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Vendredi 13 avril 2018  
 
Developer Letter - April Update

Lead Combat & Systems Designer Tony "Carto" Morton shares development insights.

What is up everyone! The H1Z1 team has been working hard and we're excited to share some details about today's major update. If you're looking for even more details, please take a look at the full patch notes for this update. This update casts a wide net in terms of what it touches, so without further delay, let's get right into it.

Performance

Let's lead off with one of the most important features of this update: performance improvements. The Core Tech team has been extremely busy diving deep into how the engine runs and they discovered quite a few issues when it came to multi-threaded vertex buffering. So, what does that mean? In short, there were a lot of places in H1Z1 where a process that could be handled by multiple threads would essentially get stuck, which would result in a stutter.

Some of the fixes included the following improvements:

    Optimized how SpeedTree handles vertex buffer multi-threading and tree billboard optimizations to reduce micro stutter occurrences; this should help with the performance issues that happen when some users go to ADS with a weapon
    Optimized collision detection by multi-threading several cases that were only running on a single thread
    Optimized the kill feed to reduce occurrence of micro stutters when many players were killed at or around the same time

The Core Tech team would like to extend their thanks to the community for continually providing examples of micro stutters and performance issues. Those examples gave us an extremely solid starting point to begin our investigations, and they help expedite the process of finding proper solutions. Please keep those examples coming as we will be continuing our endless pursuit to make H1Z1 perform as best as it can.

Pro League Items

As many of you know, the H1Z1 Pro League is starting extremely soon with their inaugural match at 7PM PT on Saturday, April 21 - all live from Caesars Palace in Las Vegas. With the addition of the Pro League, we wanted to show support on our end with some special and extremely attractive team skins. On top of these skins looking fresh, a portion of the proceeds will go right to the Pro League AND to the teams equally. Check out some of these amazing items below!

General Improvements and Fixes

On top of the bigger features listed above, the team has been busy working on all areas of the game as well. You can read the full patch notes here, but here are some of the highlights:

    Police Car light bars have been removed from the roof and placed in the windows
    Smoke from damaged vehicles is much more transparent so it no longer impedes visibility
    Lethal grenade cooldowns have been increased; smoke grenades no longer share this cooldown
    Crouch has been adjusted to feel much smoother; the fatigue system is more forgiving
    Various Auto Royale improvements
    Additional anti-cheat measures
    Combat Training (formerly Combat Zone) adjustments including spawn protection
    Various crash fixes


To reiterate, these are some of the highlights so check out the full patch notes if you'd like more details on the specifics! 

Much Appreciation

As always, the H1Z1 team is endlessly grateful to have such an interactive community. We've been building the game together for years, and we're looking forward to continuing this tradition with you. As with any patch, there's always more to follow - we appreciate your insight, and we'll need your feedback to make sure we get it right.

See you in the pit,

Tony "Carto" Morton, Lead Systems Designer

 
 


Mercredi 11 avril 2018  
 
Game Update - April 12

Focusing on micro stutters, optimization, bug fixes, and more!

Servers will be coming offline on Thursday, April 12th at 2:00pm Pacific Time and will remain down for approximately 6 hours. This patch focuses primarily on optimization for micro stutters, bug fixes, and more.

Micro Stutters

Performance and micro stutters have been our top priority for many months. Recently, we have been focusing the internal structures that were optimized pre-Windows 10 Creators Update. These should reduce many of the micro stutter symptoms that have been idenitifed by our internal QA teams as well as the community. A huge thank you to everyone who has sent videos and information - these have been immensely helpful as we have been able to reproduce and address specific issues and find opportunities to optimize the game code. Here are the specific changes in this update:

    Optimized how the GPU handles shotgun particle effects.
    Optimized collision detection by multi-threading scenarios that were only running on a single thread.
    Optimized threading line-of-sight and shoulder swap collision checks.
    Optimized how information is sent to the Kill Feed that reduces load on the UI.
    Optimized how SpeedTree handled vertex buffer multi-threading.
    Optimized SpeedTree billboard rendering.
    Optimized how the game engine handles scenarios where numerous players are fighting in a particular area; most frequently found in Fives.
    Fixed a specific micro stutter case that could occur by optimizing how irradiance volumes are created and handled.
    Fixed a specific micro stutter case that could occur when aiming down sights.

Battle Royale Updates

    Crouch fatigue exists to prevent crouch spamming, however there were circumstances where it was a bit too punishing. Crouch transitions should feel smoother now and you're allowed a bit more movement before the fatigue kicks in.
    Spawn Selection window now opens by default and the gas ring preview is always enabled.
    To combat the "head glitch" issue, we made firing over objects more restrictive requiring more of your upper body to be exposed before you can fire over objects. The most notorious of these was the light bar on top of cop cars. Now that we've moved the light bar to be inside the cab, we can relax this requirement a bit and allow you to shoot over objects easier. As always, we'll continue to monitor this and make improvements as necessary.
    Vehicles are now more evenly distributed throughout The Arena regardless of the safe zone's starting location.
    Shotgun hit feedback has been updated so that if any pellets are headshots, the Kill Feed and Death Screens will properly give it credit as a headshot.
    Frag grenades have had their one-shot radius reduced by 50%.
    Molotovs have had an 80% reduction of up-front damage to decrease their lethality and make them a displacement weapon.
    All lethal grenades have had their cooldowns increased from 5 seconds to 7.5 seconds.
    Stun grenades have been renamed to flashbangs to more clearly indicate their effects.
    Flashbangs and smoke grenades have had their cooldowns decreased from 5 seconds to 3 seconds.
    Smoke grenades no longer respect the global grenade cooldown and can be thrown immediately after other grenades.
    H1Z1 has unique combat that can be difficult to master. We introduced the Combat Zone largely as a tool to help players learn and master the various weapons. We've renamed it Combat Training, and made a few updates to enhance the overall experience.

      Players now always spawn with an AR-15, AK-47, and Shotgun in their weapon slots, and an SMG in their Inventory. Increased Inventory capacity to allow for easier weapon swaps.
      Respawning players are now hidden and protected from damage until they've fully loaded in. This should reduce the frequency of "spawn kills."

    Gave the HUD a quality-of-life pass:

      Reduced size of mini-map player icon.
      Made teammate death state and kill count more identifiable.
      Kill Feed is slightly more prominent and now stays active on the end screens.

    Added the Level 100 reward (for reaching Level 100 prior to Early Access Launch and the account level wipe).
    Several additional anti-cheat improvements and optimizations are in this build.

Auto Royale Updates

    Adjusted how ammunition is distributed to players. When you reload, another magazine will be moved from the vehicle to your inventory. This ensures that you can always reload and no longer need to split ammo with your teammates and drag it into your inventory. We also removed the ability to take ammo directly from the vehicle inventory, since it is no longer necessary, which will prevent teammates from taking all the ammo for a particular weapon.
    ARVs now start with 6 land mines and 2 smoke screens.
    Sedans now start with 1 oil slick and 3 smoke screens.
    Repair Kits and Combat Repair Kits are now instant-use (they still heal over time).
    High-Octane Turbo can now be used when the vehicle is airborne, allowing for some pretty interesting new behaviors. Try it out!
    Rocket Launcher has been tuned and polished. Recoil has been significantly reduced and rockets do more damage to players inside a vehicle that is directly hit, and will knock off their helmets. Rockets that directly hit players will now also accurately damage vehicles.
    Land mines can now be destroyed with a single shot.
    Removed or adjusted numerous objects on which vehicles could get stuck.
    Vehicle Horn is no longer bound by default to Mouse 3.
    Players are now properly removed from vehicles after disconnecting.

Bug Fixes

    Trees will no longer pop in and out when playing on max render distance.
    Players now get proper kill credit when an opponent they've recently damaged is killed by bombs, gas, or falling damage. Kill Feed also now shows the proper icons for these scenarios, as well as deaths from nearby explosive barrels.
    Empty airdrop crates will no longer incorrectly spawn at the center of the map.
    Falling off objects should no longer feel different regardless of Reduce Input Lag setting.
    Players no longer float when prone-rolling off a building.
    AK-47 switch fire rate UI no longer remains off screen after switching to other weapons.
    A team member's dot on the compass should always have its correct color.
    Stay in Group UI no longer overlaps with other HUD elements.
    Rebinding "F" to any key no longer prompts user that another binding will be cleared when it is not currently bound.
    "Center mini-map vertically" now persists when restarting the client
    Vehicle upgrades are now always properly applied in Auto Royale.
    LG-IG ammo is no longer incorrectly increased by one when moving the weapon to the trunk.
    Players who wind up solo-queued into an Auto Royale match will no longer get booted to the desktop and will instead be sent to the main menu.
    Fixed numerous clipping or floating objects in Auto Royale.

Known Issues

    Occasionally, players may be unable to switch to certain seats in a vehicle.
    Weapons may appear to animate vertically when crouching and shooting, more frequently when up against objects. This does not affect shot accuracy (visual issue only).
 
 


Vendredi 6 avril 2018  
 
Test Server Update & Smash - Micro Stutters and More!

Help us test what we've been working on behind the scenes to improve performance!

With this weekend's Test Update, we need YOUR HELP to jump in, play, and let us know your experience! We'll be hosting Test Server Smashes at the below times, with rewards to match:

    APAC Test Server Smash

      Solos - 4AM - 7AM PT on Saturday, April 7 (8PM - 11PM JST on Saturday, April 7)
      Fives - 4AM - 7AM PT on Sunday, April 8 (8PM - 11PM JST on Sunday, April 8)

    EU Test Server Smash

      Solos - 10AM - 1PM PT on Saturday, April 7 (7PM - 10PM CEST on Saturday, April 7)
      Fives - 10AM - 1PM PT on Sunday, April 8 (7PM - 10PM CEST on Sunday, April 8)

    NA Test Server Smash

      Solos - 5PM - 8PM PT on Saturday, April 7
      Fives - 5PM - 8PM PT on Sunday, April 8

And of course, the rewards:

    Play 5 Solos or Fives matches on any region during the Test Server Smash this weekend and receive 2 unlocked Bronze Mayhem Crates on the Live server.
    Win 1 Solos or Fives match on any region during the Test Server Smash this weekend and receive 1 unlocked Silver Mayhem Crate on the Live server.

You can only earn the above rewards once, and all rewards will be granted after the weekend ends.

Combat Training (formerly known as Combat Zone) will also be open at the times and regions listed above for those that would prefer to test the new update that way. Read on below for the full patch notes, and be sure to fill out the in-game survey once you've played as well!

Micro Stutters

Performance and micro stutters have been our top priority for many months. Recently, we have been modifying the internal structures that were optimized pre-Windows 10 Creators Update. These should reduce many of the micro stutter symptoms that have been idenitifed by our internal QA teams as well as the community. A huge thank you to everyone who has sent videos and information - these have been immensely helpful as we have been able to reproduce and address specific issues and find opportunities to optimize the game code. Here are the specific changes in this update:

    Optimized how the GPU handles shotgun particle effects.
    Optimized collision detection by multi-threading scenarios that were only running on a single thread.
    Optimized threading line-of-sight and shoulder swap collision checks.
    Optimized how information is sent to the Kill Feed that reduces load on the UI.
    Optimized how SpeedTree handled vertex buffer multi-threading.
    Optimized SpeedTree billboard rendering.
    Optimized how the game engine handles scenarios where numerous players are fighting in a particular area; most frequently found in Fives.
    Fixed a specific micro stutter case that could occur by optimizing how irradiance volumes are created and handled.
    Fixed a specific micro stutter case that could occur when aiming down sights.

Battle Royale Updates

    Crouch fatigue exists to prevent crouch spamming, however there were circumstances where it was a bit too punishing. Crouch transitions should feel smoother now and you're allowed a bit more movement before the fatigue kicks in.
    Spawn Selection window now opens by default and the gas ring preview is always enabled.
    To combat the "head glitch" issue, we made firing over objects more restrictive requiring more of your upper body to be exposed before you can fire over objects. The most notorious of these was the light bar on top of cop cars. Now that we've moved the light bar to be inside the cab, we can relax this requirement a bit and allow you to shoot over objects easier. As always, we'll continue to monitor this and make improvements as necessary.
    Vehicles are now more evenly distributed throughout The Arena regardless of the safe zone's starting location.
    Shotgun hit feedback has been updated so that if any pellets are headshots, the Kill Feed and Death Screens will properly give it credit as a headshot.
    H1Z1 has unique combat that can be difficult to master. We introduced the Combat Zone largely as a tool to help players learn and master the various weapons. We've renamed it Combat Training, and made a few updates to enhance the overall experience.

      Players now always spawn with an AR-15, AK-47, and Shotgun in their weapon slots, and an SMG in their Inventory. Increased Inventory capacity to allow for easier weapon swaps.
      Respawning players are now hidden and protected from damage until they've fully loaded in. This should reduce the frequency of "spawn kills."

    Gave the HUD a quality-of-life pass:

      Reduced size of mini-map player icon.
      Made teammate death state and kill count more identifiable.
      Kill Feed is slightly more prominent and now stays active on the end screens.

    Added the Level 100 reward (for reaching Level 100 prior to Early Access Launch and the account level wipe).
    Several additional anti-cheat improvements and optimizations are in this build.

Auto Royale Updates

    Adjusted how ammunition is distributed to players. When you reload, another magazine will be moved from the vehicle to your inventory. This ensures that you can always reload and no longer need to split ammo with your teammates and drag it into your inventory. We also removed the ability to take ammo directly from the vehicle inventory, since it is no longer necessary, which will prevent teammates from taking all the ammo for a particular weapon.
    ARVs now start with 6 land mines and 2 smoke screens.
    Sedans now start with 1 oil slick and 3 smoke screens.
    Repair Kits and Combat Repair Kits are now instant-use (they still heal over time).
    High-Octane Turbo can now be used when the vehicle is airborne, allowing for some pretty interesting new behaviors. Try it out!
    Rocket Launcher has been tuned and polished. Recoil has been significantly reduced and rockets do more damage to players inside a vehicle that is directly hit, and will knock off their helmets. Rockets that directly hit players will now also accurately damage vehicles.
    Land mines can now be destroyed with a single shot.
    Removed or adjusted numerous objects on which vehicles could get stuck.
    Vehicle Horn is no longer bound by default to Mouse 3.
    Players are now properly removed from vehicles after disconnecting.

Bug Fixes

    Trees will no longer pop in and out when playing on max render distance.
    Players now get proper kill credit when an opponent they've recently damaged is killed by bombs, gas, or falling damage. Kill Feed also now shows the proper icons for these scenarios, as well as deaths from nearby explosive barrels.
    Empty airdrop crates will no longer incorrectly spawn at the center of the map.
    Falling off objects should no longer feel different regardless of Reduce Input Lag setting.
    Players no longer float when prone-rolling off a building.
    AK-47 switch fire rate UI no longer remains off screen after switching to other weapons.
    A team member's dot on the compass should always have its correct color.
    Stay in Group UI no longer overlaps with other HUD elements.
    Rebinding "F" to any key no longer prompts user that another binding will be cleared when it is not currently bound.
    Vehicle upgrades are now always properly applied in Auto Royale.
    Players who wind up solo-queued into an Auto Royale match will no longer get booted to the desktop and will instead be sent to the main menu.
    Fixed numerous clipping or floating objects in Auto Royale.
 
 


Jeudi 22 mars 2018  
 
Game Update - March 22

Auto Royale gets a guided rocket launcher, a Duos version, and more!

Today's patch brings a brand new weapon just to Auto Royale - the guided rocket launcher (LG-IR)! We're also introducing a new Auto Royale Duos mode. The game will be coming down for an update at 8PM PT for an estimated 4 hours.

General Updates

    There was some logic behind the scenes that would allow players to get into games that were close to starting which caused numerous issues including those players parachuting in before others and then encountering bugs such as the inability to shoot or interact with objects in the world. This scenario should no longer occur and players will instead be put into the next available lobby.
    Mouse cursor will no longer occasionally get stuck on screen after opening and closing UI elements such as the map.
    Fixed a bug that caused Hosts' games per week allowance to not properly reset.
    Black and Gray Jacket can now be skinned normally.

Auto Royale Updates (Duos)

As mentioned above, Auto Royale is now available as a Duos mode as well! Hop in with a friend (or stranger), decide who's driving, and get into the action.

    Weapon damage and loot distribution have been rebalanced for only having one shooter per vehicle instead of three.

      Weapons do more damage to other vehicles and loot crates.
      Players can equip more than one heavy weapon (e.g. Crossbow, LMG).
      Weapon pickups supply one weapon and half the ammo.

Auto Royale Updates (Duos and Fours)

    Added a guided rocket launcher (LG-IR) that can be found in the Rare (Purple) and Ultra-Rare (Gold) pickups. Rockets can be guided while in flight by aiming down sights, firing the weapon, and then moving your reticle (stay ADS to continue guiding the rocket). Rockets do high explosive damage and cause disruptions similar to land mines. The weapon has a long reload time and spawns with just five rockets - use them wisely!
    Removed numerous small objects from the world that vehicles could get stuck on or have a hard time navigating through. Also removed the sapling trees that would stop vehicles.
    Skill jump pickups now appear with a Star icon (instead of a weapon or supply icon) and give both weapon and supply loot in a single pickup.
    Weapons tuning:

      Decreased arming time of land mines from 2 seconds to 0.75 seconds.
      Decreased crossbow damage by 15%.
      Sniper rifle damage against players significantly increased (vehicle damage unchanged).

        Headshots now 1-shot incapacitate.
        Bodyshots now 2-shot incapacitate passengers leaning out of the vehicle and 3-shot incapacitate passengers inside the vehicle.
        Helmets and body armor now provide less protection against sniper shots (but still offer a level of protection).

    Added an Event Challenge through 10AM PT on Monday, March 26 - complete three games of Auto Royale and you'll receive the Red ARV skin!

Known Issues

    When in Auto Royale Duos, using Ctrl + Number to switch seats will also use the corresponding item in your hotbar. While this isn't an issue for weapons, consumable items (such as oil slicks, landmines, and springs) will be used when doing this if they are on the corresponding spot. 
 
 


Jeudi 15 mars 2018  
 
Game Update - March 15

Skull Store retirement, Shotties & Snipers, animating the Participant AR, and more!

Live servers will be coming down at 8PM PT tonight for an update that includes Shotties & Snipers for the weekend, the retirement of some classic Skull Store items, the animated update to the 2018 Showdown Participant AR, and some additional fixes. The downtime should be approximately 3 hours - full patch notes below!

    Retired the below items from the Skull Store

    Brightened non-drivable vehicles and several warehouses in The Arena in order to help with visibility and target acquisition.
    Players are no longer able to switch seats in Auto Royale until all teammates have loaded in. This prevents a few bugs that occurred as a result of this behavior.
    Royalty icons are no longer incorrectly shown in the UI after playing ten games of Auto Royale.
    North America no longer takes longer to load into Region Select than other regions.
    Fixed several UI bugs in the spectate camera and versus panel for Hosted Games.
    Added the Shotties & Snipers event for the weekend.
    No longer auto-opening the Spawn Selection panel when entering the box. This should help resolve the stuck cursor issue.
    2018 Showdown Participant AR Skin is now animated.
 
 


Jeudi 8 mars 2018  
 
H1Z1 Is Now Free To Play

Drop in, gear up, and win together!

You asked, we heard you. Experience the game that put Battle Royale on the map and then redefined it with Auto Royale, for FREE. Yep, you read that right! Starting at approximately 10 AM PT, you can download H1Z1 for free!



Free to play isn’t the only thing to get hyped about. The H1Z1 Pro League just confirmed the 15 esports teams that will be participating in the inaugural season, the official venue location in Las Vegas, and its streaming partnership with Facebook. More info can be found here.

We are very excited to announce that H1Z1 will be free to play starting today. Not only does this decision allow us to share our version of Battle Royale and Auto Royale with even more players, but it signifies the next step in making H1Z1 a must-watch esport. The Pro League is going to redefine esports when it kicks off in Las Vegas this April, and whether a person is an aspiring pro athlete or just wants to play with friends, we want everyone to have the chance to play the most competitive battle royale game.-- Anthony Castoro, H1Z1 General Manager

To thank all of our loyal players who helped make awesome, game-changing decisions during our time in Early Access, we'll be rewarding everyone who already purchased the game with the “H1Z1 Appreciation Pack”, containing the following items:

    Gasrunner Hoodie
    Bloom Survivor T-Shirt
    Splinter Camo ARV
    10 Victory Crates
    10,000 Skulls

We’ve also added Bronze, Silver, and Limited Edition Gold Battle Royale packs for the Free To Play Launch.

H1Z1 is best played with friends, so if you already play, there has never been a better time to bring them in, especially as a group of four in Auto Royale! You’re also going to need a solid crew for Duos and Fives if you want to earn those Victory Crates. Reach out and let them know to download H1Z1 RIGHT NOW.

You'll also want to make sure you and your friends are following us on our social channels for the most up-to-the-minute information.

Purchase H1Z1 recently? Refunds will be provided by Steam in accordance with its refund policy.  Please contact Steam customer service with any questions about refunds. If you have any further questions regarding your account, feel free to reach out to Daybreak Customer Support via help.h1z1.com, and we will work with you to make it right. Don’t forget to login and receive the Appreciation Pack mentioned above to obtain those items, crates, and skulls!

 
 


Mercredi 28 février 2018  
 
Launch Day Producer's Letter

The day has arrived!

Today marks a momentous milestone for the team, our players, and the game -- H1Z1 has officially launched out of Early Access!

H1Z1 has come a long way since we first released it three years ago. It was a unique project at Daybreak, which started with a small group of developers who were given a mission to “make something fun”. Over time, that mission evolved into one of Steam’s best-selling titles of 2017 and put Battle Royale games on the map. H1Z1 is the fast-paced, competitive battle royale game it is today because of you, our players. And, with 3 Invitationals, 3 Showdowns, 2 Elite Series stops, 1 nationally broadcasted tournament, and a Pro League, you all have also helped to establish a new esports genre.

So, what does launching out of Early Access really mean? The core game has reached a place that we’re really happy with – it’s stable, the combat feels good, and this update includes the final pieces of the puzzle for our version of battle royale. However, launching out of Early Access doesn’t mean that development stops. Far from it. H1Z1 has a bright future ahead and we’ll continue refining the game and adding new features to bring you the best H1Z1 experience possible. 

More about the future later. Let’s get down to what today brings!

First, a BRAND NEW GAME MODE! This was one hard secret to keep, but we are excited to bring you Auto Royale™, a new team-based, vehicular battle royale game mode. We’ve seen how entertaining driving around can be in H1Z1, so we decided to run with the idea and have a little fun. In Auto Royale, we lock you and your teammates into a vehicle, launch you into the map with up to 29 other teams and watch the mayhem unfold. During development, the team had a lot of fun adding new elements to the game specific to Auto Royale that help fuel the vehicular chaos, including the new ARV military-style vehicle, a light machine gun, landmines, corrosive gas, jumps (double jump!), ramps, oil slicks and so much more. Auto Royale is now available in beta and we can’t wait for you to try it out. More details about Auto Royale here too



Second, we’ve added a ton a new features and polish to the core game, including a scoring overhaul that rewards consistency, Tactical Deployment, visibility updates, and more.

No more Preseasons! Today is the beginning of Season 1 and with it an all-new scoring system that rewards consistency, which even includes the potential for de-rank. Don’t worry though, because while a handful of below-average games may bring down the overall ranking, it will never remove a player from the highest level of placement rewards achieved. This is intended to allow players to play how they wish in order to rank up, and always know how far away they are from the next tier.

The goal was to make our current system more friendly and intuitive for all playstyles, not just the need for a 15-bomb in order to rank up. Your core Top 10 games will still carry a heavy amount of weight, but we’ve added a few modifiers specifically around average placement and average kills. This will let current players to keep playing the way they have, but also allow those players that place well but rarely get more than a few kills a game to still rank up and improve (or vice versa).

Another feature that many of you have helped us test is Tactical Deployment, the ability to select which sector you will parachute into at the start of the map. Each individual zone can be selected while waiting in Fort Destiny, and a supporting heatmap will pop up indicating where other players have selected to spawn. Whether you want to drop with the masses, or pick a quiet corner like the Dam, that option is now yours. In team games, the team leader will select the general spawn quadrant. If no selection is made, a player (or team) will be dropped randomly somewhere near the safe zone.

We’ve also overhauled the in-game UI to match the style of the rest of the game and make things easier for everyone. Some of the larger additions are a mini-map in the lower right corner (turn it off or switch corners if you wish), a more organized settings menu for adjusting on the fly, and an easier to use inventory menu. These updates should allow all players to understand their current situation and settings much quicker at a glance, and we wanted to ensure that the new design maintains the muscle memory acquired through thousands of hours of playtime.

Playing H1Z1 just got even more rewarding - you can now earn the NEW Victory Crate for winning and Skull rewards for placing well in different match types! Click the image above to see how you can earn exclusive new skins through gameplay, leveling up, and the Skull Store.

Development doesn’t stop at launch. Still to come this year is the release of Z1 Remastered and much more. Of course, our team is always working on keeping the game fair, banning cheaters as we find them and updating our anti-cheat tools so everyone can enjoy their game. Fair play is an important aspect of the game, and that focus will also never stop.

Our work on overall optimization, which includes FPS improvements, remains a top priority as well. We’ve adjusted how trees appear in the world (leading to more FPS), and also set an alternative time of day to provide better colorization and visibility of other players. The effort for higher FPS will continue with each update as we move forward.

Again, we want to thank you, our fans and players across the globe who have been with us from the beginning and for continuing to play the game over the years, seeing us through even the bumpy roads along the way. To show our appreciation, we will be giving away these exclusive “H1Z1 Evolution” shirts on our Twitter page, with details to follow. You’ll also get one in-game to show off.

Everything above has been a culmination of our three-year journey, so buckle up and get ready to put the pedal to the metal! I’ll see you in game. - Anthony Castoro

 
 


Mercredi 28 février 2018  
 
Welcome To Season One!

It's all been leading up to this.

Starting with Preseason One, we set out to make H1Z1 as competitive and rewarding as possible. We added Team Scoring for Duos and Fives to continue that trend. With each Preseason we shook up the point values and Tier distribution numbers and made future decisions based on previous Preseason data. We gave out rewards for end of season placement and players were fully sporting their accomplishments in-game.

Now that we're leaving Early Access, it's time to put Preseasons behind us and get started on the culmination of all that work: Season One!

Season One comes with a new way of evaluating overall player performance. During the Preseasons, Royalty was solely achieved by a player's ability to get high kill games and nothing else. This lead to player behavior of jumping into a match, getting as many kills and possible and not caring about anything else. The new scoring system starting in Season One rewards players who can get kills AND place well consistently. We find that the skill to accomplish both a high kill and high placement game is really what separates the top players from the rest.

The formula we're using to generate your overall score comes from taking your 10 best matches as a base, and then we apply a modifier to it based on your average kills per match and average match placement for the season. The important thing to note here is that if you perform poorly over and over again, you can find yourself sinking into a lower Tier.

Along with this new system comes a new reward structure in the form of the Victory Crate - you can read all about that right here.

We're continuing the tradition of rewarding players at the end of every season based on what Tier they landed in. Here's what you can expect out of Season One:

We want to thank all the players that joined us on the ride through Early Access and the various Preseasons. The feedback and data you were able to provide during that time was invaluable. And now, without any further ado…welcome to Season One!

 
 


Mercredi 28 février 2018  
 
Win a Match, Get Rewarded!

Earn the new Victory Crate for winning and Skull rewards for placement!

Playing H1Z1 just got even more rewarding - you can now earn the NEW Victory Crate for winning and Skull rewards for placing well in different match types! Read on below to see how you can earn exclusive new skins through gameplay, leveling up, and the Skull Store.

How To Get Victory Crates

There are a few ways to get your hands on the Victory Crate:

    Winning a match of Solos, Duos, Fives, or Auto Royale will reward 1 Victory Crate
    After you reach Level 10, each subsequent Level will reward 2 Victory Crates
    Victory Crates can be purchased from the Skull Store for 7,500 Skulls each
    Completing the Tutorial Challenges will reward 2 Victory Crates

All Victory Crates come already unlocked and ready to open!

What's Inside

The Victory Crate contains an all-new slew of untradable and unmarketable items. With over 75 never-before-seen skins, here are just a few to look forward to:

 
Purple ATV
 
Camo Pickup Truck
 
Tiger Blood AK-47
 
Toxic Scarecrow Mask
Purple ATV (Common)
Camo Pickup Truck (Uncommon)
Tiger Blood AK-47 (Rare)
Toxic Scarecrow Mask (Ultra Rare)

As mentioned, while you can’t trade or market the items out of the Victory Crate, you will be able to scrap them for the usual amounts based on their rarity level. The items in the Victory Crate may change over time (did somebody say animated weapons?), so keep an eye out as we make additional announcements.

Skull Rewards

Don't quite make it to 1st place? You'll still earn a certain number of Skulls depending on your placement and the match type:

Placement
Solos
Duos
Fives
Auto Royale
1st Victory Crate Victory Crate Victory Crate Victory Crate
2nd 150 Skulls 150 Skulls 100 Skulls 100 Skulls
3rd - 10th 75 Skulls 50 Skulls 50 Skulls 50 Skulls
11th - 25th 50 Skulls 25 Skulls  
26th - 50th 25 Skulls  

What did you score out of your first Victory Crate? Let us know on Facebook or Twitter!

 
 


Mercredi 28 février 2018  
 
Legendary Unique Giveaway!

H1 of 1

H1Z1 has launched on PC and we’re doing something special where all of our players have a chance at earning something truly unique.

We’re giving away TWO Legendary Unique items. These are the first of this rarity, and there will only be one of each item in existence, never to be given out again! In case you were wondering, they can be traded.

How do you get a chance to win each of these items? Players earn entries from items acquired in eligible crates, and the better quality item, the MORE entries earned:

    Uncommon / Common: 10 Entries
    Rare: 100 Entries
    Ultra Rare: 1000 Entries

Items acquired by trade or the marketplace do not grant entries.

Giveaway 1: Midnight Helmet

To qualify for the Legendary Unique Midnight Helmet (name subject to change), players must gain entries from opening the Mayhem Crate, and only the Mayhem Crate. Don’t forgot to earn your free Silver Mayhem Crate in the next several days by playing three rounds of Auto Royale!

Giveaway 2: Sunset Helmet

To qualify for the Legendary Unique Sunset Helmet (name subject to change), players will gain entries from items acquired in the following eligible crates:

    Victory
    Mayhem
    Zodiac
    Payload
    Trickster
    Icebreaker
    2017 Invitational
    Nemesis
    Nomad
    Frostbite
    Infernal
    2016 Invitational

As an added bonus for players that have been with us since before launch, any crates you’ve opened PREVIOUSLY, that are included as eligible crates for this promotion, will retroactively give you entries into the Sunset Helmet giveaway. These entries have automatically been counted for your account.

The Ground Rules

NO PURCHASE NECESSARY TO ENTER OR WIN. THIS PROMOTION IS SUBJECT TO ALL APPLICABLE LAWS. VOID WHERE PROHIBITED. You must have an active account in good standing and you must log into H1Z1 between Wednesday, February 28th @ 6:00 AM PST through Wednesday, March 14th @ 11:59 PM PST in order to be eligible. This promotion is sponsored by Daybreak Game Company LLC (Daybreak Games). Each eligible account will receive an amount of entries based on the rarity of items from crates as described above. Chances of winning depend on the total number of eligible entries. Entries will count even if an item is traded away, but entries will only be granted based on items obtained directly by opening a crate. 

 
 


Mardi 27 février 2018  
 
Game Update - Auto Royale, Season One, Match Rewards & More!

Today’s update brings major improvements and bug fixes

What’s up everybody!

The time has come for our next major update to hit our Live servers and what’s an update without all the good details provided by patch notes. We’ve got a bunch of information below but keep an eye out for our Producers Letter that will have even more insight, information, and maybe even something special. We’ll also be releasing more information soon on our next crate, the Mayhem Crate, so keep an eye out for that too.

We would like to take a quick moment and thank everyone, once again, for all of the feedback provided by the community while this build was on the Test Server. Working with you all to make sure we hit the key beats of every update has become a way of life for us on the H1Z1 team and we’re looking forward to continuing this with you in the future.

See you in the pit,

Carto

Player Spawn Selection

Players can now select the quadrant of the map they’d like to spawn in while in Fort Destiny.  Want to get right into the action?  Spawn in Pleasant Valley.  Want to take your time to loot up in peace?  Try out the Dam!

    The spawn select map will show the first gas ring in some matches but not for other matches.

      The reason behind showing the ring sometimes and not others is to gather data and educate ourselves on player behavior so we can make more informed decisions in the future.

    A heat map shows the density of other players spawn selections in each grid. 
    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.
    Act fast!  Spawn Selection will be disabled for the last ten seconds before the match begins.

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.

Combat 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.

    Grenade Adjustments

      Gas grenades have had their area of effect reduced back to their intended size.

    Healing Adjustments

      Bandages now heal for 3HP up front and then an additional 10HP over time.
      Medkits now heal for 8HP up from and an additional 60HP over time.

    Movement Adjustments

      Crouch has been reworked to be more responsive when going both up and down.
      The crouch fatigue system has been adjusted and is more relaxed to allow more movement.
      Couch fatigue no longer penalizes movement and it no longer locks you from being able to stand.

Match Rewards

It’s been far too long that players haven’t been rewarded for just playing H1Z1 and it’s time for that to change. With this update we’re reintroducing Match Rewards back into the game.

    Winning a match of Solos, Duos, or Fives will reward 1 Victory Crate.
    Depending on the game mode, you can earn up to 150 Skulls for match placement below 1st

      Skull Boosts are applied to Match Rewards.

The Victory Crate contains over 75 brand new skins that are untradeable and unmarketable, but scrap for the same amount as skins from paid crates of equal rarity.

Winning isn’t the only way for you to get your hands on some of these new skins, you can opt to do a bit of grinding and you can buy them from the Skull Store for 7,500 Skulls each. You can also earn 2 Victory Crates by completing the Tutorial Challenges if you wish.

Account Leveling

We’ve taken a pass on the Account Leveling system as it needed some love. The old system gave a crate every 5 levels and the process didn’t feel as rewarding as it could have.

    The experience curve for Account Leveling has been reworked.
    New users will receive a basic set of skins when leveling from 1-10.

      Existing users already have these skins.

    After you reach Level 10, you will be awarded Victory Crates for leveling.
    Existing users accounts have had their level reset.

      If you were at Level 100 you will receive a special item in the next few weeks.

    Experience gained from matches has been normalized as the drop off in experience gained isn’t as significant until you reach 75th place and below.

Visibility

We’ve seen a ton of feedback around visibility and lighting in the Arena so we’ve made some adjustments to help increase visibility at all ranges.

    Lighting settings have been adjusted to make shadows not render as dark.
    Fog has been removed at distances up to 350 meters.
    Colors have been adjusted to be slightly more vibrant/saturated.
    Flora has been adjusted for all GFX settings and reduced in general.
    SpeedTree has been updated to version 7.

      This helped visibility against trees and is slightly more performant.

    Gradient map values have been updated to reduce bloom on certain types of floors and walls.

Gameplay & UI Updates 

    In-game user interface has been updated to be much cleaner and require less screen area.
    Duos is temporarily disabled in place of Auto Royale
    Added a Mini-Map on the bottom-right corner of the screen.

      There are options to show or hide it, as well as the ability to pick a couple locations of where it is located on screen.

    You can now move normally with the map open, similar to having the Inventory open.
    Drop shots have been added back into the game.

      You can sprint strafe while prone in order to roll and shoot.

    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.
    Magnum is no longer a starting weapon in Combat Zone.
    Players now start with Combat Super Serums in Combat Zone, which fully heals the player after use.
    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.
    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.
    Debug text on the HUD and End Screens are now hidden by default.  Can still be enabled (Default: “N”)
    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%.
    The final phase of the gas rings will now shrink to 1 meter.

Bug Fixes

    Multiple optimizations that fix issues related to framerate drops and overall performance.
    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.
    Falling off objects now behaves the same with Reduce Input Lag enabled or disabled.
    Players no longer appear partially below the ground in Fort Destiny
    Vehicle skins now show for all players regardless of distance between players when the skin was applied.
    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.
    Sniper Rifle Scope now properly covers the whole screen when using an ultra-wide monitor or resolution.
    Clicking on a throwable now properly equips it in your throwable slot, even if you already had one equipped.
    Fixed SMG animation when crouched and aiming down sights while in first person mode.
    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.
    Removed lockers from the FZMA tents (sorry Summit)
    Campers are no longer clipping into each other in D10.
    Players can no longer see through the world in a particular barn area in I2.
    Fixed a few floating items near Dragan Lake.
    Adjusted the ping threshold colors. Green now goes up to 75 (up from 50) and yellow goes up to 150 (down from 200)
    Certain skins no longer prevent kills from counting towards Hellfire SMG challenges.
    End screens now always show completed challenges.
    When the group leader cancels a queue, it is now canceled for all group members.
    Viewing another player’s Top 10 no longer shows a blank Top 10 of your own.
    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.
    Sniper Rifle no longer has an incorrectly colored dot on the back of the weapon.
    Eyepatches no longer clip through characters heads.
    Various improvements to anti-cheat.
    You will no longer play the “on-fire” animation after the fire has been extinguished from a smoke grenade.
    Fixed numerous minor clipping and text truncation bugs in the User Interface.

Known Issues

    The end screen user interface occasionally does not show up or cannot be interacted with, forcing the player to either wait for the match to end or restart the client.  This happens most frequently in team modes when dying without another player killing you (e.g. Toxic Gas).
    Placing map markers may lower framerate.
    In Auto Royale, the vehicle HUD occasionally goes missing.  Opening and closing the Inventory brings it back.
    In Auto Royale, characters can appear to be stuck aiming down sights.  This is caused by switching seats while aiming down sights and can be fixed by switching seats again.
    Average Placement and Average Kills are not represented in the score progress bar or in the player's score on the Season 1 Top 10 Matches Score Screen.
    Match Rewards often show the wrong icon.
    Average Placement and Average Kills are not represented in the score progress bar or in the player's score on the Season 1 Top 10 Matches Score Screen.
    Match Rewards often show the wrong icon.
 
 


Mardi 20 février 2018  
 
Test Server Update - Color Tests, Solo Win Rewards, and more!

Win a Silver Zodiac Crate on Test!

Win a Solo match on Test and earn a Silver Zodiac Crate!

Over the next three days, Wednesday, Thursday, and Friday (2/21 – 2/23) we’ll be rewarding players who get first place wins from Solo matches on the Test Server. The reward won’t be automatically granted upon the completion of the match but will be granted to your Live account within a week. We’re looking for data to help us tune the new scoring system so please play how you would normally play on the Live Servers. Make sure you tune in for the Royalty Showdown for more information on scoring changes coming in the next season.

Color and Visibility Tests.

Over the next three days, we’ll also be trying out different times of day for color and visibility tweaks. We’ll be adjusting saturation and vibrancy levels on our end so when reviewing the differences between the days, remove any digital vibrancy you’ve additionally added via NVIDIA tools and turn shadows back on if you have them disabled. Please take some time to jump in-game, play a match and then provide your feedback via the in-game survey. We’re ultimately looking at improving player visibility to enhance the current gameplay.

    Wednesday: In-game time set to 10am
    Thursday: In-game time set to 2pm
    Friday: In-game time set to 4pm

General Updates

    Added a 10 second spawn selection lockout before the match begins.
    Removed Magnum as a starting weapon in Combat Zone.
    Added a new item called Super Serum that will heal players to full health instantly (after the cast). This is only available in the Combat Zone.
    Added animation to exiting the ATV at moderate to high speed.

Bug Fixes

    Fixed another issue that could cause framerate stutters.  We will continue to investigate and implement improvements in this area.
    Falling off objects now behaves the same with Reduce Input Lag enabled or disabled.
    Players once again parachute from the intended altitude.
    Players should no longer appear partially below the ground in Fort Destiny.
    Cleaned up the first person vehicle exit roll animation.
    Fixed player animation when sitting in the back of a pickup truck.
    Players no longer incorrectly walk when standing from prone after aiming down sights with a throwable.
    Fixed backpacks appearing distorted or folded when equipped by a player.
    Play Again and Next buttons should no longer occasionally be missing after dying in Solos.
    Top 10 Matches screen no longer appears distorted when clicking “More Info” or “Back.”
    Removed spinning image over the H1Z1 logo in the main menu.
    Red dotted line to the safe zone now appears underneath the player icon in the mini-map.
    “Stay in Group” UI elements no longer clip over other HUD elements.
    Fixed a few crashes that were occurring on the previous Test build.
 
 


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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