjoy Badwater Canyon as much as we do!

 
 


Vendredi 9 juin 2017  
 
Team Scoring, Pre-Season 5, and More!

Our next large game update has some really great changes in it, and we’re excited to bring it to the Test server! This update brings improved dynamic gas rings, adds scoring for team games and a lot of improvements to grouping, brings new POIs to the Arena, and more. 

Team Scoring

Scoring in team games is now ready for testing. Each time you play in duos or fives, you will see a score for you and each of your teammates. Your team score goes up whenever a full team gets eliminated, a team member gets a kill, or a team member gets an assist. Individual kills and assists are tracked and shown at the end of the match for all team members. The badge that becomes part of your top 10 is the total team score and an accumulation of all kills and assists the team got as a whole, as well as the highest position the last person who was alive achieved. Once you have filled out 10 scores, you will be placed on the leaderboard for that mode just like in solos. We will continue to tweak the score system from season to season until it is balanced. Keep an eye out for a more in-depth article regarding team scoring and more features coming in the future.

Pre-Season 5

We are going to start the next Pre-Season (Pre-Season 5) when this update goes to the Live server.  In addition to team scoring mentioned above, we are making larger changes to scoring and leaderboards that you will notice once Pre-Season 5 begins. There will be a new leaderboard tier in between Diamond and Royalty, called Master, which will make the Royalty tier even more elite. On the scoring side with this update, players will receive a flat score for each kill no matter when it occurred during the match. Currently the value of a kill increases over the course of the match. We’ll be sharing more details about these changes in the coming weeks.

Gas Changes

The biggest change you will notice during your matches on Test is how the gas ring system works. We wanted to create a system that is more dynamic and utilizes the entire map, so we completely rewrote this from the ground up. You can now expect final rings all over the map, including further to reach locations that are currently rarely visited, like the dam. The spawn system has also been updated, and it will now take into consideration where the game will end and adjust how far you spawn from where the initial ring will appear. The rings are still randomized; now they will just utilize the entire map. 

Now that you have some context of the system and a visual to back it up, let’s look at some details: 

    The match can now end almost anywhere on the map rather than the middle like it used to.
    We’re saying "almost" in this case because the far edges of the map just don’t allow for good combat due to topography.
    The spawn system has been refactored and takes the initial gas ring into consideration so we don’t start you too far away.
    There are server volumes around all of the points of interest on the map, these have been flagged with a “type”.
    This will allow us, if we want to, to run Events/Skirmishes/Seasons that have a higher chance to end in specific types of areas.
    Control is very important to us, and with the new system we gain a ton of it as it allows us to dynamically change gas wave timing based on remaining players.
    As always we love data, and to back it up we’ve added a bunch of data hooks. This will allow us to collect more data than ever before on the gas rings, mechanics, and pacing.
    Randomization is key for us in H1Z1, and while this system has more structure than the old one, it maintains the random feel and you never know where the match is going to end.
    Topography is very important when it comes to gameplay, so as mentioned before there are a few places, mainly on the edge of the map, that have been excluded from the system to increase the overall quality of our end zones.
    Overall replayability has dramatically increased with this new system. The ability for matches to end in so many new places adds excitement and rejuvenates the map when it comes to gameplay and exploration.

We will also be using the Test servers to tune the timing of each gas wave, with the goal of speeding things up a bit. No specifics to share just yet, but keep an eye on Test as we will be tuning continuously before it goes to Live. 

You’ve spoken, we’ve listened. Bombs will no longer spawn in after the top 20 players are left. Now, to be clear, if bombs are in flight and the “Players Remain” hits 20, they’ll still drop, they will just stop dropping after that. So, with that being said, you still may see bombs dropping when there are 20 or fewer left, but with the new setup, you shouldn’t see bombs dropping by the time the top 10 are fighting to the death.

The Arena

Three additional POIs have been added to continue to fill out the space around Pleasant Valley. 

Coy’s Car Salvage

Nestled up on a large hill just west of Pleasant Valley (D6) you will find a large salvage yard dedicated to the collection, dismantling, and shipping of unwanted vehicles.

 

Ponyvale Equestrian Estates

A rustic community for the most hardcore horse enthusiasts can be found on a large peninsula just West of Cranberry (D7/D8). Country living at its finest.

Emerald Hydra, Site 7

East of Cranberry (G8), this repurposed Romero’s grocery store was taken over and fortified as a military HQ during the zombie outbreak.

Several smaller POIs have been sprinkled in to provide more areas to land and loot in. 

The in-game map was modified to improve the accuracy of the gas rings drawn on the map. To make it even clearer, we added text to the HUD that will let you know if you are currently in the safe zone or not. If you are really trying to just creep into the edge of the safe zone and are worried you are not in the correct location, then the text on screen will be 100% clear as to your position. We will be spending more effort on the in-game map in the future as well. 

A small change in terms of overall impact, but one that I love, is that trees now look like trees from above!

User Interface Updates

Cleaning up the user interface continues with all of the enhancements targeted at making it easier to play the game. This starts with improvements to forming a duo or fives group in game. Now, there is a section in the group panel that lists the players that you have recently played with. Want to play with that player again? Go ahead and invite to your group and keep playing. If you are part of a group but not the leader, you can suggest someone from your friends list to the leader to invite into your group. 

Invites received through Steam will also persist longer. So, if you receive an invite before launching the game, you will have time to launch the game and accept the invite. If you played with a group of random players and want to keep that group together to play more, there is now an ability to stay together and go into another game. 

All of the end game information will now animate in piece–by-piece on a single screen (the animation can be skipped with a single click). This change was necessary to get a “Play Again” system in place, which is something that you will see in a future update.

A new panel has been added to the main menu to make it easier to discover Events, Skirmishes, and anything else going on in the game. Pro tip: the panel is linked to the area in the game that it is referencing. So, if there is news on a Skirmish in the panel, clicking on it will take you straight to the play menu for Skirmishes.

We finished work on the inventory back-end for the in-game inventory screens. The most obvious change from this is that the inventory will now NOT auto-sort while it is open. If you remove an item from your inventory while trying to manipulate it or loot, a blank spot will remain there for consistency. Only when you close and re-open the inventory will the items re-sort to fill the empty spaces. 

Lammies

After a lot of consideration, we have identified the next set of changes we will be going with for laminated armor. We heard a lot of feedback about removing them completely, but it was clear that the loot system itself wasn’t working as we intended. Finding a laminated armor in the world should be a treat and a very rare moment - right now it is far too common and laminated armors are normally found in groups. So, with that being said, here are our changes and some context as to why: 

    We will be keeping the current laminated armor spawn cap of 155. This is the absolute cap of how many laminated armors can spawn in a match, not how many will spawn every match.
    We have reduced the chance of spawn per spawner from 10% to 5%.
    We have reduced the chance to spawn by 50% - this will help make laminated armors rare and special.
    We enabled a radius check so that laminated armors can’t spawn within a 250 meter radius of each other.
    Grouping is a thing of the past. With these changes, if you find a laminated armor you can be sure there isn’t another anywhere near you.
    With these numbers we are looking at a MAX of 3 laminated armors per square of the map. NOTE: The current build on Test will have a 150 meter radius check, but the next build has already been adjusted to 250 meters.
    Increased the bulk of the laminated armor from 500 to 1000 to combat the ability for people to carry multiples in the now-rare case they do find them.
    The most common place to find more lammies will be to get them from bodies or airdrops.
    All airdrops will have laminated armor.
    50% will have a laminated armor.
    50% will have a laminated armor AND a hunting rifle.
    For both scenarios they will have 2 laminated armors in fives games.

Vehicles

Pick-Up Truck 

    The Pick-Up Truck now suffers zero, yes zero, damage and slowdown from destructible objects so feel free to smash through backyards with a bit more freedom.
    We also reduced the amount of damage the truck takes from non-destructible objects (buildings, trees, etc.) by 50%.
    It has also received a significant engine and transmission overhaul and the acceleration and top speed are now more in line with the Off-Roader. Its 1st gear acceleration is actually a little better than the Off-Roader and it pulls longer before having to shift, while the top end high speed is a little lower than the Off-Roader but much closer than it used to be.
    Some center of mass and handling adjustments have been made so that it’s still reasonable to drive now that it goes faster. General handling characteristics should be intact from the way it used to drive – just not as slow.
    The Pick-Up Truck's hill-climbing capability was left as it was so it loses 25% of its power on slopes steeper than 40 degrees. 

Off-Roader 

    The angle the wheels turn with full steering input is now sharper.  At low speeds its turning radius is tighter and more responsive. When it gets going, we do have a speed-sensitive turning factor that has been adjusted so it’s not hard to control or likely to get out of hand.
    We have a system to throttle the vehicle's hill-climbing ability which we’ve disabled on the Off-Roader. It now enjoys full power on slopes and is only limited by the simulation's calculations for tire friction and drivetrain.  Before, it used to lose 25% of its power on slopes steeper than 40 degrees - now, it loses none. There are still slopes it cannot drive up, but it’s no longer artificially limited by the system. 

Police Car 

    The hill climbing of the Police Car was adjusted very slightly so that now it loses 30% on slopes steeper than 35 degrees. This means it can still climb the same hills it used to, just slightly slower. 

Parachute

    We have added dampening to the acceleration, deceleration, and maximum speed of the parachute once you are less than 150 meters above the ground. This is being done in order to give you a more controlled landing while removing the “snapping” that you do when trying to land in a specific spot.

We will continue to tune and tweak these values until it feels right. What's going to Test is just our first pass.

Other Items of Note 

Spamming hip fire is a hot community topic and one that we do plan on addressing. We are working on larger changes to the overall weapon balance that would include changes to hip fire and recoil here. Pushing these changes out right now without everything that goes with it would create more unbalanced gameplay. We believe players are really going to like these future changes, and this becomes our biggest priority after getting this update pushed out to the Live servers. 

We look forward to seeing everyone’s feedback on these changes. Jump into the Test server and let us know what you think!

 
 


Vendredi 9 juin 2017  
 
Free Unlocked Nomad Crate

In the last 24 hours we encountered an unusual amount of service interruption, first with an extended downtime for the game update and then again this morning with the login servers.

We appreciate you all hanging in there with us during this time and want to show our appreciation by granting everyone who has logged into the game in the past 7 days a free unlocked Nomad Crate.

These crates will begin rolling out to players over the next 24 hours so please check your Unlocked Crates in the inventory to find it there.

We have a lot of exciting things on the horizon and can’t wait to share them with you in a Producer’s Letter coming soon.

If you haven’t received your free unlocked Nomad crate by the end of the weekend please contact Customer Support.

 
 


Vendredi 26 mai 2017  
 
King of the Kill - Weekend sale - Up to 50% off Crates and Skull Store Items!

Enjoying the Shotties & Snipers Skirmish this weekend, but want to score more style points? From 10AM PT on Friday, May 26, 2017 through 10AM PT on Tuesday, May 30, 2017, all Crates and Skull Store items are up to 50% off!

That means you can pick up the Nomad Crate at a discount for your chance at the Scavenger .308 Hunting Rifle – perfect for those long-distance headshots. If sniping’s not your style, drive circles around your opponents by grabbing the Shallow Grave Offroader from the Skull Store!

 
 


Jeudi 18 mai 2017  
 
King of the Kill - Skirmish - Shotties and Snipers

Skirmish Is Back!

What is a Skirmish? We’re glad you asked! Skirmishes provide variety to the game by adding alternate ruleset matches that run only on weekends. These rulesets will rotate on a regular basis and modifications range from limiting weapon types to changing loot to altering how safe zones work.

To kick off the return of Skirmishes, we are proud to reintroduce a fan favorite: Shotties and Snipers. The only weapons you will find in the match will be the Shotgun and the Hunting Rifle. Put your long and short-range weapons skills to the test.

Shotties and Snipers Skirmish will be available every weekend through the remainder of the month of May starting Fridays at 10:00am PT and running through the following Mondays at 10:00am PT. These will be the only times you can join a Skirmish match. You can find Skirmishes under the Play option in the Main Menu.

 
 


Vendredi 12 mai 2017  
 
King of the Kill - Weekend Challenge - Get Top 10, Earn Rewards!

Do you have what it takes to be in the top 10 of an H1Z1 match? This is your weekend to prove it!

From 12:01AM PT on Saturday, May 13 through 11:59PM PT on Sunday, May 14, we'll be rewarding players who manage to stand above the rest. Each player who finishes in the top 10 in any game mode (solos, duos, or fives) will receive exclusive items in our first Weekend Challenge! Each day has different rewards, so take a look at what you'll score below:

Abs Shirt
Light Blue Skinny Jeans

Finish in the top 10 in any game mode (solos, duos, or fives) from 12:01AM PT to 11:59PM PT on Saturday, May 13, and you'll receive the Abs Shirt and Light Blue Skinny Jeans.

Abs Shirt
Light Blue Skinny Jeans

Finish in the top 10 in any game mode (solos, duos, or fives) from 12:01AM PT (07:00 UTC) to 11:59PM PT (06:59 UTC) on Sunday, May 14, and you'll receive the White Zeds and Dark Blue Skinny Jeans.

But wait, there's more - the best of the best will have something even more special in store. If you complete BOTH Challenges by finishing in the top 10 in any game mode on BOTH Saturday and Sunday, you'll also earn yourself one (1) unlocked Legacy Crate!

Legacy Crate

What's in the Legacy Crate, you ask? It contains some of the hottest classic items:

    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

All rewards from this Weekend Challenge will be granted next week. Are you up to the challenge? Let us know on Facebook, Twitter, and Discord!

 
 


Mardi 9 mai 2017  
 
Just Survive - New Designer Joins the Team

We are excited to welcome Quentin “Q-Train” Cobb to the Just Survive team! With more than 8 years in the gaming industry, Quentin brings a wealth of knowledge and new perspectives to the team. Read on to learn more about Quentin, and be sure to follow him on Twitter at @QTrainCobb and say hi!

My name is Quentin Cobb and I’m a new Senior Game Designer on Just Survive. I specialize in combat design which includes everything from weapons to enemy NPCs to level design with a large helping of tuning and balance. I’ve worked for the past 7 years at Naughty Dog primarily as a multiplayer designer but also contributed heavily to single player design as well. I’m also primarily a multiplayer gamer and I love a good competitive multiplayer shooter. Some of my favorite recent multiplayer games are Paragon, Titanfall 2, For Honor and Destiny (I’m hyped for Destiny 2!).

I started in the industry back in 2009 as a QA Tester on Wolfenstein and CoD: MW2 for Activision. I then got hired at Naughty Dog as a tester and worked on Uncharted 2 multiplayer DLC. From there I led a small group of testers and handled all the Coop testing for Uncharted 3. Shortly after that I was moved up to design and got a chance to work on the single player and multiplayer of The Last of Us and Uncharted 4. The last big thing project I got to work on was the Coop mode for Uncharted 4. I got to design some pretty epic pirate bosses that really added a unique twist to the common horde mode formula.

I really believe that multiplayer games are all about teamwork and working with friends to overcome great challenges. While I’m just getting up to speed on Just Survive, I’m truly excited for the great potential this game has. I’ll be focusing on zombie and weapon design for now and jumping onto new features for future updates!

- Quentin “Q-Train” Cobb -

 
 


Lundi 1 mai 2017  
 
King of the Kill - May Test Server Calendar

The Test Server is open between 4:00pm - 9:00pm Pacific

The Test Servers have been updated with the May update, and we could use your help getting some extra testing on it to see how it checks out prior to going to the Live servers.  

You can also head over to Reddit where you will find specific feedback threads dedicated to this Test update. Please leave as many details as you can if you encountered an issue to help us track it down.

Test Servers will be open from 4:00pm - 9:00pm PT, daily up until the date of the next push to the Live Servers.

 
 


Vendredi 28 avril 2017  
 
King of the Kill - Producer's Letter

We're about to release our next game update on the Test Server, which includes improvements to hit registration, the shotgun, new POIs, updated inventory UI, and skirmishes. We are very excited for how this update improves the overall gameplay experience and eagerly await your feedback on the changes.

We are making tremendous strides towards our goal of delivering you with a game that is consistent, competitive, fair, and fun to watch. Our next big priorities are ranked team games and overall gunplay and gameplay balance. We will be sharing more on our future plans soon.

The amount of support for the game is really amazing. It was gratifying to see H1Z1 make the all-time top 10 list for peak number of players on Steam last weekend and we owe that to you, our dedicated players. We cannot thank you enough. Also, congrats to Obey Alliance for winning Fight for the Crown, our first ever team tournament. It was energizing to spend time with the players at the event and I’m excited for what the future holds.

More details about the update are below and we look forward to hearing your feedback, which will help determine the timing and contents of the update that gets promoted to the Live Servers.

Hit Registration

This update includes the release of improved and optimized hit registration code. This was a multi-step process that started with a large server revamp to improve server performance and distribution. Then, we rolled out region locking to get a more consistent experience and allow us to focus on specific tuning. The final step was to improve the actual hit registration code. Overall consistency will be much better once this rolls out.  

If you are familiar with some of the network analysis videos that were done, there was a topic referred to as “lag compensation” analyzed in a variety of game titles. We have greatly optimized this now, which means more consistency in terms of player movement and less positional desyncs.  

We also increased the fidelity in which projectiles are tracked to improve consistency with shots hitting opponents. These changes make it less likely for you to accidentally shoot the driver in your car if you are firing from the passenger seat.

We will continue to watch gameplay closely and we encourage you to send us clips if by chance you still encounter any issues. Keep in mind that local network conditions can still adversely affect hit registration - the system works best when everyone has a good, stable connection.

Shotgun

After refining hit registration, we reviewed the shotgun’s role and design to address its inconsistency: why does it take two shots to kill in some situations versus one shot to kill in a similar situation in a different match?

To fix this, we made a series of changes to the weapon, including reprogramming its firing pattern. A large problem in the current shotgun is that it fires a random pattern of eight pellets.  While we had tuned the spread and damage previously, we were still seeing too much inconsistency due to the random spread patterns. Sometimes, three pellets may hit your target, but you could fire again with no other changes to the game condition and have five pellets hit your target. This inconsistency makes a difference in a high-stakes close gunfight, so we needed to find a way to remove the randomness.

The new and improved shotgun now fires a systematic pattern of 17 pellets.  We increased the pellet count to improve the likelihood of striking your target and opted for a defined pattern for better consistency of the shot across all of your matches.  We also removed damage scaling over distance, opting instead to rely on the shotgun’s spread to reduce the number of pellets which actually strike your target at longer distances.

Skirmishes

Skirmishes will be making a triumphant return to the game.  For those of you that are new, Skirmishes are alternate ruleset matches that run on weekends to provide variety to the game. These will rotate on a regular basis and modifications to the rulesets range from limiting weapon types to changing loot to even altering how safe zones work.  

We previously talked about our first Skirmish using the Ignition ruleset, but we’ve decided go with a fan favorite, Snipers and Shotties.  All Skirmish games will only have sniper rifles and shotguns as weapon spawns in the world.  

You can find Skirmishes right under the Play option in the Main Menu.  If the Skirmish is live, the button will be selectable. If it is not, the button will be greyed out.

The Arena

We continue to refine the Arena based on player feedback and observed play patterns. On the visual side, we’ve lightened interiors and shadow areas slightly and we’ve decreased the amount of fog. Some textures were tweaked, particularly the grass, to not be so bright overall.

On the gameplay side, we added three new POIs to populate the area of the map around Pleasant Valley. These were all built with gunplay in mind and we look forward to seeing fights take place in these new areas.

To accentuate moving through and scanning for loot at speed, we added a small outline to all objects that are able to be looted.  This makes it much easier to read at a glance to see what is available to you as you move through the world.

UI Improvements

We’ve implemented a series of UI changes to improve access and understanding, including revisions to the inventory and crafting screens and to the crate pages.

Now, all of your crates (locked and unlocked) will be combined into one view, which will make it easier to know what items are available to you.

We see players want to quickly manage their inventory and craft needed supplies, so we decided to combine inventory and crafting onto one screen in an effort to accentuate the pace of play. Let us know what you think of this combined screen - our goal is to help improve overall gameplay speed.

Vehicle Skins

Some new vehicle skins are being added to the game for the ATV, the Off-Roader, and the Pick-Up Truck.  You can set your default vehicle skins in the Appearance section of the menus.  You will also notice now that vehicles in the world randomly use a skin from the whole set in each match.  These new skins are more distinct from broken-down vehicles to make finding a ride a bit easier for new players.

Other Items of Note

We will publish a full list of bug fixes that will be included when we get closer to the actual update.  A couple of notable ones that we are working on right now to include in this update:

    When using the classic hit markers, turn the marker bold for a headshot
    Parachutes should no longer spin when starting a match
    Armor should show on top of parkas
    Incoming hit sounds should be audible

I look forward to seeing everyone’s feedback on the Test Server. Jump in, when it goes live and try out some of the changes, and let us know what you think.

 
 


Jeudi 27 avril 2017  
 
Just Survive - Developer Update

I mentioned the other day that I come into work every day and get to enjoy this amazing collection of concept art that inspires and drives all of us on the Just Survive team. The point of good concept art is to frame our aspirations, to point us all in the same direction and give us a common inspired goal for not just a thematic path but also a quality bar that helps us define our work.

I also mentioned that I want to share some of these paintings with you guys. So we are. :)

Good concept art requires no verbal context. It speaks for itself. That said, I do want to caveat these pieces by saying they are our targets - our best case, tech-agnostic goals - not necessarily the reality of what we'll accomplish. We shoot for this level of detail and get as close as we possibly can. But most importantly, it defines and clearly communicates the mood of what we're going for.

We hope you enjoy these as much as we do.

- H1Lan -




 
 


Mercredi 26 avril 2017  
 
Just Survive - Game Update

We've updated and unlocked JS Live with the following fixes and changes:

    Live Servers have been wiped
    Multiple fixes for a number of CTD scenarios, including a situation while placing doors on shacks while inside them crashed to desktop
    Fixed an exploit where players could cause ethanol to float
    Fixed a legacy bug that permitted an exploit that crashed servers. Fixing this has also given us a significant boost in overall server performance as it eliminated unnecessary tick cycles for redundant NPCs.
    Several marketplace UI tweaks
    Fixed an issue where you would crash to desktop when trying to join a second server after already playing on a different server
    Fixed an issue where the player’s head would vanish when aiming down the sights while prone
    Fixed an exploitable bug where players could log out on certain objects and log back in to find themselves inside the object
    Fixed an exploit that allowed players to glitch into a sitting position while moving
    Fixed an issue where anti-exploit code could falsely register and kill players jumping on rooftops
    Gates now self-destruct when penetrating objects are present (please note that the following items will be destroyed, however: furnaces, storage containers, bee boxes, dew collectors, BBQs, wooden barricades, animal traps, barbed wire, punji sticks, workbenches, and weapon workbenches)
    Fixed an issue with gates inadvertently blowing up when placed adjacent to valid walls
    Recursive destruction has been enabled to help combat floating bases. Destroying the root object will destroy all objects attached to it (e.g., an upper shelter)
    Ongoing specific exploit/cheating countermeasures
    Our new JS crate 'Outlands' has been released
 
 


Mardi 25 avril 2017  
 
Just Survive - 40% - 70% off!

Survival is about resource management and taking opportunities when they arise.  Don't miss your chance to hone those skills with 40% - 70% of Just Survive!

From now until April 30th, 2017 Just Survive will be 40% off so you can grab a copy for a friend!

If you haven't picked up the DLCs we released a few months ago these are now 70% off!  

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.

Remember this sale only lasts until April 30th so pick them up while you can!

 
 


Lundi 24 avril 2017  
 
Here's Your Chance to Win a Fight for the Crown Hoodie!

You tuned in to watch the H1Z1: Fight for the Crown tournament, and now we want to help you show off your skill in-game with the Fight for the Crown Hoodie! The Claim the Crown Hoodie Sweepstakes asks you to share an in-game screenshot of you getting 5th place or better for your chance to receive this highly-coveted prize.

We’re giving away ONE HUNDRED (100) in-game Fight for the Crown Hoodies, and here’s how you can enter:

    1. Follow @H1Z1KotK on Twitter.
    2. Tweet us an in-game screenshot of you getting 5th place or better in a match of H1Z1: King of the Kill (can be in solos, duos, or fives).
    3. Be sure to include @H1Z1KotK and #HoodieSweeps in your tweet for it to count!

You must tweet between 4PM PT on Monday, April 24 2017 and 4PM PT on Monday, May 8 2017 in order for your tweet to count as eligible. You can tweet up to 3 times for a total of 3 entries in the Sweepstakes, and the screenshot you include can be the same each time if desired (but we’d love to see some variety!). The screenshot(s) you submit MUST be your own content.

The Sweepstakes is open to everyone eighteen (18) and over at the time of entry. For full eligibility requirements, read the rules here.

 
 


Lundi 17 avril 2017  
 
What Is Pre-Season 4?

We’re wiping the slate clean and starting anew with Pre-Season 4 in the next game update. You’ll need to earn your way back to Royalty, but pay close attention because there are some important changes to how you climb the ladder. 

Pre-Season 3 Wrap-Up

With Pre-Season 3, we received a lot of feedback that Royalty was too easy to obtain, and the value of kills wasn’t pushed as far as they should be. In Pre-Season 4, we’re directly addressing this feedback by increasing kill scores across the board, and substantially raising the threshold for Royalty entry. Additionally, we’re trying something a little different with kill scoring in Pre-Season 4: kill values will now be bucketed in a way that we feel more accurately reflects the “phases” of each match, and assigns kill values to those phases. This is different from our previous scoring method which assigned every kill an escalating value. 

Here’s how it all shook out with Pre-Season 3.

What's New

With the kickoff of Pre-Season 4, we’re going to continue to make tweaks and adjustments to Tier distribution, kill scores, and Season length. With the changes listed below, you’ll notice that we’re hoping to make the jump into Royalty even more difficult and something you’ll want to boast about. 

    New Tier Thresholds

Tier

Pre-Season 3 Threshold

Pre-Season 4 Threshold

Bronze

1

1

Silver

450,000

425,000

Gold

700,000

675,000

Platinum

1,125,000

1,100,000

Diamond

1,500,000

1,825,000

Royalty

2,065,000

2,315,000

    New Kill Scoring

Place of Killed Player

Points

2nd

5,000

3rd

4,500

4th

4,000

5th

3,750

6th

3,500

7th

3,400

8th

3,300

9th

3,200

10th

3,100

11th

3,000

12th - 26th

2,000

27th - 51st

1,500

52nd - 76th

1,250

77th - 101st

1,000

102nd - 122nd

750

123 +

500

Rewards!

Pre-Seasons 1 and 2 got the ball rolling with the Tribute Backpack and Shotgun skins. Pre-Season 4 adds to your set with the all-new Tribute Helmet! This time around we’re also adding in a certain amount of Scrap based on how well you place at the end of Pre-Season 4. Getting a new item from the Scrapyard costs you 100 Scrap, so make it all the way to Royalty and you’ll earn 3 free attempts.

Tier

Rewards

Bronze

10 Scrap

Silver

25 Scrap

Gold

50 Scrap, Tribute Helmet

Platinum

100 Scrap, Tribute Helmet

Diamond

200 Scrap, Tribute Helmet

Royalty

300 Scrap, Tribute Helmet

Think you've got what it takes? Show us your name at the top of the leaderboard on any of our social channels, including Facebook, Twitter, or Discord!

 
 


Jeudi 13 avril 2017  
 
Fight for the Swag Sweepstakes - Win a Nightmare Mask!

The H1Z1: Fight for the Crown tournament is just around the corner, and we want to give YOU the opportunity to win big too. The Fight for the Swag Sweepstakes asks you to share who you think is going to win the H1Z1: Fight for the Crown tournament for your chance to receive some exclusive prizes!

We're giving away THREE (3) prize packages, each containing a Fight for the Crown t-shirt, a Fight for the Crown drawstring bag, and a code for an in-game Nightmare Mask.

Here's how you can enter:

    1. Follow @H1Z1KotK on Twitter.
    2. Tweet who you think is going to win the H1Z1: Fight for the Crown tournament.
    3. Be sure to include @H1Z1KotK and #F4TCSweeps in your tweet for it to count!

You must tweet between 12PM PT on Thursday, April 13 and 12PM PT on Thursday, April 20 for your tweet to count as eligible. You may tweet once per day during the Sweepstakes Period, for a total of eight (8) entries in the Sweepstakes. You do NOT need to correctly guess the winning team in order to win the Sweepstakes, but it adds a nice layer of bragging rights for you if you do!

The Sweepstakes is open to everyone eighteen (18) and over at the time of entry. For full eligibility requirements, read the rules here.

 
 


Mardi 11 avril 2017  
 
New event - Show Me The Bunny

Spring is in the air, the sun is shining, the birds are chirping and the demented rabbits are slaying. H1Z1 is kicking off another holiday event and we want you there!

For a limited time we’ll be running the Show Me The Bunny Event in-game. Events are only accessible during specific times so please refer to the calendar below when planning your weekend.

Show Me The Bunny will run April 14–16 and April 21–23

How do you get your hands on this awesome new mask? We’re glad you asked! In each match, 1st through 5th place will receive the coveted Rabbit Mask.

Players who get into the Top 5 for the weekend of the 14th will receive a Blue Rabbit Mask. Players who get into the Top 5 for the weekend of the 21st will receive a Pink Rabbit Mask.

How to Join

To join a Show Me The Bunny 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. There is no entry fee for this event.

Match Schedules

Depending on your Region, Show Me The Bunny 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 Show Me The Bunny match is a Solo game, so cooperating with a friend is a bannable offense. There will be in-game GMs in Show Me The Bunny matches actively looking for teamers. If you’re caught teaming during a Show Me The Bunny 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 Show Me The Bunny Event we didn’t answer here? Let us know on Facebook, Twitter, and Discord!

 
 


Lundi 10 avril 2017  
 
King of the Kill - Last chance - Renegade, Wasteland, and EZW Crates

Want one last shot at the Graffiti Hunting Rifle? Had your eye on the Dragon Motorcycle Helmet but haven’t picked it up yet? Act fast, because the Renegade, Wasteland, and EZW Crates will only be available for purchase in the Marketplace until 12:01AM PT on Thursday, April 13, 2017!

Plus, to sweeten the deal, Renegade, Wasteland, and EZW Crate bundles will be 50% off while they remain in the Marketplace!

In case you miss the deadline, items from the Wasteland and EZW Crates will remain in the Scrapyard so you can continue to try your luck for them. However, the Renegade Crate will be disappearing from the Scrapyard, so if you really want that Lightning AR, now’s your chance to get it!

What’s the coolest item you scored out of the Renegade, Wasteland, and EZW Crates? Let us know on Facebook, Twitter, and Discord.

 
 


Vendredi 7 avril 2017  
 
King of the Kill - Enjoy double XP this weekend!

Leveling up in King of the Kill is about to get even MORE rewarding! From now until 12PM PT on Monday, April 10, you’ll receive Double Experience Points on everything you do in game. That’s right – from headshots to kills to winning a game, this weekend is the perfect time to gain some levels!

Plus, don’t forget that for every 5 levels you gain, you’ll receive one FREE unlocked Crate! Double Experience Points this weekend means you’ll gain levels twice as fast, so you’ll get free unlocked Crates twice as fast too!

What items did you get out of your level up Crates? Share with us on Facebook, Twitter, and Discord!

 
 


Mercredi 5 avril 2017  
 
Just Survive - Developer Update

Hello Survivors!

Today represents a big milestone for Just Survive with new content released for the first time in over six months on the Live servers! We’re happy to introduce the new weather system we’ve been working on over the past few months. This is the first content rollout of several yet to come in the weeks and months ahead as we continue to work on additional brand-new features like the completely overhauled melee system, a completely bespoke Just Survive specific map, Strongholds, revamped itemization and crafting, new zombie AI, and more.

We’ve also addressed a number of significant quality of life issues that will prevent a great deal of the base exploits we’ve seen in the past. In conjunction with the first server wipe in nearly two months, this will create an improved and fairer play environment for everyone who loves JS and should generally extend the overall quality of the Live experience out much further than previous updates. Also, don’t forget that we have low loot servers (Deadwood and Sparta) for players who enjoy a bit more of a challenge in that regard.

As I’ve stated before, major Live updates from this point forward will have new content. While many of us have been focused on supporting and stabilizing the current Live game, the majority of the team has been working away in the background on these systems (like melee and Strongholds) and now, five months after we began developing these systems in earnest, we’re getting to a point where we can share these things with all of you in the community. It may not happen as fast as many of you would like, but we’re intent on keeping to our standard of iterating internally and on Test as long as we need to until things are stable ready to roll out.

For now, we’re going to get back to work on those systems while you enjoy this Live update. You can expect to see the new and vastly improved melee system in the next major Live update, as well as an unannounced surprise that will be a first ever for Just Survive. Please continue to let us know what you think of our progress and we’ll continue to keep everyone looped in on new developments. We know how much this game means to you and it means a lot to us that we get to be a part of your story. We hope to see you on the boards and in-game in the weeks to come!

- H1Lan -

 
 


Mercredi 5 avril 2017  
 
Just Survive - Game Update - Enjoy the Weather!

Hi!

The JS Live servers have been updated and wiped. Here are the patch notes for this update:

    Weather has returned to Live! The new and improved rain and fog systems make their first appearance on Live in this update.
    Loot spawn cap fix. We discovered a legacy item spawner bug a few weeks back that we were able to address in this update. In the past, loot would take a few days to "normalize" it seemed, which was incorrect of course and prevented our designers from accurately adjusting loot tables in the game. Please note that while this fix may feel like a loot nerf to many of you, loot tables have not been touched at all in this update. The spawners will simply now cap out appropriately as intended.
    Repair boxes have been removed, thereby eliminating a nasty base exploit we've all been living with for a while.
    Crowbars are no longer repairable. This, too, was another legacy bug we were able to address in this update that previously allowed an unintentional harvest-able amount of scrap metal to be collected in short order.
    Non-socketed items will now no longer prevent decks from despawning (furnaces, storage containers, dew collectors, etc.)
    Socketed base items (gates, shelters, basically everything that snaps) can no longer be placed to interpenetrate other base objects.
    Stairs and ramps can no longer be placed in a way that creates unraidable bases.
    Several new/additional CTD fixes
    Exploit logging and ongoing anti-cheat/hack countermeasures

This is an exciting update for the JS team as it marks the first time we've rolled out new content to Live in quite a while with the new weather system. This is the first new system of many to come in the months ahead as we continue developing things like the new melee system you all got a sneak peek at, as well as the new map and Strongholds just to name a few.

We hope you enjoy this update and that you'll continue to provide your invaluable feedback in the days and weeks ahead. I'll fire up a new Live Issues thread later in the day to capture specific feedback about what you're seeing and to call out the issues we're working on for you. This game exists because of you. That's never lost on us. Thanks for letting us be a part of the story!

 
 


Mardi 4 avril 2017  
 
Producer's Letter

Our latest content update is now LIVE!  This update is the result of our new product development process and is the first of many updates designed to rapidly improve the overall quality of the game. It contains many great improvements - including a new HUD for vehicles, new team follow camera, and hit feedback changes - and we are excited to share them with everyone. We’d like to thank all the players who participated in the testing process. Your feedback and participation will always be important to the overall quality of the game!

Team Follow Cam and Grouping

Team Follow Camera and the associated UI changes allow you to stay in the match (2s and 5s) if you die before your teammates to see how the match plays out.  The UI gives you information on your team and allows you to switch between different teammates to watch.  We also applied consistent colors to your teammates’ names in the HUD and their individual outlines to make it easier to know who is who - no more jumping up and down to let someone know who you are!

A new element was added to the HUD to indicate how many teams are remaining in the game along with the number of individual players. Grouping has also been reconfigured; you can now get your team together in the Main Menu. 

Service Improvements

Early game lag had some side effects of not being able to interact with objects, or in severe cases, falling through the world. This should be much improved with this update. This can be a difficult problem to solve because there are so many variables that impact each individual’s connection to our servers, but we believe the added safeguards will significantly improve this. 

On the hardware side of things, our North America East Coast servers are now live and operating. Region selection has been moved to the character select screen, so please ensure that you are selecting the best region for your location. Both East Coast and West Coast servers in North America all feed into the same Leaderboard.

This update also includes region locking changes, which are now part of the character select screen. If you have a poor connection to a region, you will see it turn red. If you have an unacceptable connection to a region, you will see it completely locked.  If you have a poor connection to all regions, you will still be allowed to play on your home region, which is determined by your location. In order to improve gameplay and server performance for all players, we will slowly be decreasing the acceptable threshold to be able to connect to a server. With this update, it will be pretty generous, but we will incrementally turn down the threshold to our desired threshold of 150ms.

Vehicle Changes

To help reduce the number of vehicles at the end of a game, we’ve tweaked performance so that vehicles degrade over time. We’ve updated the HUD with a new vehicle health meter that will change colors based on the current condition to help communicate this. Green is good, red is bad.  Warning lights will appear if you need gas or something isn’t working well.  We also had tested a solution that prevented players from existing vehicles above a certain speed but found it really didn’t improve the endgame, so we are still exploring other solutions.

Hot wiring is now a little easier. If you get in a vehicle without keys, you can now hold whatever key you mapped to forward and you will see the hotwire operation start. Just keep the key held down through the duration of the timer. Lastly, vehicle parts can be removed with a drag and drop instead of being restricted to a right-click operation.

The Magnum was a bit too powerful against vehicles, especially in team games, so we’ve slowed down the Magnum bullets beyond 60 yards and increased the drop rate at 80 yards. Magnums will be just as effective at close range, but it will be more difficult to shoot players and vehicles at long distances.

Hit Feedback Changes

We updated the effects and sounds to make it a lot more obvious when you are hitting armor vs. flesh vs. vehicle.  This should make it a lot more obvious when you are on target, or when your armor pops off in the middle of a gunfight. Based on player feedback while on Test, we added an option that will give you the “classic” hit marker (the small x) but updated with the new colors to indicate what you are hitting. This option will also disable the sound effects when hitting a vehicle.

Some players have also requested reticle changes, so we turned the existing square reticle into a dot reticle. The bug that tied hit feedback audio to the UI audio slider has been fixed. It has been moved to the game audio slider, so you can balance it as part of the overall game audio.

The Arena

We made a number of changes and improvements to The Arena, which included:

    Cleaned up floating objects and objects penetrating other objects.
    Fixed ability to pick up objects off of other objects.
    Updated each ammo type to be distinct and easy to see on a quick visual scan of the environment.
    Updated some collision volumes to help with vehicles randomly exploding when least expected.
    Made optimizations to the residential areas: Some homes are boarded up completely, while others have their windows boarded up; house layouts have been tweaked to make them easier to navigate.
    Tweaked office building layouts to make navigation easier while moving through them.
    Made optimizations to Ranchito and Pleasant Valley to increase framerate in those cities.

If you continue to experience any of these issues, please let us know by sending us a video or a screenshot so we can track it down and fix it.

Bug Fixes

We fixed a number of bugs with this Content Update, which included:

    Removed the ability to instantly go prone by side-stepping
    Removed the ability to switch seats in a vehicle while hotwiring
    Removed the ability to switch seats in a vehicle while moving
    Fixed an exploit that would allow players to shoot behind them using alt-look
    Switching to ADS while strafing from free look will no longer make you lose mouse input
    Fixed the smoke grenades so that they do not render out while in gas
    Aligned the range of the gas grenades visual effect and its damage
    Fixed a rare case that could cause vehicle horns to get stuck on
    Synced up the AK-47 reload animation with the actual reload timing
    Fixed an issue where shift-dragging items could double the amount requested
    Numpad 0 will no longer act like “enter” when splitting stacks of items
    Laminated Armor will correctly show damaged state when in the Inventory
    Teammate health will be updated reliably even when at long range

We are really excited about this update and look forward to your feedback. H1Z1: King of the Kill’s speed, tension, and fun will continue to get better and better with each update. Expect to see the next one on Test soon!

 
 


Mardi 4 avril 2017  
 
Team follow camera & Hit feedback

New Feature: Team Follow Cam

    In Duos and Fives, once eliminated there is now an option to “Spectate” to watch your teammates play out the rest of the match.
    Pressing Camera Toggle View (default: T) will swap between locked to players POV and free cam (still locked to character).
    New In-Game Group HUD has been added to Duos and Fives to provide more information on your team, such as weapon equipped and whether they have a helmet.
    Team members now all have unique outline colors which match their color in the Group HUD.
    Teams Remaining will now display next to Players Remaining in Duos and Fives
    On the Main Menu, the new Lobby allows you to invite friends from anywhere in the UI.

Region Connection Test

    Selecting your region now happens upon initial login rather than in the Main Menu.
    Region select will indicate your connection quality to each region, and you will not be allowed to play in a region where your ping exceeds acceptable thresholds.
    We’ve added new East Coast Servers in North America.

Vehicle Updates

Vehicles now lose performance as they take damage.

    50% health – 50% torque reduction
    35% health – loss of turbo functionality
    20% health – 75% torque reduction, vehicle takes damage over time
    10% health – 90% torque reduction, vehicle takes increased damage over time

Vehicle health states as well as lost functionality are now displayed in an all-new HUD element.

Vehicles can now be hotwired by holding the Gas button (default: W). This addresses a known exploit where players could change seats while hotwiring.

Items in the Vehicle Inventory (e.g. Sparkplugs) can now be moved via drag and drop.

New Hit Feedback

Incoming and outgoing hit-markers have been updated with colors and new animations to help differentiate different impact types such as hitting or breaking armor versus body shots.

    Red – Body
    Yellow – Armor or Helmet
    White – Vehicle
    Green – Friendly Fire

New animations and sound effects have been added to better indicate when armor and helmets have been broken.

You can use the classic hit-markers (with new colors) via Settings -> Use Classic Hit Feedback.

The Arena

    Optimized Pleasant Valley, Ranchito, and all residential areas for improved performance.
    Some homes have been boarded up, which is made clear when parachuting when you look at the yard.  Green grass means loot!
    Interior layouts have been improved to make them easier to navigate.
    Zimms has a new storefront and interior layout that will improve performance and navigation.
    There should be far fewer floating or clipping objects, or objects that prevent looting.
    Smoothed out the collision of many objects and structures in the world that could cause vehicles to unexpectedly explode when running into them.
    Wheelbarrows and gravestones are now destructible.

Magnum Tuning

The Magnum is a bit too powerful at long range right now, particularly against vehicles in team games where a group of players with magnums can bring down a vehicle in seconds from hundreds of meters away.  The following changes should make the Magnum a bit more difficult to use at higher distances, without compromising its effectiveness at close range or overall damage.

    Magnum bullet slowdown will now occur over 60 yards
    Magnum bullet drop rate has been increased after 80 yards

Quality of Life Updates

    Ammunition boxes, gas grenades, and smoke grenades have new, unique models to be more easily distinguishable at a glance.
    Hit feedback audio is now tied to sound effects volume instead of interface volume.
    Balanced out the sound effects in the Main Menu.
    Rounded out the edges of the “dot” reticle.

Bug Fixes

    Fixed an issue that could cause players to fall through the world and get stuck when dismounting their parachute.
    Removed the ability to instantly go prone by side-stepping.
    Removed the ability to switch seats in a vehicle while hotwiring.
    Removed the ability to switch seats in a vehicle while moving.
    Fixed an issue where players could exit vehicles, particularly at high speeds, at inconsistent locations.  The location where players exit should be much more consistent now.
    Fixed an exploit that would allow players to shoot behind them using alt-look.
    Switching to ADS while strafing from free look will no longer make you lose mouse input.
    Fixed the smoke grenades so that they do not render out while in gas.
    Aligned the range of the gas grenades visual effect and its damage.
    Fixed a rare case that could cause vehicle horns to get stuck on.
    Synced up the AK-47 reload animation with the actual reload timing.
    Fixed an issue where shift-dragging items could double the amount requested.
    Numpad 0 will no longer act like “enter” when splitting stacks of items.
    Laminated Armor will correctly show damaged state when in the Inventory.
    Teammate health will be updated reliably even when at long range.
    Cleaned up several issues that could cause the client or UI to become unresponsive when using Alt+Tab or Alt+Enter.
    Victory music should correctly play after winning the match.
    Removed durability from weapons.
    Nightmare Mask should now correctly show in your Steam inventory.

Known issues

    In team games, the winner may see incorrect information on their end-screens if all their teammates have exited the match. 
    The “Kill Count” field in the UI doesn’t count kills that occur when your target bleeds out after you die.  You should still get credit (XP, Score) for the kill, however.
    Field bandages currently do not have an aura attractor while on the ground.
    The Twitch link account button can lose functionality if the user cancels authorization or closes the web page.  Backing out of the screen and back in will fix this issue.
    The Gas Grenade’s visual effects will carry over into the spectate mode if the user dies while under gas grenade effects.
    The Spectate cam may become less smooth if the client spectating has a high (above 100) ping.
    Going from Training to a team match may cause the Team HUD UI to disappear.  Re-logging with fix this issue.
 
 


Jeudi 30 mars 2017  
 
East Coast Servers Are Now Open

East Coast Servers in North America are online and ready to test out!  If you live on the East Coast you should see much improved ping times to these new servers.  North America Leaderboards are combined into one Leaderboard, so whether you play on the West Coast or East Coast, it will all feed the same Leaderboard.  This also means any scores you have already earned will persist onto the East Coast servers. 

To change your region, go into SETTINGS -> REGION and choose the new North America (East) option.  For new players coming from North America, your default will get set to the West Coast server for now.  If this is not desired, please switch your region in the settings to get to the East Coast servers. 

Please let us know if you encounter any issues, we will be monitoring closely to ensure they are working correctly.

 
 


Jeudi 23 mars 2017  
 
Dev Diary - Hitmarkers, Optimizations, and Vehicles

Hey everyone! We've been doing a lot of surveys over the past few months, and we wanted to highlight how your participation and feedback in those surveys is shaping the game. Your responses helped us develop the updates you see on the Test Server right now, so let's dive right into it.

Hitmarkers and Combat Clarity

In our current Test Server build, we've updated the hitmarkers to better indicate what kind of material your bullets are hitting. This was in response to a very insightful data point from our December survey. Check it out below:

Body Armor Survey

As you can see, 76% of people don't always know when their shots are connecting with some kind of body armor. Given how dramatically laminated or makeshift body armor can change the dynamics of a fight, we felt that we had to improve the clarity of this interaction. We knew there was room for improvement when we saw the data for helmet interactions:

Helmet Survey

As a result of seeing this big discrepancy, we decided to change the hitmarker colors and sounds to better reflect when your bullets were connecting with body armor or a helmet. As we playtested this, we felt that extending the functionality to include vehicle hitmarkers significantly improved the feeling of engaging vehicles at a distance.

Optimizations to The Arena

In addition to bug fixes, server performance, and hit registration (which are constant, ongoing efforts with our engineering team), players indicated that performance optimization was one of their top issues. Take a look at the data below:

Optimization Survey

The art and game engine teams made some dramatic changes to the way we group objects in the game world, and also adjusted the layouts of certain buildings to improve the way the game streams in new assets. The engine team also did an enormous amount of work on our streaming technology to improve how quickly and efficiently it handles transitions from one area to another. We're hopeful that this should significantly improve frame rates and overall performance on most machines, and will continue to iterate as needed.

While we were at it, the art team made some subtle changes to the default time of day and how the game handles large lighting shifts in The Arena to improve visual quality. We can't wait to hear your feedback on this!

Vehicle Changes

In the current Test build, we have introduced a number of change to the way that vehicles behave after taking damage, alongside a speedometer. These changes were made in response to some valuable feedback we received in our Winter survey:

Vehicle Destruction Survey
Vehicle Prevalence Survey

In an effort to address the amount of vehicles that end up in the final phases of the game, we added several different vehicle degradation states that trigger at various damage thresholds. Take enough damage, and your car loses torque, handling, and eventually, turbo. The new vehicle UI helps to communicate these states with warning lights, and you can see the impact of each state on your overall mobility with the speedometer. We're hopeful that these adjustments should result in much fewer vehicles at the end of the game, but we're very interested in hearing your feedback!

Looking Forward

We're already hard at work on the next content update, and are incorporating your feedback into those features and changes as well! Your participation in our surveys is exceedingly valuable, and allows us to clearly identify what needs improving as well as what we're doing right. Be sure to hop on the Test Server during its unlocked hours (you can find the schedule here) and give us your feedback!

See you in The Arena,

Ken Adams NSA

 
 


Lundi 20 mars 2017  
 
March Test Server Calendar

The Test Server is open between 4:00pm - 9:00pm Pacific

The Test Servers have been updated with the March update, and we could use your help getting some extra testing on it to see how it checks out prior to going to the Live servers.  Please pay special attention to these items:

Region Connection Test

In this build you will see the first iteration of our connection quality test we talked about last week. As part of initial login, you’ll have the option to select which region you’d like to play on. However, if your ping exceeds acceptable thresholds to a particular region, you will not be able to select it. This will help keep all players in fair and consistent matches.

While this will not be that testable on our test environment, it is important to stretch it as much as we can. Just a note in terms of the plans to roll this out. Our plan is to implement the limits of ping in several phases, with the goal being down to a 150ms cap by the time we start the next Pre-Season.

New Feature: Team Follow Cam

We have a new version of the Team Follow Cam that not only works out a lot of the kinks, but also makes the overall experience much smoother. In addition, we’ve designed a new Team UI that will be visible during gameplay and as a spectator provides more information about your teammates – what weapon they have equipped, and if they have armor and a helmet. Finally, we’ve also streamlined the teammate colors so that each member of your team will have their own unique outline color which will correspond to their color in the team UI.

Vehicles

Vehicles play a huge role throughout the course of the game and we worked on a number of areas to improve the overall vehicle experience.

The first change you’ll notice is a brand new UI for vehicle drivers and passengers. This includes a speedometer, your life and fuel, as well as an indication of the vehicles parts and overall condition. Condition matters more than ever before, as vehicles will lose performance and functionality as they take damage. If your vehicle is in bad shape, you’ll notice that handling starts to degrade and eventually you’ll even lose your turbo! This will go a long way towards addressing late-game situations where the last few players would drive around in circles with little incentive to engage.

As a related change not mentioned before in the producer letter, the Magnum is a bit too powerful against vehicles right now, especially in team games where an entire team carrying Magnums can take down a vehicle in seconds. We’ve slowed down the Magnum bullets beyond 60 yards and increased the drop rate at 80 yards. So, you can expect Magnums to be just as effective at close range; but it will be a lot more difficult to shoot players and vehicles from long distance.

Another topic we’ve looked into is exiting vehicles at high speeds. We previously mentioned a change to not allow players to exit a vehicle above a certain speed threshold. As we have played it internally, we decided to back out this change as it was not really meeting the goal we had for the change. The goal was to make vehicles a little less desirable in the end game, but this change felt more frustrating and punitive. We are going to investigate just applying damage based on the vehicle’s speed when you exit, but this will not be included in this update and will be worked into a future one. We’ve done some work addressing desync issues that could cause a player to exit a vehicle at an unexpected location – this should be a lot more consistent and predictable.

In addition, there are a few quality of life changes in this build. When you enter a vehicle without keys, you can hold the gas button (default: W) in order to hotwire it. Also, moving vehicle items such as sparkplugs can now be done via drag and drop.

Finally, we’ve smoothed out the collision volumes of many objects in the world that could cause vehicles to unexpectedly explode when coming into contact with them. If this happens to you, please send us a video or screenshot so that we can address any other objects in question. Hit Feedback

As we’ve continued to work on servers to create the best experience possible, we also want to make sure that your actions during combat are effectively messaged to you as a player. We’ve updated the effects, sounds, and UI to make it a lot clearer when you are hitting armor versus flesh, when you’re on or off target, and if you’ve knocked off your targets armor or helmet. These upgrades have also been applied to your character taking damage; so you’ll be a lot more aware of things like losing your helmet and where shots are coming from when under fire.      

The Arena

An updated version of The Arena is included in this build with a number of changes and improvements. Our focus for The Arena on this patch has been on optimizing the zone to improve overall performance as well as general cleanup of bugs.

    There should be far fewer floating and clipping objects
    Cleaned up a objects that prevented items on or near them from being looted
    Made optimizations to the residential areas. Some house layouts have been adjusted for better navigation. Some homes were boarded up completely, others had their windows boarded up. You’ll be able to tell which homes are boarded up when parachuting in by looking at whether the yard has been kept up. Green grass means loot!
    Optimizations were made to Ranchito and Pleasant Valley to increase framerate in those cities
    Office building layouts have been improved to make them easier to navigate and move through.
    Ammo boxes were made more unique so that you can easily distinguish different ammo types.

Bug Fixes

    Removed the ability to instantly go to prone by side-stepping
    Fixed the smoke grenades so that they do not render out while in gas
    Aligned the range of the gas grenades visual effect and its damage
    Fixed a rare case that could cause vehicle horns to get stuck on
    Lined up the AK-47 reload animation with the actual reload timing
    Fixed a number of clipping issues with several wearable items
    Fixed an edge-case that would allow players to switch seats in a moving vehicle
    Numpad 0 should no longer act like “enter” when splitting stacks of items
    Fixed an issue where shift dragging items could double the amount requested

Of course, if anything else sticks out, please let us know.  Please make use of the community issue tracker - https://dgcissuetracker.com/secure/Dashboard.jspa?selectPageId=11004 

You can also head over to Reddit where you will find specific feedback threads dedicated to each of the major changes. Please leave as many details as you can if you encountered an issue to help us track it down.

Test Servers will be open from 4:00pm - 9:00pm daily up until the date of the next push to the Live Servers.

 
 


Mardi 14 mars 2017  
 
Game Update

We've updated and unlocked the JS Live servers with the following fixes and features:

    Free 3-crate 'Thank You' pack 
    Several individual CTD fixes
    Rendering performance optimizations
    Reduced number of extraneous updates on NPCs with no behaviors/abilities ticking
    Lowered number of checks for NPC relevance (increasing server performance) 
    Adjusted visibility distance for objects without profiles so they're not invisible by default
    Optimized NPC proximity checks (increasing server performance)
    Navigation system optimizations (improved NPC performance)
    Proxy broadcast rate adjustment (increasing server performance)
    Proximity manager multithreading optimizations (increasing server performance)
    Punji stick fixes (they will now damage players and all zombie types)
    Wolf run speed reverted to original setting
    Non-structure player items cannot be placed on deck expansions or on top of player structures
    Infinite grenade hack fixed
    Miscellaneous base security fixes (fixed an issue with approved players being kicked erroneously; base security now performs as expected)
    DLC outfit names fixed (all outfit grants are now correct on Steam)
    Comprehensive anti-cheat/exploit countermeasures
 
 


Vendredi 10 mars 2017  
 
Our Gift to You - Three Free Unlocked Crates!

As a thank you for your dedication during Early Access and for helping us make Just Survive amazing, we wanted to give you a little something special. If you log in between Tuesday, March 14 and Tuesday, March 21, you’ll get three FREE unlocked crates – one Predator Crate, one Ronin Crate, and one Invitational Crate!

Plus, there’s lots of exciting new content on the way – including updated melee combat and strongholds. If you haven’t had a chance to watch the latest livestream about it, we’ve got it for you here!

What skins did you score out of your three free crates? Let us know on Facebook, Twitter, and Discord!

 
 


Mardi 7 mars 2017  
 
Bug Fixes and More

Desync Issues

Door desync: We identified and fixed a few issues that could cause doors to appear open for one player but closed for another. We will evaluate if these fixes represent a comprehensive solution.

Vehicle passenger desync: There was a similar desync issue where a player could be in a vehicle but appear out of the vehicle to an onlooker. We've deployed a potential solution and will continue to investigate if there are any other fixes that need to be made.

Reload Improvements

There was an issue where interrupting a gun reload at the beginning of the animation could cause the gun to fire a ghost bullet and reload again. We've submited another potential fix as well as set up some additional logging to help collect more data when reloads fail. 

Vehicles Exploding

Players who die immediately before being struck by a vehicle should no longer cause that vehicle to explode. The team is working on updating The Arena with a number of object and collision fixes to further reduce unexpected vehicle explosions; however, that won't be ready for this Test build (or the next Live update).

Exploits

We take exploits very seriously and jump on them as quickly as we can. Thank you to everyone who has sent videos and repro information for these - it's very, very helpful and allows us to diagnose and respond faster. If you're familiar with these, please go ahead and see if you can replocate them anymore. 

    Running at full speed while aiming down the weapon sights
    Hiding particle effects
    Skipping prone-to-stand animation
    Throwing infinite grenades

Additional Bug Fixes

    Cleaned up an issue where you could get stuck moving (without auto-run enabled) while the Inventory is open
    Fixed another edge case that could cause Turbo to get stuck on
    Smoke grenades now have a much longer render distance
    Bleed effect should no longer appear through smoke
 
 


Mardi 7 mars 2017  
 
Producer's Letter

Hey everyone! We’ve been incredibly busy since my last update, so let’s get right to it.

First, since my last letter, the game has continued to grow at an unprecedented pace, which is huge for us, but it has also presented an entirely new set of challenges. In response to popularity of the game, we’ve reorganized the development team to be able to roll out more frequent updates with bug fixes and quality of life improvements (like this week’s update), while still developing the game and improving the overall live service. This includes growing the team substantially and adding more international support staff to handle the global nature of the game’s appeal.

Service Updates

We have been rolling out service improvements as we make them, usually without needing any downtime or a client update to do it.  For example, over the last weekend, we identified a new technique employed by some players to circumvent normal gameplay. The team implemented new security solutions, and we have banned and continue to actively ban those using the new technique. We are now in the process of cleansing the leaderboards in all regions as a result. We’d like to thank the community for their on-going support to identify and prevent this kind of activity. We are committed to a fair and competitive service and we will always need your help to keep it that way.

I have covered some notes on servers in the last several Q&A’s; server work continues to be our number one priority and will continue to be so until we are happy with how they are performing.  We have been rolling out improvements each week, sometimes multiple times per week, as we monitor performance and collect feedback on how they are doing.  This goes across the board from game servers to login servers and everything in between. 

A number of changes have already been rolled out to improve performance. For example, we’ve essentially eliminated queue times.  To achieve this, we installed entirely new hardware in Europe, and we have quadrupled capacity in Asia along with increasing it in every other region. This is something we are constantly working on.

There’s a lot more in progress now to continue to improve server performance.  One of the most noticeable focuses is on the early game lag, which can cause some side effects, such as not being able to interact with objects or, in severe cases, falling through the world.  In addition to other optimizations and improvements to packet sizes, we should continue to see a more stable and consistent server environment. 

On the hardware front, we just moved our Asian datacenter to Tokyo which we believe provides a better connection throughout Asia compared to where we were.  In North America, we are beginning work to establish an East Coast server.  When we roll it out, this will appear as a second NA region with its own leaderboard.  Over time, I would like to combine all NA leaderboards into one, but we are focused on getting it out as an option over ideal functionality.  I expect the East Coast server to be available within the next several weeks.  

Perhaps the hottest topic in the community right now is “region locking.”  We are currently testing a feature that will force a connection test from your local machine to each datacenter to see which ones you have a reasonable connection to.  We will allow you to play on any region server that you have a reasonable connection to, but if your connection is too poor to a given region, we will not allow you to play there.  I also expect this to be available in the next content update. 

This Week’s Bug Fix Update

We are prepping an update to go live this week with a group of fixes that are currently on our Test servers.  We intend to roll out smaller updates like this every few weeks. If you didn’t get a chance to play on Test, here is the summary of what to expect.

Desync Issues

Door Desync: We identified and fixed a few issues that could cause doors to appear open for one player but closed for another. We will evaluate if these fixes represent a comprehensive solution, or if players continue to encounter the issue.

Vehicle Passenger Desync: There was a similar desync issue where a player could be in a vehicle but appear out of the vehicle to an onlooker. We've deployed a potential solution and will continue to investigate whether there are any other fixes necessary.

Reload Improvements

There was an issue where interrupting a gun reload at the beginning of the animation could cause the gun to fire a ghost bullet and reload again. We've submitted another potential fix as well as set up some additional logging to help collect more data when reloads fail. Definitely let us know if you encounter a reload issue!

Vehicles Exploding

Players who die immediately before being struck by a vehicle should no longer cause that vehicle to explode. In order to reduce unexpected vehicle explosions, the team is working on updating The Arena with a number of object and collision fixes; however, that won't be ready for this update.

Exploits

We take exploits very seriously and jump on them as quickly as we can. Thank you to everyone who has sent videos and repro information for these - it's very, very helpful and allows us to diagnose and respond faster. If you are familiar with these, please go ahead and try to do them on Test and send us your feedback!

    Running at full speed while aiming down the weapon sights
    Hiding particle effects
    Skipping prone-to-stand animation
    Throwing infinite grenades

Additional Bug Fixes

    Cleaned up an issue where you could get stuck moving (without auto-run enabled) while the Inventory is open
    Fixed another edge case that could cause Turbo to get stuck on
    Smoke grenades now have a much longer render distance
    Bleed effect should no longer appear through smoke

Next Content Update

When I talk about Content Updates, it will be referencing a larger game change, usually introducing a new set of features or significant improvements to existing features.  I mentioned at the end of last year making a lot of changes internally. One of those changes is how we plan and execute the work in front of us.  

We have changed up a lot in the background, which is the reason why it has been awhile since the last content update - we had to reset things a bit. This next Content Update (detailed below) will land on Test in the next few weeks. After we’ve had some time to evaluate it, we’ll announce a firm release date. 

This one is pretty loaded with good stuff going into it.  More details in the coming weeks, but from a higher level, here is what we are planning:

Region Connection Test

To help keep quality connections within appropriate regions, a new connection test will be implemented.  This test will check your ping to each of our datacenters.  If your ping exceeds 150ms to a region, then you will not be able to choose that region as one to play on.  It will simply not allow it.  This will help keep all players in fair and consistent matches. Look for this new flow in the character select screen as you start the game.

Team Follow Cam

We have a new iteration that worked out the kinks and the camera is now much smoother as it follows your teammates around.  There will also be some new UI elements to help you understand the current state of your team.  I am really happy with how this turned out and am excited to get it live.

Vehicle Changes

A few vehicle changes are going in to help prevent end game situations with all cars just driving around in circles.  The first will be vehicle performance degradation. Cars will lose more performance based on the amount of damage they have taken, including losing their turbo. This will be pretty obvious with a new UI element to display the amount of damage and warning lights with the current state of your ride.  Secondarily, you will now not be able to exit a vehicle that is travelling above a set speed threshold.  We look forward to your feedback on these changes, particularly when they arrive on the Test server.  We want vehicles to provide an advantage, but not become a negative experience at the end of the match.

Hit Feedback Changes

While we continue to work on servers to create the best experience possible, we wanted to make some changes to how combat is messaged back to you as a player.  When players talk about hit registration, it is actually a much more complicated problem that includes messaging and feedback during combat.  We updated the effects and sounds to make it a lot more obvious when you are hitting armor versus flesh, when you are on target vs off target, or when your armor pops in the middle of a gunfight. 

Trade Lock Changes

There will be a change to the imposed seven-day trade lock on items received in your inventory.  The seven-day trade lock will now only be imposed on any new items you receive from the game.  If you received the item via trade, no seven-day trade lock will be enforced.  Essentially, it just means there will be a seven-day lock applied once to each item when it is originally obtained, but not again after that.  A caveat on this one that there are some other priority contentions, and we may end up pushing this out after the next content update.  Our goal is to include it as part of it, but there is a chance we may have to move it a little.

The Arena

A new iteration of The Arena will be included in this patch with a number of changes and improvements including:

    Cleaning up floating objects and objects penetrating other objects
    Cleaning up some objects that could not be picked up off of other objects
    Some collision volumes were updated to help with vehicles randomly exploding when least expected.  If this happens, please send us a video or screenshot so we can fix any objects in question.
    Optimizations were made to the residential areas.  Some homes are boarded up completely, while others have just their windows boarded up.  House layouts have been tweaked to make them easier to navigate.
    Optimizations have been made to Ranchito and Pleasant Valley to increase framerate in those cities.
    Office building layouts have been tweaked to make navigation easier while moving through them. 

I am pretty excited to get this patch out there; it has a lot of things that have been in progress for a long time, along with a lot of foundation stuff to setup some other much-needed fixes to the game. Between now and the next major patch you can expect more communication from us. Big thanks to everyone who comes out to our Q&As on Reddit and Twitter and everyone who provides feedback from their experiences on the Test Server.

 
 


Mercredi 23 février 2017  
 
Ping and You

What is ping? Put simply, ping is a numerical representation of the strength of your connection to our game servers.  You always want to see a lower number when you’re looking at your own ping. A low number is better because that represents the response time for the data requests your computer is making. Ping is measured in milliseconds (ms).

We recently added a ping indicator to King of the Kill to help you visually see the strength of your connection.

    White: 0ms-99ms
    Yellow: 100ms-199ms
    Red: 200ms and over

What can you do to lower your ping? Make sure you’re on the proper server based on where you’re connecting from. We added an indicator of what server you’re currently connected to in the top right corner of your screen while you’re playing King of the Kill. Do you want to change your server? You can do that by following these steps:

    1. Launch King of the Kill
    2. Select “Settings”
    3. Select “Region”
    4. Choose from one of the following servers based on your location

      North American
      Europe
      South America
      Asia / Pacific
      Australia

Making sure you’re connected to the proper region is a great step in ensuring that you and other players will have a smoother gameplay experience.

 
 


Mardi 21 février 2017  
 
Game Update

All Just Survive servers will be offline beginning at 11:45 AM PT for a game update. Downtime is anticipated to be approximately 6 hours.

Update Notes

    New queuing adjustments (eliminates the failed server joining issues some users were experiencing)
    Apartment/tower stairwell stuck/stutter issues have been fixed
    Steam Inventory – the next time you log into the game, any missing items will be restored in your Steam Inventory.  They never left your in-game inventory
    Wolf speed balance (wolves have been slowed down a bit now that AI nav has changed)
    CTD fix (this is one of a few pending fixes that will address the increase in CTDs)
    Deadwood (US) has been renamed Dismay (US) to eliminate confusion with the new low-loot Deadwood
    Ongoing fair-play/exploit countermeasures and anti-cheat logging tools
 
 


Mardi 14 février 2017  
 
Producer's Update

Hi Survivors!

We’ve been heads down and hard at work since the last update in late December and I’m happy to announce that we’re rolling out an extensive quality of life patch today that addresses several issues (over 100 individual fixes and new features!) and also establishes a new lighting baseline for the game as we continue to polish the weather system. I realize that a lot of people in the community are hoping to see new features and systems introduced in this update (especially after watching the Community Outbreak we just did last week) but as we said during the show, we’re not quite there yet. There's an intersection point ahead of us where we'll finally be able to flip to the second part of the mantra, "Fix now. Cool later." We still have work to do on the foundation of JS before we can make good on those new plans for all of you, and extensive Quality Of Life updates like this one today will make that possible.

As you know, we’ve refocused and reprioritized what’s essential for the game over these past few months. It’d be very easy for me to go into detail about everything we plan to roll out this year for Just Survive, but I feel doing so would be a tremendous disservice to all of you if features or dates slipped. We don’t want to be that kind of development team. While I understand the frustration you as players feel, I do hope you understand why it’s important for us to be a little more responsible in how we announce and roll out brand new features.

Your feedback is always amazing and the entire team here hopes you keep that up. I’ve said it before, but it bears repeating: we don't get a chance to reply to everything, but we do read every single thing you post. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you. I hope our dedication to you with updates like this demonstrates just how important the game is to us, too.

Thank again for your continued patience and support. We hope you enjoy the update!

Lan, [H1Lan]

Game Update Notes

    New lighting and light emitter effects (darker nights/interiors and better looking light emitter effects. Keep that flashlight handy!)
    New zombie navigation system (zombies are smarter and more aggressive)
    New low-loot servers: Deadwood - Low Loot (US) and Sparta - Low Loot (EU) have low-loot rule sets for players looking for a more desperate survival experience.
    Visitor permissions are now automatically granted to anyone who successfully enters a code on a base door
    Lead Pipes now melt down into Lead Alloy
    Cooking containers now have maximum bulk limits
    Changed the way ammo spawns to reduce clumping (please note: this did not reduce total ammo spawns or change loot quantities)
    Chain link fences can now be destroyed with melee weapons

Performance optimizations

    Changed the way certain dynamic objects render to improve client performance
    New base-building component optimizations to improve client performance
    Optimized timer-based items to improve their performance (cooking containers, IEDs, crops, etc.) to improve server performance
    Changed the way crops render to improve client performance
    Improved zombie navigation (in addition to zombies behaving better, they're also now handled more efficiently)

Exploit fixes

    Continued and ongoing fair-play/exploit countermeasures
    Fixed an exploit where people could turn in hospital air drop quests without removing all of the quest items from their inventory
    Wrenches now lose durability when hitting vehicle tires
    Fixed an exploit where players could clip through upper shelter walls by mashing several movement+stance keys at once
    Furnaces placed on ramps and expansions will now take damage correctly
    Players can no longer place torches on decks they do not own
    Punji sticks no longer damage players through doors
    Players can no longer glitch doors and gates to build them backwards
    Fixed an issue where players could overlap certain base building items by building them over base gaps

Bug fixes

    Fixed Emotes (emotes stopped working for people on a per account basis)
    Fixed several crash-to-desktop conditions
    Fixed an issue where timer-based items could take significantly longer than they should to cook/detonate/grow
    Fixed an issue where you could get your gun into a state where it appeared to be loaded but would instead fire a blank round
    Corn mash now converts to moonshine correctly
    Fixed a fertilizer bug where it would expire before the crop was ready to harvest
    Fixed a bug with crumpled notes where dropping them would turn them into a battered trash can
    Base ejection no longer ejects white-list server admins from a base if they don’t have base permissions
    Fixed a bug where vehicles would slowly migrate in water
    Fixed an issue where targeting the edge of a deck wouldn’t bring up the building permissions list
    Shock trap FX will now play every time a player triggers a trap instead of just the first time
    Fixed an issue where punji sticks would deal inconsistent damage
    Updated various tool tips to better explain functionality and specific recipes
    Fixed an issue where a player’s head could disappear permanently after backing into a corner in third person POV
    Fixed an issue where the flashlight would switch off after backing into a corner
    Fixed an issue where clouds would pop/stutter
    Fixed an issue where clouds would rapidly expand and contract
    Fixes BBQ/furnace rendering FX issues
    Fixed various issues with new zombie navigation interfering with CQC/player interactions
    Fixed an issue with the machete not melting down properly
    Temporarily removed night vision goggles until they can be properly redesigned (previous incarnation did not function as expected)
 
 


Vendredi 10 février 2017  
 
Dev Diary - Surveys, Scoring, and Seasons

Have you ever wondered what a Product Manager does? Here at Daybreak, they’re responsible for analyzing data in order to help guide the team’s decisions about features, updates, and more. We sat down with Sr. Product Manager Adriaan Noordzij (KenAdamsNSA on Twitter and Reddit) to discuss our methodology behind collecting player feedback and how it shapes H1Z1: King of the Kill.

Players gave us a lot of great feedback in our initial gameplay survey. Can you share some of those findings with us?

Of course! First and foremost, a huge shoutout to everyone who participated in our last survey. The response was overwhelming, and we learned a ton about our players and how they interface with the game. One of the biggest takeaways we got from our last survey was that players felt kills weren’t a large enough factor in the overall match score. With Pre-Season 3, we aimed to fix that with a stab at finding a middle ground between placement score and kill score.

We also learned a lot about The Arena. We were pleased to see that most players were happy with The Arena’s overall layout and size, but there were enough people looking for improvements that we’ve dedicated an internal group of developers to address those concerns (things like gas ring size, speed, etc.).

We also got better insight about the overall gameplay experience, and we are taking this feedback extremely seriously. We have an entire team dedicated to optimizing performance, improving hit registration, and reducing the number of desync instances as much as possible. Weapon balance and performance are also top of mind for us, thanks to some really fantastic feedback on how our weapons handle and play off each other.

What can players expect based on those survey results?

First and foremost, we're heavily invested in improving our server performance and predictability of gameplay. We're constantly working on fixes to queue times, netcode, and general game performance to ensure players have the best possible experience every time they load up the game. Expect lots of tuning and tweaking in the future. Gas mechanics, weapon balance, loot distribution, crafting adjustments, and more! We’re building out frameworks that should allow us to tune these mechanics easily and consistently so that we can continue to improve the overall play experience for all players. Our players’ feedback has been instrumental in the prioritization of that work, as well as the types of things we’re going to be experimenting with in the future!

What shaped the decision to change scoring in Pre-Season 3?

We got an overwhelming amount of feedback in Pre-Seasons 1 and 2 that kills were not worth enough of your score. We initially designed the system so that kills would be purely supplemental to placement, as we wanted to emphasize the “last man standing” component of the game. Our players highlighted the fact that the way scoring worked in previous Pre-Seasons was demotivating and failed to incentivize fights, which are some of the most thrilling parts of each match. In response to this feedback, we set out to improve the scoring experience with a few core goals in mind:

    1. Preserve the value of being “King of the Kill
    2. Ensure that there were as few ties as possible in score
    3. Compress the value of kills from match start to match end so that kills were always valuable, regardless of when you got one
    4. Make kills worth a larger overall percentage of your score
    5. Allow players to “leapfrog” higher placements with high kill scores (was not possible in previous Pre-Seasons), EXCEPT for 1st Place

We’re very curious to hear how this change played out. If we did (or didn’t) hit the mark, we’d love to know! In addition, I promised that we would share the raw data for scoring, so here it is.

Where do you look most often for player feedback?

I spend a lot of time on the official subreddit and reading direct feedback I get on Twitter, but I also watch Twitch streams and play the game almost every single day. The team is constantly reading your feedback, and although we might not always respond, we are certainly always listening. Our official Discord is another great way to get in touch with the team and ask questions.

What’s coming down the line in future Seasons?

We’re going to continue to tweak scoring, and are also evaluating what kinds of rewards we can dole out for Seasons. Team scoring is also a big priority for us, and with some of the aforementioned gameplay work we’re doing, we’re excited about the prospect of tweaking various systems each Season to keep the experience fresh and exciting for players. We’ll have more to share on this front as we get closer to finalizing the specifics, but we’re very excited about the future of Season play!

Want to share your feedback with our team? Check out our latest survey, where you can give us your thoughts on Pre-Season 3, rewards, and more!

 
 


Mercredi 25 janvier 2017  
 
What Is Pre-Season 3?

Today’s game update marks the end of Pre-Season 2 and the beginning of Pre-Season 3! With changes to scoring, the kill feed, and a brand new batch of tiered rewards, there’s a whole host of reasons to fight for the crown.

Scoring Changes

In our recent survey, players shared with us that they wanted kills to make up a significantly larger percentage of their match score in comparison to Pre-Seasons 1 and 2. In response, we’ve made some considerable changes to the value of kills, with minor adjustments to placement score. This should result in kills being worth up to 30% of your overall score, depending on how aggressively you play.

With new scores come new score thresholds, so here’s the breakdown for each tier:

Tier

Pre-Season 3 Threshold

Pre-Season 2 Threshold

Bronze

1

1

Silver

450,000

115,000

Gold

700,000

215,000

Platinum

1,125,000

315,000

Diamond

1,500,000

415,000

Royalty

2,065,000

515,000

Kill Feed Updates

We’ve implemented some new functionality for the Kill Feed, including how we communicate current number of kills and how much the next kill will be worth. For those who are curious, scores for both kills and placement are calculated based on a logarithmic curve, granting an increasing number of points as the match progresses. Not only will players now be able to see their current match kills with the Kill Counter in the top left corner, but they will also be able to see how many points they stand to earn from a kill given the current state of the match.

Additionally, players who have completed at least 10 matches in Solo mode will see their Tier displayed in the Kill Feed, allowing them to show off their skill to everyone else in the game! This is called your Kill Feed Badge.

Note: The Kill Feed Badge shows your current season’s Tier (Bronze, Silver, Gold, etc.) and will need to be re-earned with each new season by completing at least 10 matches in Solo mode.

Web Leaderboard Updates

We’ve added a new stat and new sharing features to the Web Leaderboards! You’ll notice the addition of your Top 10 Finish Rate, which is the percentage of all matches you played where you finished in a Top 10 position. You can also now link directly to any specific player or view on the Web Leaderboards – just filter the view you want and share the link, or select a specific player and choose one of the “Share” options in the lower right hand corner. Let Facebook, Twitter, and Reddit know you’re gunning for Royalty!

Rewards

Players who finish at least 10 matches in Solo mode during Pre-Season 3 will receive an emote afterwards that shows off their Tier with a custom animation. The emote will be different for each Tier and will be based on your placement at the end of Pre-Season 3, so try to place as well as you can to earn the best emote!

Note: Players will ONLY receive the emote for the Tier in which they finish Pre-Season 3. That means that if a player finishes in Royalty, they will only receive the Royalty-specific emote at the end of Pre-Season 3.

What Tier are you aiming for in Pre-Season 3? Let us know on Facebook, Twitter, or Discord!

Royalty Emote
 
 


Jeudi 19 janvier 2017  
 
January Calendar

The Test Servers have been updated with the January update, and we could use your help getting some extra testing on it to see how it checks out prior to going to the Live servers.  Please pay special attention to these items:

Reload

We were able to address all known weapons issues including reload issues on all weapons. It should be consistent now, but I could use some people really watching this one to see if there are any other cases that may have been missed. These should be few and far between if any. 

End of Game UI

The end of game UI should now show you who killed you. I can say from experience, the inability to see how close the person who got you was to his/her own death was very frustrating.

Car Ejection

You should no longer be ejected from a car and then stuck in place with no ability to do anything. This one bug was driving many people nuts (no pun intended), and I am glad to see this one go away.

Infinite Inventory

There was an exploit allowing some users to have an infinite inventory, this has been addressed.

Speculative Fixes

We believe we will have fixes for the following issues in place before the 1/25 game update. There are still a few edge cases present that we will need your help and feedback on before we completely nail these down.

    Crouch Spamming

      We have addressed crouch spamming. The current fix is to slightly delay how quickly you can return to standing so the reticle, camera movement, and animation are all in sync to remove the exploit of rapidly crouching and being able to remain accurate.

    Crouch Blocks

      If you crouched next to an object, it would usually block you if you tried to stand back up and you would need to back away slightly in order to stand. You should now be able to stand back up (assuming there is not something directly above your character’s head).

    Emotes

      We’ve cleaned up Emotes so that they can no longer be played while another action (such as looting or shooting) is performed – actions like these will always interrupt Emotes. We also have an incoming fix (not on this build) that will prevent binding emotes to the same keys as other actions to solidify the fix and clean up any last edge-cases.

Of course, if anything else sticks out, please let us know.  Please make use of the community issue tracker - https://dgcissuetracker.com/secure/Dashboard.jspa?selectPageId=11004 

You can also head over to this Reddit thread and leave as many details as you can if you encountered an issue to help us track it down.

Here is the schedule for when the Test Servers will be open up until the date of update on the 25th.  All times are Pacific Standard Time.

Date
First Test Time
Second Test Time
Thursday, Jan 19
4pm – 6pm
n/a
Friday, Jan 20
2pm – 4pm
n/a
Saturday, Jan 21
12pm – 2pm
n/a
Sunday, Jan 22
12pm – 2pm
4pm – 6pm
Monday, Jan 23
12pm – 2pm
4pm – 6pm
Tuesday, Jan 24
12pm – 2pm
4pm – 6pm
 
 


Mardi 17 janvier 2017  
 
Producer's Letter

Welcome to 2017!  It’s a new year and we have a lot of really exciting things planned for King of the Kill. This update has some much needed bug fixes and general polish that we are anxious to get into the game. It’s going to hit the Test Server today and your feedback will be very important.

Next Game Patch – Jan 25th

We are lining up our next patch to go to live on January 25th as the target date. The Test Servers will be updated with all of this today. Here is what to expect in this update.

Reload

We were able to address all known weapons issues including reload issues on all weapons. It should be consistent now, but I could use some people really watching this one to see if there are any other cases that may have been missed. These should be few and far between if any. 

End of Game UI

The end of game UI should now show you who killed you. I can say from experience, the inability to see how close the person who got you was to his/her own death was very frustrating.

Car Ejection

You should no longer be ejected from a car and then stuck in place with no ability to do anything. This one bug was driving many people nuts (no pun intended), and I am glad to see this one go away.

Infinite Inventory

There was an exploit allowing some users to have an infinite inventory, this has been addressed.

Speculative Fixes

We believe we will have fixes for the following issues in place before the 1/25 game update. There are still a few edge cases present that we will need your help and feedback on before we completely nail these down.

    Crouch Spamming

      We have addressed crouch spamming. The current fix is to slightly delay how quickly you can return to standing so the reticle, camera movement, and animation are all in sync to remove the exploit of rapidly crouching and being able to remain accurate.

    Crouch Blocks

      If you crouched next to an object, it would usually block you if you tried to stand back up and you would need to back away slightly in order to stand. You should now be able to stand back up (assuming there is not something directly above your character’s head).

    Emotes

      We’ve cleaned up Emotes so that they can no longer be played while another action (such as looting or shooting) is performed – actions like these will always interrupt Emotes. We also have an incoming fix (not on this build) that will prevent binding emotes to the same keys as other actions to solidify the fix and clean up any last edge-cases.

EU Servers

The EU servers were hit pretty hard over the holiday break and a series of login interruptions made things even more challenging. I want to apologize for the issues encountered over there; we have been working towards a better hardware solution that should make a difference in the near future. The game is seeing the most growth in Europe, and all of our server focus right now is on serving the region better than we are currently. 

Next week we will deploy a software change with the intent to maximize the capabilities of all servers. After this, we will switch over to the new servers and see how they do. I’ve started a thread on Reddit about this issue specifically and I would love your direct feedback, you can find that right here.

Cheating

We are seeing a lot more chatter around cheating in the game. I want to assure you that we take cheating very seriously, and every time we have clear evidence of cheating, we have taken action and will continue to do so. Point being, we have been steadily kicking people out that get caught and that will not subside. No one is or will receive special treatment.

Test Servers

Starting this week, we are going to be utilizing our Test Servers differently to help us test the game at scale prior to deploying live and to get more time around difficult to reproduce bugs. We are going to lock the Test Servers as a default case and then unlock them at specific times and ask you guys to switch over and play some matches on Test to look at specific changes, etc. We will post what changes have been pushed to Test and what to specifically look for and provide feedback on, along with the Test Server schedule. We believe this will help catch any new issues before they go to live.

For this week, we are still a little limited in the number of players that we can support on the Test Servers. Over the next couple of weeks we are going to increase the capacity to be able to handle more people and add Test Servers in Europe for our EU friends. All of that to say that this week there could be some queue issues if a ton of people try and help us out, but we should alleviate that over time. 

This week, we could use help keeping an eye on the issues listed above to ensure they are indeed gone for good. Members of the dev team will be on testing as well, so be sure to say HI!

The Test Server will remain locked today. Check back tomorrow (1/19) for a detailed list of the times we will unlock the Test Server.

Airdrop Ticket to Scrap Conversion

We have this scheduled to happen with our next downtime when we patch the live servers. Again, I want to thank you for your patience on this one. We wanted to be thorough and ensure we had everything identified and lined up to make this as smooth as possible. 

We are also using this opportunity to update the items that you can receive from the Scrapyard. We added items from the Marauder, Vigilante, Mercenary, Showdown (2015), and Ronin crates (plus a few others) so there is quite a bit to pull out of it now.

Pre-Season 2 Ends; Pre-Season 3 Begins

Pre-Season 2 will end with the next game update. We will also grant the shotgun skin reward for anyone that completed a Top 10 score and is placed on the Leaderboard. This shotgun matches the backpack given out with Pre-Season 1. 

We are going to immediately begin a Pre-Season 3 because there are quite a few changes in the patch that warrant solid testing. 

The first is new score values for both finishing position and more importantly kills. We wanted to reward aggression in the game more so than we are now. Finishing position still matters the most, but you will now be rewarded more for your kills than you previously would have. These changes brought all new values for both finishing and kills so we want another Pre-Season to test out how they do and collect feedback from you on how you feel about it. We will be publishing an article that specifically shows the new values when we begin Pre-Season 3 so that you can see how it is changing. 

Additionally, we added Kill Count and next Kill Value elements to the game HUD to make it easier to know where you are in your match. There is also now a leaderboard tier icon associated with your name in the kill feed UI element so everyone can see your status.  

The end of Pre-Season 3 will come with an award, likely an emote, that will be slightly different based on what tier you finish the season in.

Current Bugs in Development

Here are the current bugs that are next up on our list to tackle:

Vehicles

Two of the three vehicle bugs are all still under investigation. I spoke about these in my last Producer’s Letter. We are still looking at vehicles auto accelerating and getting stuck in turbo.

Recoil

There is a bug that we are calling the recoil bug. This is when your gun has returned to center faster than the crosshair.You can actually fire accurately prior to the crosshair telling you that you are on target again. We are going to make the crosshair match what the gun is actually doing so that we do not mess with any muscle memory and learned skill that is in place now.

Throwables & Mouse Sensitivity

If you use a throwable and then go ADS (aim down sights), your default mouse sensitivity gets messed up. We are looking to fix this one.

Doors

One of the more difficult bugs on our list that we are trying to track down is where a door may appear open for one player, but closed for another.

Some good fixes to get out and I am excited about how using the Test Servers differently will help our live stability.

 
 


Vendredi 13 janvier 2017  
 
New Year Sale - Deep Crate Discounts!

Another year, another day fighting for dominance. At least you can take some small comfort in knowing you’ve got the best survival gear, and for a limited time, you can upgrade your look at a discount.

From now through Tuesday, January 17, 2017 at 10:00AM Pacific Time, Crate Bundles will be available for up to 50% off in the in-game Marketplace.

Here are all the Crates included in the sale:

    Invitational Crate
    Ronin Crate
    Predator Crate
    EZW Crate
    Wasteland Crate
    Renegade Crate

Make sure to grab these deals before they're gone again! 

 
 


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