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Samedi 17 février 2018  
 
Test Server Update - Select Your Spawn, Vehicle Exit, and More

Here's everything that's coming to the Test Server

What’s up everyone!

We’re excited for this build to land on the Test Server today as it’s packed with some pretty awesome features and much-needed fixes. As we mentioned on the Community Outbreak yesterday this build is coming in pretty hot, so bear with us as we continue to work on and polish it. As always, feedback is going to be key in making this a successful update, so please let us know what you do like and what you don’t so we can work on this together to make sure this patch is as solid as possible.

See you in the pit,

Carto

Air Drop Revamp

    The airdrop bomber has been updated and replaced with a jet. This was done so the bomber has unique audio in an effort to increase player feedback and clarity.
    Bombs will no longer drop passed the 3rd gas phase regardless or when there are only 20 people remaining, whichever comes first.

Player Spawn Selection

    Players can now select the quadrant of the map they’d like to spawn in while in the box of destiny
    The first gas ring will be shown on the map to select your spawn

      The ring has been set to randomly show for some matches, but not for others. This is to allow us to do A/B testing on player behavior based on whether the ring shows so we can make an informed decision on how we’d like to move forward with this element of the feature

    There is a supporting heat map so players will understand where other players have selected to spawn
    In team games the team leader will select the spawn point for the team and team mates will be notified which quadrant was selected
    If a user does not select a quadrant one will be selected by default that is somewhere near the safe zone

New Scoring model

We are moving away from a high kill top 10 scoring model and we have implemented one that focuses on 3 different segments:

    A users top 10 games will give them their base score
    A users average placement will then have a modifier value that is applied to the top 10 score
    A users average kills per match will then have a modifier value that is applied to the top 10 score

Once the modifiers have been applied a user will be given their ranking. This new system will challenge the player to play more conservative and be more consistent in their play but will still require them to see kills just not as aggressively as the current live scoring model. In the new system, players can de-rank, however rewards will be earned based on the highest rank achieved for a season.

High-Speed Vehicle Exit

    Users will now execute a “combat roll” when exiting a vehicle at high speeds in an effort to reduce/remove COD rushing
    The user will not be able to shoot while executing the roll
    The delay and animation timing will always be consistent in order to allow other players the ability to read and react to someone rushing them
    There is an animation that will play from every seat in a vehicle

Weapon Adjustments

Based on feedback we’ve received since our last update, we’ve fine-tuned some of the most used weapons in the game to make them feel a bit smoother, however none of these changes will impact timing or muscle memory.  Reset timing for tap shooting has been preserved.

    AR-15

      Reset delay has been slightly reduced
      Recoil acceleration rate has been slightly adjusted
      The end result is similar reset time that feels much “smoother” and less “clunky” and was made in response to community feedback
      Recoil growth was reduced in order to allow the weapon to be slightly sprayable at close range

    AK-47

      Semi Auto fire mode recoil growth was increased slightly
      Full Auto fire mode recoil growth was reduced slightly so sprayability is in line with the AR-15

    Shotgun

      Damage fall off distance has been slightly reduced
      Headshot multiplier has been slightly reduced
      Both of these changes were made to reduce the effective range of the shotgun while still keeping it potent in close quarters combat

    Armor / Bleeding Mechanics

      Breaking a helmet no longer causes a bleed, only the intended damage
      Breaking armor no longer causes bleed or damage as the armor soaks up the shot completely. The sniper rifle and shotgun are the only exceptions to this rule.

    Healing Adjustments

      Bandages now heal for 2HP up front and then an additional 8HP over time.
      Medkits now heal for 8HP up from and an additional 52HP over time.

Gameplay & UI Updates

    In-game user interface has been updated to be much cleaner and require less screen area.
    Added a Mini-Map on the bottom-right corner of the screen.
    You can now move normally with the map open, similar to having the Inventory open.
    Footstep sound effects have received another tuning pass so that they are lower volume generally but still loud enough to make sure you can hear enemies coming.
    Updated the split-stack UI element for ease of use.

      Keystrokes now immediately input to the numerical field (no longer have to click first).
      Number keys (keypad and keyboard), backspace, delete are all accepted, and left and right arrow keys will move the cursor.
      Clicking off or pressing escape closes the pop-up.

    Settings menus have been restructured and re-ordered to make more sense.  

      Settings are ordered by usage and importance and are generally grouped with similar options.
      Added options for Team Voice Chat and Proximity Voice Chat.
      Added headphone and panning options to the audio menu.
      Mute Fort Destiny Proximity Voice option updated so that off means off.
      Changed default Interact key to “E” (was “F”).

    Running over other players with a vehicle now shows the vehicle and skin used in the Kill Feed.
    The Hosted Games Spectate HUD is being updated to reflect the new in-game HUD.
    Default look, scoped, and aiming mouse sensitivity is now set to 10%.  
    Removed the glare from vehicle windows and windshields.
    Vehicles no longer lose turbo or torque until the condition is less than 20%.
    Drop shotting has been re-enabled
    You can now roll and shoot
    Seat swapping has been re-enabled

      We will monitor this closely to see how this impacts COD rushing and will disable or make adjustments if required

Bug Fixes

    Fixed numerous areas with inappropriate loot distribution, such as the supermarket in Pleasant Valley.
    Missed shots will no longer occasionally register as hits with blood spurts, despite it actually being a miss and the player taking no damage.
    Tree Quality and Flora Quality settings now correctly set the quality level in-game and persist when restarting the game client.
    Other players no longer occasionally appear on the wrong side of a tree when playing on low settings.
    Recoil no longer resets below its expected position after firing while aiming high while prone.
    First person camera angle now resets properly after releasing the free-look key while running.
    Vehicles take more consistent damage over time when flipped, regardless of whether they are flipped onto the hood or roof.
    Adjusted player animations when using a crossbow to keep the elbows more tucked in similar to other weapons.
    Players can no longer shoot through ceilings that can be reached by jumping and shooting.
    The size of thrown weapons (grenades, etc.) is no longer larger than intended.
    Map now scales properly when switching screen resolutions.
    Speedometer needle no longer overturns when driving at high speeds downhill.
    POI icons no longer overlap text in the compass.
    Certain skins no longer prevent kills from counting towards Hellfire SMG challenges.
    End screens now always show completed challenges.
    Added a prompt warning the user when they are scrapping an ultra-rare vehicle skin.
    Rapidly scrapping skins no longer bypasses the confirmation when scrapping the last skin.

Coming Soon – Just Not In This Build

    Skull Store items - You can see these in the customization menu, just not in the Skull Store right now
    Match Rewards

Known Issues

    Some of the end-screen windows overlap with each other.
    The camera for high-speed vehicle exit is not final.
    Backpack animations can get into a state where they move or fold incorrectly on the player.
    There are several instances of placeholder art in the Main Menu.
    The magnum is still spawning in the Combat Zone
    The “Respawn” button in Combat Zone says “Play Again”
    The “Respawn” screen in Combat Zone has a “Next” button that doesn’t function
    Players are parachuting in from lower than intended altitude
    Vehicle icons in the kill feed are rotated incorrectly
 
 


Vendredi 16 février 2018  
 
Game Update - February 16

In preparation for the Royalty Showdown.

This game update brings a handful of bug fixes as well as data required for the upcoming Royalty Showdown.

Update Notes

    Players can no longer shoot over the police car light bar and most of the roof as well as over objects of questionable heights like certain hay bales, semi-truck cabs, dumpsters, half walls, etc.
    Improved the anti-cheat detection for players who are teaming.
    Fixed an issue that could cause other players who are aiming down sights to appear to be running in place.
    Added some debug information to the death and victory screens to help us track down server desync issues.  If you experience such issues and are recording, please be sure to capture that screen and send it in!
    Added the new items that will be distributed for the upcoming Showdown.
    Numerous fixes and optimizations for Hosted Games and Spectate mode (which will be used for Royalty Showdown).
 
 


Dimanche 4 février 2018  
 
Game Update - Improvements to Audio, Grenades, Movement, & More!

Here's a detailed look at everything coming with this update!

The newest update is coming to the Live servers on 2/5 at 7am PT. Downtime is expected to be 6 hours. In an effort to get back to the roots of H1Z1 we made the following improvements.

Movement changes

Dodging enemy fire by sprinting and whipping your mouse around (ENAS) has become far too effective while creating extremely odd combat encounters.  Therefore we have taken significant steps to address issues related to this by making adjustments to both the movement system and its values to improve gameplay and nerf ENAS. The details are provided below.

    Added functionality that slows player movement on rapid mouse input to combat ENAS.
    Reconfigured how player heading updates were being sent to remote clients, remote players will now be much more accurate in the direction they are facing.
    Slightly reduced base movement speed, however players now run a bit faster with fists out or while holding binoculars.
    Slightly reduced the bonus from all shoe types, the rarities are still in effect with conveys being the fastest shoes.
    The entire animation set has been adjusted and animations are less exaggerated. Elbows have been moved closer to the body to make the hitbox more consistent, particularly when peeking from cover.  There is also less head bob throughout the animation set making sure the head hit box is moving as little as possible.
    Idle animations on remote players are now more subtle to reduce headshot/bodyshot on idle targets.

Grenade and weapons tuning

The grenade system has been reworked to combat the use of rapidly throwing grenades and Molotov cocktails.  To help retain their usefulness and expand the combat meta, we’ve added an additional inventory slot dedicated to Grenades.  Additional utility and changes to values are listed below.

    Added a grenade slot, players will now only be able to equip one grenade at a time. The third weapon slot will remain a weapon slot.
    The grenade arc has been adjusted to draw over time. Players can still use the grenade arc, but they can no longer throw with instant precision.
    Grenade roll and bounce have been added again, the roll and bounce amount will depend on the angle/slope of the terrain.
    Gas grenades now ramp damage up over time, they do slightly less damage up front but are extremely lethal over time.
    Supporting cough audio has been added to reinforce that damage is ramping for the gas grenade
    The full screen blur effect has been removed from the gas grenade.
    Smoke grenades now extinguish the fire from a Molotov.
    This also applies to players who are on fire.
    If a Molotov is thrown into a smoke grenade it will not ignite.
    Frag grenades have had their kill area reduced significantly.
    Grenade sizes have all been increased slightly to make them easier to see when thrown.
    Grenade trails have been brightened slightly to make them easier to see when thrown.
    Grenades have had their cool downs significantly increased to reduce spam.
    The M9 damage has been slightly reduced; it now takes 2 shots to the head to kill, or 3 with a helmet.

Gameplay updates

To reduce the early game of randomness, we’ve removed Laminated Armor (Lammies) from spawning in the world.  Now you can only find them in the Air Drops.  To help breed a bit more contention and make them a bit easier to get to, we’ve upped the number of airdrop crates that can spawn from the plane to three.  In addition minor clean up and Quality of Life improvements have been made to the UI, Match Start Up times, and Safe zones.  In the future look forward to different Plane Models to help differentiate between ones that drop Crates and the other that drops Bombs.

    Airdrops will now consist of up to 3 drops instead of 1.
    The smaller the safe zone, the fewer drops.
    Sniper rifle drop rate has been adjusted in order to maintain approximately the same number of sniper rifles in play per match.
    Airdrops now spawn flares when opened so other players know someone has interacted with the crate.
    Bombs will now center on the drop and will no longer seem to drop in random places.
    Bomb damage has been reduced and moved over to the same damage model as the explosive barrel
    Bombs will no longer one shot a vehicle.
    Laminated armors no longer spawn in the world and can only be looted from airdrops.
    Item condition has been removed with the exception of armor and helmets.
    Increased the drag leniency to make it easier to left-click on a helmet to equip it.
    The safe zones have been adjusted and will now center on themselves slightly more from phase 3 and on.
    The city ending safe zones have been removed.
    Safe zones in general have been reworked to no longer end on buildings; but can still land between them if there is ample space (in a park in a residential area for example).
    Match start countdown is now 45 seconds (reduced from 90 seconds).
    The impact VFX have been removed from chain link fences so they no longer interfere with combat

Combat zone updates

Due to popular demand we’ve introduced the Sniper to the Combat Zone.  Recognizing the power of the Sniper rifle we have it spawning in your third slot but only during the last five minutes of the Combat Zone.  We have also removed most item spawns from the Combat Zone as they were not really used by players much and only reducing performance.

    Players now spawn with a different loadout for the last 5 minutes before the Combat Zone server restarts. This new loadout includes a sniper that will appear in slot 3.
    All loot with the exception of helmets and makeshift armor has been removed to increase performance.
    Additional spawn zones are now available in an effort to spread out population slightly.
    Increased the base characters carrying capacity by 200 in order to make room for the additional ammunition built into the loadouts.
    This is only in the combat zone. In BR your carrying capacity still caps at 2400

Audio updates

We’ve overhauled our in-game audio system to provide much more realistic and accurate directional sound effects.  When you’re inside a building and hear gunshots, you’ll have a much easier time telling the difference between shots fired from inside that building versus shots fired from outside.  Additionally, we recorded new gunshot sounds that are completely authentic to the guns in-game.  Finally, the new system is also more efficient and is one of several small performance improvements in this update.

User interface updates

We’ve streamlined the log in process by removing the DayBreak LaunchPad.  Learn all the ins and outs of this new process here:.

    The LaunchPad is no longer part of the login flow for the game.  Now, when you launch H1Z1 from Steam, you’ll be taken straight into the game client instead of having to go through the Daybreak LaunchPad. Upon first login, you will be asked to accept the EULA.  Submitting a valid e-mail will grant you two crates that can be accessed in My Crates.
    In-game Settings, Map, and Inventory have all been updated to match the main menu style.  The rest of the in-game UI will be updated along this style in a future update.
    Top 10 scores per mode once again show on mouse-over in the Play menu.
    Added a Render Scale option that allows a user to render at a higher resolution for better visuals. Please note that going over 100% will have a dramatic impact on performance.

Lighting updates

    Adjusted the lighting and muzzle flashes for all weapons to make them more performant.
    Tuned point lights to muzzle flashes, Molotov’s, and frag grenades.
    Adjusted the lighting model for dynamic lights to reduce the fall off range and decrease their performance impact.

Bug fixes

    Cleaned up player animations for pulling out a new weapon to address the issue where they would appear to be shooting before their weapon was equipped.
    Vehicles are now far less likely to immediately explode when wedged in between two objects.
    They will begin to take damage and eventually catch fire and blow up, however.
    Helmets no longer disappear when looted by a player with a full inventory while reloading.
    Explosive arrow damage now properly goes through chain link fences.
    AK-47 shot sound effects no longer sound muffled when fired from prone and aiming down sights. Also fixed shot sound effects not coming through one speaker side when fired while backed up against a wall.
    Impact effects no longer play when bullets pass through chain link fences.
    The emission sound effects for gas and smoke grenades no longer cuts out early.
    Other players nocked arrows no longer become invisible if the same arrow is nocked twice.
    The camera no longer clips through terrain when prone in first person.
    Pressing autorun while prone no longer causes the player to start standing then go back to prone.
    Sprint is no longer canceled when swapping cameras while sprint toggle is on.
    “-1 Teams” no longer displays in Solo Hosted Games.
    Other players now properly show shells ejecting when firing a shotgun.
    Fourth consecutive melee attack with a machete is no longer faster than other attacks.
    Fixed numerous minor bugs in The Arena such as clipping or floating objects.
    Fixed numerous loot distribution bugs in The Arena where certain areas or buildings did not contain the appropriate amount of loot.
    Changing a setting in the Main Menu no longer causes the in-game settings menu to appear blank.
    Team UI now displays the correct kill count while spectating a player that dies.
    Spectated players name no longer occasionally goes missing in Duos games.
    Starting a match while editing Settings no longer causes the Settings menu to appear distorted.
    Team Killer icon is no longer partially obscured in the Team HUD.
    Voice indicator now appears for users who are spectating.
    Exit Match button is back to its proper place at the bottom of the Team HUD while spectating.
    “Hide Compass” no longer also hides the map coordinates.
    Pressing “Left,” (default: A), wen backing up in first person with the SMG no longer causes the camera to turn instead of strafing.
    Items no longer appear stuck on screen when a dragged item is held while inventory is closed.
    End screens no longer incorrectly appear after closing the Player Report window before entering Team Spectate.
    End screens now show the proper amount of Skulls earned while a Boost is active.
    Cleaned up the character hand animations for moving and shooting while aiming down sights with a rifle.
    Players no longer appear to hold shotguns awkwardly after standing up from prone while reloading.
    Fixed numerous minor text issues in the UI, including cut-off text in several non-English languages.
 
 


Dimanche 28 janvier 2018  
 
Test Server Update - Audio Improvements, Grenade Revamp, and More!

Here's everything that just hit the Test Server.

Hey everyone,

We've just published a new build to the NA/EU/Asia Test servers. Below is list of details about the changes that have been included. Please post any feedback about the changes, or bugs encountered, to this thread. The team will keeping a close eye.

Only Solo mode and Combat Zone will be available. We plan to unlock team modes Monday (January 29th).

Thanks again for your help!

Movement Changes

We have done several changes and adjustments to both movement values and how the movement system works to improve gameplay and nerf ENAS. The details are provided below.

    Added functionality that slows player movement on rapid mouse input to combat ENAS. *We are keeping a close eye on player feedback and will be making adjustments while on Test.
    Reconfigured how player heading updates were being sent to remote clients, remote players will now be much more accurate in the direction they are facing.
    Slightly reduced base movement speed.
    Slightly reduced the bonus from all shoe types, the rarities are still in effect with conveys being the fastest shoes.
    Passive stance has been removed and users will no longer see the infamous “chicken wing”
    The entire animation set has been adjusted and animations are less exaggerated. There is also less head bob throughout the animation set making sure the head hit box is moving as little as possible.
    Idle animations on remote players are now more subtle in an effort to reduce headshot/bodyshot on idle targets.

Grenade and Weapons Tuning

The grenade system has been reworked to fight spam and add utility. In addition to this, some small changes have also been made to weapon damage.

    Added a grenade slot, players will now only be able to equip one grenade at a time. The third weapon slot will remain a weapon slot.
    The grenade arc has been adjusted to draw over time. Players can still use the grenade arc, but they can no longer throw with instant precision.
    Grenade roll and bounce have been added again, the roll and bounce amount will depend on the angle/slope of the terrain.
    Gas grenades now ramp damage up over time, they do slightly less damage up front but are extremely lethal over time.

      Supporting cough audio has been added to reinforce that damage is ramping for the gas grenade.
      The full screen blur effect has been removed from the gas grenade.

    Smoke grenades now extinguish the fire from a Molotov.

      This also applies to players who are on fire.
      If a Molotov is thrown into a smoke grenade it will not ignite.

    Smoke grenades have had their VFX reworked to. make them slightly more performant, visibility/effectiveness was not impacted
    Frag grenades have had their kill area reduced significantly.
    Grenade sizes have all been increased slightly to make them easier to see when thrown.
    Grenade trails have been brightened slightly to make them easier to see when thrown.
    Grenades have had their cool downs significantly increased to reduce spam.
    The M9 damage has been slightly reduced, it now takes 2 shots to the head to kill, or 3 with a helmet.

Gameplay Updates

A series of changes have happened on the game play side of things as well. Airdrops, armor, and gas mechanics have all been updated. Outplay mechanics have been enabled, but please note, these are on Test for feedback purposes only and there is more work that needs to be done before they go Live.

    Airdrops will now consist of up to 3 drops instead of 1.

      The smaller the safe zone, the fewer drops.
      Sniper rifle drop rate has been adjusted in order to maintain approximately the same number of sniper rifles in play per match.

    Airdrops now spawn flares when opened so other players know someone has interacted with the crate.
    Bombs will now center on the drop and will no longer seem to drop in random places.
    Bomb damage has been reduced and moved over to the same model as the explosive barrel
    Bombs will no longer one shot a vehicle.
    Laminated armors no longer spawn in the world and can only be looted from airdrops.
    Item condition has been removed with the exception of armor and helmets.
    Drop-shotting has been enabled, as mentioned above this is one of the outplay mechanics that is not currently intended to go live but feedback is desired.
    A player can now swap seats while a vehicle is in motion. As mentioned above this is one of the outplay mechanics not currently intended to go live but feedback is desired.
    Increased the drag leniency to make it easier to left-click on a helmet to equip it.
    The safe zones have been adjusted and will now center on themselves slightly more from phase 3 and on.
    The city ending safe zones have been removed.
    Safe zones in general have been reworked so they should no longer end on buildings but between them if there is ample space (in a park in a residential area for example). Combat Zone Updates
    A feature has been added give a player a new loadout at spawn 5 minutes before the Combat Zone server restarts. This new loadout includes a sniper that will appear in slot 3.
    All loot with the exception of helmets and makeshift armor has been removed to increase performance
    Additional spawn zones are now available in an effort to spread out population slightly.
    Increased the base characters carrying capacity by 200 in order to make room for the additional ammunition built into the loadouts.

Audio Updates

We’ve overhauled our in-game audio system to provide much more realistic and accurate directional sound effects. When you’re inside a building and hear gunshots, you’ll have a much easier time telling the difference between shots fired from inside that building versus shots fired from outside. Additionally, we recorded new gunshot sounds that are completely authentic to the guns in-game. Finally, the new system is also more efficient and is one of several small performance improvements in this update.

User Interface Updates

    The LaunchPad is no longer part of the login flow for the game. Now, when you launch H1Z1 from Steam, you’ll be taken straight into the game client instead of having to go through the Daybreak LaunchPad. Upon first login, you will be asked to accept the EULA. Submitting a valid e-mail will grant you two crates that can be accessed in My Crates (note: only available on Live).
    In-game Settings, Map, and Inventory have all been updated to match the style on the front-end. The rest of the in-game UI will be updated along this style in a future update.
    Top 10 scores per mode once again show on mouse-over in the Play menu.
    Added a Render Scale option that allows a user to render at a higher resolution for better visuals. Please note that going over 100% will have a dramatic impact on performance. Lighting Updates
    Adjusted the lighting and muzzle flashes for all weapons to make them more performant.
    Tuned point lights to muzzle flashes, Molotov’s, and frag grenades.
    Adjusted the lighting model for dynamic lights to reduce the fall off range and decrease their performance impact. Bug Fixes
    Cleaned up player animations for pulling out a new weapon to address the issue where they would appear to be shooting before their weapon was equipped.
    Vehicles are now far less likely to immediately explode when wedged in between two objects. They will begin to take damage and eventually catch fire and blow up, however.
    Helmets no longer disappear when looted by a player with a full inventory while reloading.
    Explosive arrow damage now properly goes through chain link fences.
    AK-47 shot sound effects no longer sound muffled when fired from prone and aiming down sights. Also fixed shot sound effects not coming through one speaker side when fired while backed up against a wall.
    The emission sound effects for gas and smoke grenades no longer cuts out early.
    Other players nocked arrows no longer become invisible if the same arrow is nocked twice.
    The camera no longer clips through terrain when prone in first person.
    Pressing autorun while prone no longer causes the player to start standing then go back to prone.
    Sprint is no longer canceled when swapping cameras while sprint toggle is on.
    “-1 Teams” no longer displays in Solo Hosted Games.
    Other players now properly show shells ejecting when firing a shotgun.
    Fourth consecutive melee attack with a machete is no longer faster than other attacks.
    Fixed numerous minor bugs in The Arena such as clipping or floating objects.
    Fixed numerous loot distribution bugs in The Arena where certain areas or buildings did not contain the appropriate amount of loot.
    Changing a setting in the Main Menu no longer causes the in-game settings menu to appear blank.
    Team UI now displays the correct kill count while spectating a player that dies.
    Spectated players name no longer occasionally goes missing in Duos games.
    Starting a match while editing Settings no longer causes the Settings menu to appear distorted.
    Team Killer icon is no longer partially obscured in the Team HUD.
    Voice indicator now appears for users who are spectating.
    Exit Match button is back to its proper place at the bottom of the Team HUD while spectating.
    “Hide Compass” no longer also hides the map coordinates.
    Pressing “Left,” (default: A), wen backing up in first person with the SMG no longer causes the camera to turn instead of strafing.
    Items no longer appear stuck on screen when a dragged item is held while inventory is closed.
    End Screens no longer incorrectly appear after closing the Player Report window before entering Team Spectate.
    Cleaned up the character hand animations for moving and shooting while aiming down sights with a rifle.
    Players no longer appear to hold shotguns awkwardly after standing up from prone while reloading.
    Fixed numerous minor text issues in the UI, including cut-off text in several non-English languages.
 
 


Vendredi 26 janvier 2018  
 
Dev Blog - The One Where We Nerfed ENAS

A word from Lead Combat Designer, Tony Morton

Most of what is covered in the blog below was also visually explained on a recent Community Outbreak



What’s up everyone! We wanted to take a few moments to talk about an important topic amongst the players, streamers, and pros alike: ENAS. For those who may not know, ENAS (also known as the Eastern North American Strafe) is a method of movement that involves moving your mouse back and forth rapidly while running forward and strafing to make yourself extremely difficult to be shot by other players. We can give credit to the naming to CDNThe3rd and the technique has become so popular you can even find it in the Urban Dictionary. All that aside, it had a good run (pun intended), but it’s time for it to go. We understand it is a sensitive subject and we wanted to write this blog so we can give some insight and context on why we’ve decided to make the changes we are in order to nerf the mechanic.

As mentioned above, the root of the issue is within the fact that other players become stupid hard to hit when they ENAS. When working through the solve for this issue, we wanted to make sure we had minimal impact on general movement in the game and we only wanted to adjust the feel of the game when someone attempts to ENAS. We discussed a few different options, so let’s go over some of the possible solutions to help you understand how we landed on our final decision.

Option #1 

First up is animation-driven movement: this type of movement can be found in other games and is traditionally used in more immersive types of games like RPGs and not so much in games that have a faster pace. Animation-driven movement means that when you do something like change direction, your character has to animate from one direction to another so while the transition can look very good, the game feels sluggish and unresponsive if you’re trying to maintain a high level of speed and momentum. 

Option #2

Another solution we looked at was allowing strafe input to affect your heading. So, rather than running forward while looking forward when strafing, your character would have a change in heading when running and strafing, causing them to look off to 45 degrees in either direction depending on which way they’re strafing. This can be problematic because it is a massive shift in movement and it impacts ALL movement in game, even when you aren’t trying to manipulate the system to make yourself harder to hit. Since it would have impacted H1Z1 on a global movement scale, we opted out of it.

Where We Landed

We finally went with a movement modifier on rapid mouse movement. When a player is navigating the world naturally, movement is unhindered and the pace and momentum are carried with direction change. This changes, however, when the game detects frantic mouse movement and it applies a modifier to the character's maximum run speed. The reduction of the speed results in the player now being much easier to hit and should be a hefty deterrent from a player trying to ENAS.

On the design side we have many tuning values and variables that we can adjust to affect when the movement modifier comes into effect and how strong the penalty is.  We have control over how quickly the penalty wears off and how much mouse movement is required for it to be applied again. We will be working with the community on the H1Z1 Test Server to tune and make sure we get this feeling as good as we can.

There are also some other fixes that are going in that not only help make ENAS less efficient but improve the game overall when it comes to a combat standpoint. We have significantly improved the player heading update rate which means that when a player turns, you’ll see them turn on your screen at a much more accurate rate. This not only helps a player’s direction and animations become more readable and predictable but it solves a lot of issues based around incorrect player heading. One of the best examples we can think of is when you get killed by a shotgun and the other player didn’t even look like he was facing you, even though he was on his client.

The other fix is to movement speed in general: we’ve decided to slightly lower it. Without going into complex details, the movement speed was increased for the Combat Update in August of 2017 to fix a different movement issue. However, the proper fix is now in place but the movement change was never reverted. One of the biggest positives of slightly slower movement is the reduction of warping and teleporting you see in a match. From time to time you may see a player running across the screen in front of you and they may warp or teleport slightly; this new change fixes that.

So, in a nutshell we hope you have all found this to be insightful and that it provides the context required to understand why we did what we did. All of these changes will be pushed to Test as soon as next week (January 29th) and we’ll be working with you all to get feedback and make additional tuning to ensure this feature is solid before we push this bad boy to Live.

Happy Hunting,

Carto

 
 


Mercredi 17 janvier 2018  
 
Dev Blog - Weapon Tuning, Horizontal Recoil & More

The One about Drop, Lead and Bullet Speed

What is up everyone! Today’s update touches all the guns in the game. We’ve brought back one of the most iconic game mechanics, fine-tuned the accuracy of the guns, and adjusted bullet drop and speed. There’s a lot to this update, but before we get into the details, we’d like to acknowledge and thank everyone from the Test Server and Focus Group who provided feedback to help us bring the best version of this update to life.

One of the most notable additions from today’s update is horizontal recoil on the AR-15. As one of H1Z1’s most iconic game mechanics, it should feel quite familiar to those who have been around a while. Horizontal recoil keeps the firing pattern kicking left and right when you stay within the reset time. If you start to shoot wildly it will add additional vertical recoil. We’re excited to give newer players the ability to experience one of the mechanics that made H1Z1 a truly unique Battle Royale experience.

H1Z1 is a competitive game and so we’ve gone back to our roots with this update and re-introduced some of the harder-to-master mechanics.

First, we’ve slowed down projectiles and added more drop. This requires players to aim higher and lead further to compensate for movement. While testing this update, we closely monitored speed to determine how slow we could go while still maintaining a responsive feel. We’re confident where we landed and all the details of the change are bulleted down below.

Second, we wanted to reduce the ability to spray with accuracy from medium to long distances. H1Z1 is about precision, not spamming and spraying. With this update we’ve increased mechanics like recoil growth over time in order to make spraying much more difficult. Now, a highly skilled player who takes the time to aim and tap in medium- to long-range fights will almost always win against someone who is spraying.

These are just some of the biggest changes from this update. Here are the specifics of the weapon tuning improvement:

AR-15

    Bullet Speed: Decreased to 500m/s down from 800m/s
    Bullet Drop: Increased from Live
    Recoil Model: The recoil model for the AR-15 has changed and will now rely on pure horizontal recoil when the player is tapping. If the player begins to spray, vertical recoil will kick in to combat it.
    Body Damage: Remains at 22.5 damage per shot
    Head-shot Damage: Added 35 damage pass through on helmet, this will bring a player who was at full health down to 65 if they had a helmet on. This makes the weapon a 4 shot kill instead of a 5 shot.

AK-47

    Bullet Speed: Decreased to 500m/s down from 700m/s
    Bullet Drop: Increased from Live, now it's the same as the AR-15
    Vertical Recoil: Increased dramatically post-2nd shot
    Horizontal Recoil: Increased in general
    Body Damage: Decreased to 23 damage, down from 26 bringing it up to a 5 shot kill from a 4 shot kill.
    Head-shot Damage: Added 35 damage pass through on helmet, this will bring a player who was at full health down to 65 if they had a helmet on.
    Rate of Fire: Increased back to original baseline (faster than live, back to Pre-Season 3 rate of fire)
    Added single shot fire mode to allow consistent tapping
    Added a HUD element that denotes the difference between fire modes.  Single bullet icon is Semi-auto, five bullets is full auto.
    The AK defaults to Full Auto mode when first picked up.

Shotgun

    Pellet spread has been decreased to give a tighter pattern and increased consistency on close range shots
    Damage fall off has been increased to 25 meters from 10 meters to increase the forgiveness on range.
    Recoil has been reduced to make combat smoother with the shotgun.
    Pellet Speed: No change 
    Pellet Drop: No change

SMG

    Added damage fall off that begins at 25 meters and ends at 50 meters
    The falloff includes a penalty to the headshot multiplier, taking it from 4x to 2x at maximum falloff range (50m)
    Bullet Drop: No change 
    Vertical Recoil: No change 
    Refire Time: No change 
    Horizontal Recoil: No change 
    Head-shot Damage: No change (sans falloff)
    Clip Size: Increased to 30 from 24

Magnum

    Car Damage: increase to 8 per shot (Pre-Season 3 value)
    Increased the re-fire time to 450ms from 420ms (shoots slightly slower)
    Bullet Speed: No change 
    Bullet Drop: Slight reduction
    Vertical Recoil: Slight increase
    Horizontal Recoil: No change 
    Head-shot Damage: No change 
    Body Damage: No change  

Sniper Rifle

    Bullet Speed: Reduced to 800m/s down from 1000m/s
    Bullet Drop: Increased
    Scope Mechanic Changes: Added the sway and hold breath mechanics back (default is the shift key), the 4x scope has returned, and going to scope is faster
    Holding breath with the Sniper Rifle now has an appropriate sound effect.

General Hit Reg Improvements

    Fixed an issue with the projectile simulation system
    Fixed an issue with the remote player hitboxes

You can also read the complete list of patch notes that include these weapon changes but also a host of bug fixes and other improvements.

Future Updates

That’s about it for this update, but here’s a quick look at some features in the works that will be arriving on the Test server soon, including changes to animation, movement, throwables, and more.

Animation

We are currently going through the entire animation set to make ours less exaggerated, which will help characters feel more anchored and rooted to the world. This will also allow for better combat flow, creating more satisfying and predictable combat when engaging targets at longer ranges. We will also be removing passive stance, which will make players feel like they are in more control of their character.

Movement

We will be slowing things down a bit to help eliminate warping and teleporting. Much like the animation changes mentioned above, the movement changes will really help root combat. Running animations will also be adjusted to match the new movement speeds.

ENAS

Our goal is to make sure H1Z1 maintains its fast paced feel, but not to an extent that is it exploitable and gets in the way of how satisfying combat. We’ve got a couple different solutions internally that will be testing out and like everything else, you’ll be able to try them for yourselves when we push them to the Test Server.

Grenades

Throwing a grenade should be a choice in H1Z1, not a default action you do just because you have one. New mechanics will be going to Test quite soon to reinforce this idea, including the addition of outplay mechanics. We’ll also be increasing the skill required to use them by removing their spammability.

Outplay Mechanics

We’re working on drop shots, jump shots, and seat swapping. Not a ton of details on those at this time, but we wanted to make sure you knew they are still coming.

Again, thank you all so much for assisting with this update and providing the necessary feedback needed to bring H1Z1 back to its roots. We’re excited to continue making this game with you all.

- Tony "Carto" Morton – Lead Combat Designer -

 
 


Mardi 16 janvier 2018  
 
Game Update

Weapon Tuning, horizontal recoil, Skull boosts and more!

Servers are coming offline at 7AM PT (1/17) with an approximate downtime of 6 hours. For more detailed information on weapon tuning values, please read our latest Dev Blog from Lead Combat Designer, Tony "Carto" Morton (this will be made available when the game update hits Live).

This game update includes the following:

Weapon Tuning

AR-15

    The recoil model has been changed and will now feature horizontal only recoil when tapping. If a user begins to spam, vertical recoil will kick in and combat spray.
    The bullet speed has been reduced to match the AK
    The bullet drop has been increased to match the AK

AK-47

    The recoil model for single fire mode has been changed to match the old recoil model of the last iteration of the AR-15. It will now have a shallow V pattern when tapping, direction of kick is still random.
    The refire and reset times have been reduced to match those of the AR-15.
    The above changes also helped smooth out recoil in full auto mode slightly increasing the guns usefulness when that fire mode is selected.

SMG

    Added falloff that starts at 25 meters and ends at 50

      The falloff includes a penalty to the headshot multiplier, taking it from 4x to 2x at maximum falloff range (50m)

    SMG ammo clip has been increased to 30 bullets, up from 24.

Shotgun

    Reduced recoil for both ADS and hipfire
    Increased shotgun effective range
    Tightened spread slightly

Magnum

    Slightly more vertical recoil
    Greatly increased damage to vehicles from 3% per bullet to 8%.  Magnums will be far more effective at disabling vehicles now.
    Magnum shoots slightly slower now, refire time from 420ms to 450ms.
    Bullet drop slightly increased

Sniper Rifle

    Much more initial sway when first Scoping in – Holding your Breath (default Shift) will steady this for a while.
    Holding breath with the Sniper Rifle now has an appropriate sound effect.
    Decreased time to Scope.  This makes the sniper feel snappier but with the sway changes, forces the shooter to work with a smaller window of opportunity to fire a shot.
    Decreased projectile speed.
    Bullet drop was increased slightly
    Sniper scope was decreased from a 8X to a 4x scope

Game updates

    Weapons now spawn with a single ammo box instead of two.  Total ammo spawned is unchanged.
    Added a small HUD element to show reload timer.
    Added icons to the HUD to show AK-47 fire mode (single shot versus full auto).
    Additional HUD optimizations for minor performance improvements.
    Players are now able to purchase 7-day boosts to increase the rate at which they can earn Skulls via Daily Challenges. Read all the details of this new system here.

Bug fixes

    Fixed an issue with the recoil system that was allowing for variable recoil on the first shot.  First shot recoil is now consistent as long as you wait for it to reset.
    Players will no longer go into a stuck state when healing through gas damage.
    Steam friends with special characters in their names should now display correctly.
    Fixed the issue causing the packet loss message to incorrectly display.
    Firing ranges for all arrow types is now consistent.
    Fixed jerky weapon movement when shooting the AK-47 in first person.
    Magnum damage to off-roaders is now consistent with other vehicles.
    Bullet visual and sound effects from other players are no longer delayed if shot immediately after throwing a grenade.

Known Issues

    Occasionally, the team HUD will be missing when in Fort Destiny.  It re-appears when you enter the game.
    Occasionally, the reload timer bar does not function properly and stays full.  This happens more frequently in Combat Zone than in other modes.

North America Server

In order to keep games starting quickly and to bring the player base together, we are going to bring both NA West and NA East together. When logging in you will see just one server for North America. The physical location of the server will remain on the East Coast, as we discovered after further investigation that creating a central server would lead to a degraded experience for players.

We predict that this change will lead to players spending less time in Fort Destiny, and it will also improve the experience for South America and Europe players should they choose to play there. We will be closely monitoring this experimental decision to see how performance is impacted overall and will make adjustments as needed.

 
 


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