Showing posts with label H1Z1. Show all posts

H1Z1 Launch Day Producer's Letter


Launch Day Producer's Letter

Posted: 28 Feb 2018 06:07 AM PST

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[www.h1pl.com], 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[www.h1z1.com]

https://www.youtube.com/watch?v=qH1uhHPzMCE



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.

[www.h1z1.com]

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

Welcome To Season One!

Posted: 28 Feb 2018 06:04 AM PST



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[www.h1z1.com].

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!

Win a Match, Get Rewarded!

Posted: 28 Feb 2018 06:00 AM PST



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:










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:


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

Legendary Unique Giveaway!

Posted: 28 Feb 2018 05:57 AM PST



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.

H1Z1 Game Update: Spawn Select, New Season, Match Rewards & More!


Game Update: Spawn Select, New Season, Match Rewards & More!

Posted: 27 Feb 2018 01:55 PM PST



Servers will be coming down for an update with an extended maintenance beginning at 2PM PST tomorrow, Tuesday Feb 27th. The downtime is expected to last until approximately 6AM PST on Wednesday Feb 28th.

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 first gas ring will be shown on the map to select your spawn in some matches, but not for others.
    • 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 2HP 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.
  • Crouch fatigue no longer penalizes movement and it no longer locks you out of movement.
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 1<sup>st</sup>
    • 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.
  • 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.

Top 10 Royalty Showdown Moments

Posted: 26 Feb 2018 04:58 PM PST

The 2018 H1Z1 Royalty Showdown is all wrapped up and what a show it was! Top players from around the world came together to duke it out for the top spot and some killer prizes. Each match had its fair share of awesome moments; here are our Top 10 favorites:


You're Coming With Me
https://www.youtube.com/watch?v=dPOBS1noDQA


Semi Sneak Attack
https://www.youtube.com/watch?v=AQ0lRCqB2xA


On Fire Comeback!
https://www.youtube.com/watch?v=hrAmTjoHieA


An Explosive End
https://www.youtube.com/watch?v=RekOzggiYR0


Roadkill
https://www.youtube.com/watch?v=AvbF38z21qk


I'm On Fire… Oops
https://www.youtube.com/watch?v=VJR-aAmO93g


Surprise!
https://www.youtube.com/watch?v=ePrbVi1yTIA


Kobe!
https://www.youtube.com/watch?v=Q5dXu0t2aCg


Narrowly Escaping Death
https://www.youtube.com/watch?v=y8bGQkj2cl0


Not Safe Anywhere
https://www.youtube.com/watch?v=JbVMexDmu0c


Which was your favorite moment from the #H1Z1Showdown? Share it with us on Twitter!

Game Update Inbound! Extended Maintenance (Feb 27-28)

Posted: 26 Feb 2018 04:23 PM PST

Servers will be coming down for an update with an extended maintenance beginning at 2PM PST tomorrow, Tuesday Feb 27th. Patch notes will be made available at that time, and the downtime is expected to last until approximately 6AM PST on Wednesday Feb 28th.

This game update will include everything that's currently on the Test Server, select your spawn, a new season, match rewards, air drop improvements and more. I'll post the full list of patch notes when we bring the game down at 2pm.

As Carto announced earlier, with tomorrow's update we will have to wipe player levels back down to zero to accommodate the new season and reward structure. You will still maintain all your skins and stats but your players level will be reset. As a special thank you to our maxed out players, those who have reached level 100 by tomorrow's game update will receive a special item (non-tradable) that will be granted to their account in the next few weeks. More info on that item soon.

H1Z1 Color/Visibility Experiments on Test Server


Color/Visibility Experiments on Test Server

Posted: 22 Feb 2018 03:29 PM PST

Hey everyone!

We appreciate all the feedback already given so far. We want to reinforce a few points.

1.Provide your direct feedback via the in-game survey. Posts on Reddit are great to share your experience with others but the survey will be our main point for collecting player feedback on this particular topic.

2. Please set all of your visual settings to default. You can up the quality and resolution as you please but we need to get feedback from a universal standard across all players.

3. Do not use any external tools to adjust the colors while conducting your experiments. This will skew you results even if you only use them lightly.

We are going to add two additional days of color/visibility experiments that will continue into the weekend. These additional two variants will also have their own in-game surveys to accompany them.
  • Wednesday: In-game time set to 10am
  • Thursday: In-game time set to 2pm
  • Friday: In-game time set to [EDIT: 8AM]
The Combat Zone will also be open during the following days:
  • Saturday: In-game time set [EDIT 2pm]
  • Sunday: Reverts back to what was on Test prior to these experiments
Thank you again to everyone whose already provided their feedback and to everyone else who is going to jump in soon! Colors and visibility are super important to the game and we want to make sure we can land in a place that both support the dev team with game performance and also the community's wants and needs. We'll get there together!

H1Z1 Test Server Update: Color Tests, Solo Win Rewards, and more!


Test Server Update: Color Tests, Solo Win Rewards, and more!

Posted: 20 Feb 2018 10:43 PM PST

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[www.h1z1.com] 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.


H1Z1 H1Z1 Free Week Has Arrived!


H1Z1 Free Week Has Arrived!

Posted: 14 Dec 2017 10:15 AM PST



STARTS: Thursday Dec. 14th 10am PST
ENDS: Thursday Dec. 21st 10am PST

H1Z1 Free Week has arrived!

That's right, H1Z1 is now holding a FREE WEEK. It's time to grab some friends, download the game, and begin to drop in. Whether you go out guns blazing or sneak attack unsuspecting victims from the bushes, you've got to do whatever it takes to be the last one standing.

Have an awesome moment from this week? Tweet to us @H1Z1 with #H1Z1FreeWeek!


Here's a handy FAQ for new and current players:

- HOW CAN I ACCESS H1Z1 FREE WEEK?

To download the game for free on Steam once the free week has started, GO HERE.

- CAN I PLAY WITH MY FRIENDS DURING THE FREE WEEK?

Definitely! You can play with anyone who already owns the game or is also enjoying the free week.

- I REALLY LIKE THE GAME AND WOULD LIKE TO BUY IT! ARE THERE ANY OFFERS AVAILABLE?

H1Z1 is currently available for 75% Off on Steam!

- WILL MY PROGRESS FROM THE FREE WEEK CARRY OVER IF I PURCHASE THE GAME?

All of your progress will carry over if you decide to purchase.

- WHAT CONTENT IS AVAILABLE?

The full game! Play solos, duos, fives, Combat Zone, and everything else present in the full version.

- CAN I HAVE A QUICK 1-MINUTE VIDEO ABOUT H1Z1?

https://www.youtube.com/watch?v=J9moi5pzEyA

- NEW TO THE GAME? CHECK OUT THE H101 SERIES, COVERING MANY ASPECTS OF H1Z1

https://www.youtube.com/playlist?list=PLrPLzaIX9Xb-fzg1lbm_-9jkxBI0w3H3f

Steam Community Market Update

Posted: 13 Dec 2017 05:39 PM PST

Today we've updated H1Z1 with additional Steam Community Market support. Previously, only locked Crates could be traded, but starting now, all tradeable items from within those crates, along with tradeable special event and giveaway items, can be traded on the Steam Marketplace. We're excited to bring yet another option to all of you, allowing each player to put their unique spin on their in-game personality.

While some games on Steam allow for their in-game items to be listed instantly upon being added to a player's inventory, H1Z1 will retain the current 7-day waiting period before items can be placed on the Steam Community Market. This helps to protect players against fraud by allowing sufficient time for proper vetting and confirmation of account status. Only items that are flagged as tradeable will be available for use in the Market, and any that are not tradeable will remain that way. We are not introducing any additional restrictions than what is currently attached to each skin or Crate.

Want to see what items are eligible in your account? You can view the H1Z1 Community Market on Steam right here.

If you have any direct questions about the Steam Community Market, and how to use it with your Steam account, please refer to Steam's official FAQ, located here. Your account may also have some restrictions, which you can learn more about right here. As a reminder, you are responsible for your account and all the items within. If you have an issue with a Steam Community Market Transaction, you will need to contact Steam Customer Support to correct any problems.

H1Z1 Game Update - 12/7


Game Update - 12/7

Posted: 06 Dec 2017 04:18 PM PST



Servers will be coming offline on December 7th at 12:00pm Pacific and will remain down for approximately 5 hours. 

This patch focuses primarily on bug fixes and quality of life updates and also features Tutorial Challenges for new players.  In addition, we've brought back an old favorite, Shotties & Snipers, as the first of three Holiday Events that will reward a special Festive Set (more information on that soon). 

General Updates
  • Combat Zone time of day updated to be consistent with The Arena.
  • Leaving Combat Zone is now immediate (removed the 10 second timer).
  • Office buildings, residential areas, barns, trailers, and several smaller loot spots now have more balanced and consistent loot distribution.
  • Updated the Player Report tool to allow you to provide additional context and information when reporting.
  • Added Tutorial Challenges to help new players understand the basics of the game.
Bug Fixes
  • Fixed an issue that could cause micro-stutter on some machines.  We're continuing to investigate this as a top priority.
  • Discarded Daily Challenges will no longer occasionally fail to be replaced.
  • Quickly dragging and dropping items from the inventory no longer causes the icon to occasionally appear stuck. Most cases were fixed in a previous update; but found an edge-case that could still cause this to happen.
  • Fixed a rare case where shots could be missing their sound effect.
  • Chain link fence sounds are no longer heard throughout the zone.
  • Fixed a rare case where AK-47 and SMG could appear to be stuck firing indefinitely.
  • Multiple ATVs will no longer occasionally spawn in the same location.
  • Players should no longer be able to exit vehicles in order to get inside objects.
  • Players who are killed by the environment now properly transition to team spectate.
  • Hunting rifle bullets now destroy DTOs in two or three shots (down from ten).
  • Ambient sound effects (such as water) no longer persist to the main menu after death.
  • Toxic Cargo Pants have been updated to be more consistent with the rest of the Toxic Set.  Also fixed the icon not matching the look of the item.
  • Objective text should no longer be cut off on the Challenge Summary Screen.
  • Removed the unnecessary "Next" button from the Score End Screen.
  • World and Region has been added back into the HUD.
  • Default mouse sensitivity is now set to 25.  This will only affect new players or fresh installs and will not change settings for existing players.
  • DreamHack Bandanas will be distributed at this time.
  • Anti-cheat improvements
Known Issues
  • Occasionally, the Challenge Summary screen will be blank after completing a Tutorial Challenge.
  • In team games, automatically transitioning to Team Spectate while the Report Player window is up can cause the UI to get stuck.

H1Z1 Hotfix - 11/21


Hotfix - 11/21

Posted: 21 Nov 2017 04:39 PM PST

You will see a small download today on Steam for the Live servers of H1Z1. This hotfix includes the following:
  • Players will no longer be locked in crouch position when respawning in Combat
  • Zone while crouching and in first-person.
  • Changing your Reticle will no longer cause the in-game menu UI to get stuck on screen.
  • Rapidly opening and closing the Inventory no longer causes the UI to lock up.
  • Item icons will no longer occasionally persist on screen after being dragged from the Inventory.
  • While in Fort Destiny, pressing the Inventory Key while in the Options Menu no longer brings up an empty tab.
  • Creating and disbanding a group no longer incorrectly causes exclamation marks to appear next to game modes.
  • Teammate UI now correctly shows red health bars.
  • Events are now ordered properly in the UI.
  • Fixed a few crashes.
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