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Hello fellow survivors!
My name is Justin (aka Mourde, pronounced “moored” if you’re interested) and I’m a Senior Systems Designer who recently joined the H1Z1: Just Survive team. Some of you may have already seen me posting on Twitter and Reddit, but for those of you who haven’t – hi! With an impending Just Survive update on the horizon I wanted to take a few minutes to review the changes you’ll be seeing. We’ve got a lot to go over. We’re bringing back a much-requested feature with some improved functionality, porting over some features originally developed for King of the Kill we think can add to the Just Survive experience, and we’ve got a couple bug fixes in there as well. So let’s dive on in and start with Bullet Crafting!
Bullet Crafting is back! Ammunition can now be salvaged for unique components with a right-click interaction from your inventory. These components can be used to discover recipes which will enable you to craft other bullet types. There is some loss built into this process though, so make sure you’re certain you don’t want that ammo before salvaging it! In addition, some will require additional parts beyond just what you gain from salvage. For example, shotgun shells take plastic (keep those empty water bottles handy…) and some of the more powerful ammunition will require metal scrap for assembly as well. To craft all these bullets you’re going to need to discover the recipe for the new Weapon Workbench. This will now be the go-to crafting table required for anything that’s using explosives or gunpowder. So, in addition to ammunition, other recipes like weapon disassembly and IEDs will require that you have proximity to this crafting table.
Moving on, we have ported the ignition/hotwire system from King of the Kill over to Just Survive. This means that any vehicles you find will have a new hotwire item present in the vehicle inventory. To start the engine, you’ll need to use a right-click interaction on the hotwire item, unless you’re lucky enough to have found one with a key! If the vehicle, you, or any of your passengers have a key with them, the vehicle will start right up. The real convenience of this is that you don’t need to spend time pulling the spark plugs anymore to keep your ride from getting jacked out from under you! Just keep your ears open for the hotwire sound (an engine attempting to turn over). If you hear that, hotfoot it back to your vehicle and blast that carjacker before they know what hit ‘em! For reference, your friendly neighborhood zombies also have a small chance of dropping a key, so keep your eyes open. One more small addition to vehicles - if you happen to end up upside-down, you can now exit the vehicle and interact with it to flip it back over. So commence the stunt jumps!
Beyond all this we’re chipping away at the bugs you’ve been reporting. While we regretfully are still working on a few base exploits, we have hit up some smaller quality of life issues. Baggy Blue Jeans for instance can now be skinned and we’ve updated a few miscellaneous item descriptions which had erroneous text in them (such as the Lighter). Also, if you drop the Skinning Knife, you can pick it up again. Finally, we’ve disabled dead players respawning as a zombie NPC. While the idea of this feature is sound, we’re not happy with its execution at this time. We’re taking it offline until such time as we can re-evaluate how it fits in to the bigger picture and ensure it’s working in a way that we’re happy with.
That’s all we’ve got for now, survivors. Thanks for playing!
Edit: We've made a few changes since last week!
It’s been a little while since our last Just Survive Producer’s Letter, so we wanted to take a few minutes and give you an update on one of the things the team has been actively working. It’s been a regular topic of conversation for many of you and we have some good news! It’s about Bullet Conversion.
First and foremost we want to thank everyone for their feedback. While most of you agreed the previous bullet conversion mechanics could have potentially created a glut of ammunition, many expressed you’d still like this mechanic to return in a different way. So, Bullet Conversion is coming back, but with some big changes.
We really wanted the process to feel similar to how other item salvaging/creation works in H1Z1: Just Survive. As such, ammunition can be salvaged with a right-click interaction for a variety of materials -- Refined Gunpowder, Lead Alloy, Brass Shards (and Plastic Scraps in the case of shotgun shells). Also important is ammunition recipes can be discovered with these materials. Once discovered, they can be crafted at the new Weapon Workbench, which will be coming in a future update. The Weapon Workbench is a brand new crafting table (recipe must also be discovered) which can be placed once crafted Note that all weapon-related workbench recipes will be moved to this table as well.
Ammunition crafting costs have been balanced, so you will have to make some decisions about whether it’s worth the cost of breaking down a round to create a new one. You will lose something by disassembling and re-assembling bullets. (It’s the apocalypse, after all.) Additionally, more powerful ammunition (based on DPS) will cost more materials to craft. There will be no 1 to 1 bullet conversion.
With respect to bulk, we want to make sure you weren’t doubling your carrying load (or worse) when salvaging bullets, so we’ve reduced the bulk cost on Refined Gunpowder to 1. Brass Shards, Plastic Scraps, and Lead Alloy will cost 0 bulk. This will ensure that all ammo can be broken down without dropping any parts. In fact, from a carrying point of view, it will be advantageous to break down some ammo (such as shotgun shells or .44 rounds) as they will end up costing less to carry when broken apart. Just remember it will cost more to re-assemble them later!
To give you a more detailed idea of how this will function, let’s take a look at two rounds: a low end bullet and a high end one. For the low end we’ll use the .380 Round, as it possesses the lowest DPS at 230.35. For the high end we’ll use a .44 Round with a DPS of 1351.5.
.380 Salvage Yield:
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