H1Z1 - Greg



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. Rewards were adjusted or increased for many medium and hard Challenges. Full information about the Skull Boost and Daily Challenge systems coming soon.
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.
H1Z1 - Greg


Hey everyone! We’re happy to announce the changes are now on the Test Server. As mentioned we’ve restored Horizontal Recoil on the AR-15 and as long as you tap, it will remain perfectly flat. We also know that some people out there loved the feeling from the AR that was on Test earlier, so we moved those tunings to the AKs single fire mode. So now, regardless of preference, you can tap until your heart is content. Let’s get onto the changes.

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.
We’re excited to see how these changes feel and get feedback from the community. With that being said, PLEASE, take the in game survey after you've given the changes a bit of time to settle and provide your feedback as we are listening and will be using that data to see how we’re doing with this update. We are planning on doing another iteration if needed for tomorrow based on the feedback from tonight.
HITMAN™

The patch note is an underappreciated art form. Among the dry details of damage buffs and bug fixes are occasionally brilliant puns or revelatory details about the absurd complexity of videogames. Dwarf Fortress is the undisputed king of unintentionally hilarious updates ("Cleaned up the bear situation"), but we've also written about some of the all-time greats from Ark: Survival Evolved, Rust, and World of Warcraft.

Absurdity is always with us, though, and the good gods know we've needed every laugh we could find in 2017. To find the very best ones, I dove through the 2017 community updates and patch notes from all kinds of games. Deep, open-world survival games are always good for a laugh. After all, they model systems like pooping and sleeping, and a mention of "shitting the bed" is already 90 percent of a joke.

H1Z1

12/13

  • Blood effects have been changed back to the classic mist effect. 

12/7

  • Toxic Cargo Pants have been updated to be more consistent 

11/15 

  • Shooting from a passenger seat should no longer result in hitting a teammate in the backseat. 

8/29 

  • Old rocks have been removed and replaced with new, varied rock formations.
  • Players should no longer fall out of their parachute. 

7 Days to Die

via reddit user u/nettech09

10/26 

  • Some general improvements to zombie jumping
  • Fixed: Snakes are fireproof

8/31

  • Fixed: Businessman Zombie when killed can have his head dislocated when he falls backwards 
  • Fixed: Vultures can fly underwater
  • Fixed: Bears and wolves walk on water 

8/04

  • Fixed: Wrong open sound on eviscerated remains
  • Fixed: Dysentery description does not mention that it is lethal 

6/06

  • Added: Moldy Bread is a science crafting item
  • Changed: Fat zombie cops are bigger
  • Changed: Zombie soldiers are less generous with the rocket launchers
  • Fixed: Breaking down a car on the sloped road will create a hole in the world 

Oxygen Not Included

10/5

  • Stress vomiting Duplicants infected with Hypothermia should no longer vomit "Hypothermia germs" 

8/31

  • Fixed a crash that could occur if a Duplicant died while using a wash basin 

3/02

  • Algae distillery has a much longer conversion interval
  • Duplicants no longer use the massage table during red alert 

Ylands

12/9

  • Horse is no longer perceived as a threat when sleeping 

Medieval Engineers

via reddit user u/zacrynix

12/12

  • Fixed a crash when you walk on the exact north pole. 

11/28

  • The Janitor will now clean up any static grids in the center of the planet. 

PlayerUnknown's Battlegrounds

via reddit user u/beerye 

12/27  

  • Fixed the issue where the falling speed meter text was showing abnormally in Portuguese 

12/11

  • Fixed the issue where player's footstep sound was silenced when player moved diagonally or wore particular shoes 

12/8

  • Fixed the issue where while vaulting in FPP, player could look inside own body 

Lone Echo

8/30 

  • Repeatedly punching the dummies will no longer result in a crash. Swing away. 

Prey

via reddit user u/everypostepic 

8/2

  • Fixed crash when mimicking bass guitar in the Yellow Tulip.
  • Player can no longer bypass ceiling collision by mantling GLOO. 
  • If the player manages to fully GLOO the greater mimic while it is in mid-lunge toward the player's face, the facegrab animation will no longer play and trap the player. 

5/31

  • Superfruit no longer appears shrunken and flat when fully grown.

As I slogged deeper and deeper into the year, dozens of tabs open across three monitors and a laptop, I started to get a little delirious. It was in this moment that I fell in love with the long-suffering community managers and blog writers who compile patch notes. These poor people cry out for help with little quips, "just to see if anyone is still reading this." My friends: I see you, and I love you. 

Astroneer

12/18

  • Fixed a few other instances of Client players getting stuck in a wheelie while driving a Rover in Multiplayer games. 

10/12

  • Fixed an issue where Rovers would fly into space when loading a save from a rover seat 

9/15

  • Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
  • Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs. 

Hitman

via reddit user u/newbzoors 

7/13

  • We've fixed an issue that could cause the toilet in the Marrakesh school to behave erratically after 47 kicks it onto Zaydan. This could occasionally result in 47's death. Seriously. 

Total War: Warhammer

via reddit user u/flavahbeast 

10/25

  • FIXED an issue with the AI proposing peace right after entering a war with the player
  • FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
  • FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
  • FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
  • Skavenslaves: more salt added to diet; now 25% more delicious 

8/9

  • Under-Morking no longer automatically leads to over-Gorking, and vice-versa. The waxing or waning of Morrslieb may affect this. Or it may not. 
H1Z1 - Greg
The Test Server will come offline today at 5pm PT for approximately 2 hours. This update will include the following:

Bug Fixes:
  • Kill Receipts should now always display in Combat Zone.
  • Fixed several minor UI bugs in the new Skull Boost window.
  • Chevrons in the Team HUD now show the correct colors.
  • SMG bullet boxes now contain 60 bullets instead of 48.
  • Noted in the Keybindings menu that the Sprint key also affects Hold Breath.
H1Z1 - OneLetter


The weekend is nearly here, so why not have some additional fun and earn some great rewards while doing it? Each day from now until January 15th, make sure to hit the "Events" section in-game to play some Weapon Roulette. We'll even give you 1,000 Skulls just for playing your first game.

On top of that, for every eligible event match you play, if you finish in the top 10 you'll earn a reward of either Skulls or possibly even an Icebreaker Crate for being the last person standing.

BONUS REWARDS FOR TOP 10
1st - 1 Icebreaker Crate
2nd - 10th: 300 Skulls

This means that if you manage to get a 2nd place, a 5th place, and then a win, you'll earn 600 total Skulls, and an unlocked Icebreaker Crate to open. Good luck!



But wait, we're not done!

Nomad Crates - 50% Off

For the next few days, if you've been eyeing the Volcanic AK-47, or maybe the Bandit Helmet, Nomad Crates are 50% off! Take your shot at adding one to your growing inventory and show it off as you win a round of Weapon Roulette. Click the image below for details on the Nomad Crate.




H1Z1 - Greg


The Test Server has just been updated with the following improvements:

Game updates:
  • AR recoil was reworked to ensure smoother gameplay.  There is less recoil on the first shot with more recoil growth to prevent spam.
  • Slightly reduced AR and AK helmet pass-through damage from 40 to 35 to still allow for 4-shot kills but to remove 3-shot kills (helmet, helmet, body).
  • Weapons now spawn with a single ammo box instead of two.  Total ammo spawned is unchanged.
  • SMG ammo clip has been increased to 30 bullets, up from 24.
  • 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).
  • Holding breath with the Sniper Rifle now has an appropriate sound effect.
  • 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. This feature is currently disabled on Test. In addition there will be adjustments to Challenges in the next Live build. Rewards will be adjusted or increased for many medium and hard Challenges. Full information about the Skull Boost and Daily Challenge systems coming soon.
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.
Known issues:
  • Teammate HUD does not correctly show teammate colors.
  • SMG ammo boxes contain 48 bullets instead of 60.

After you jump in and give it a shot for yourself, be sure to take the newest survey to let us know your thoughts!
H1Z1 - Greg


AR-15:
  • Slight reduction in vertical & horizontal recoil on the first shot. Slightly more recoil growth over time.
  • AR now deals 40 points of damage when hitting a helmet.  This means that 1 Headshot and 3 Body will be enough to kill a target.
  • Projectile Speed decreased
AK-47:
  • Slight reduction in vertical & horizontal recoil on the first shot. Slightly more recoil growth over time.
  • Damage decreased to 23
  • AK now deals 40 points when hitting a helmet.  This means that 1 Headshot and 3 Body will be enough to kill a target.
  • Added semi-auto fire mode (default ‘X’) so now you can choose to be in Full Auto or Semi-auto.
    • There WILL be a HUD element that denotes the difference.  Single bullet icon is Semi-auto, five bullets is full auto.  This feature is NOT yet ready for Test.
    • The AK defaults to Full Auto mode when first picked up.
    • We are aware of a bug with the recoil reset time being different between Single shot and Full Auto mode. This will be addressed in the future test update.
  • Projectile Speed decreased
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)
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.
    • Audio cues coming later
    • Potential tweaks to these values in a future update
  • 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
H1Z1

2017 was the year of battle royale. After lurking around the fringes of gaming in the form of mods created by Brendan "PlayerUnknown" Greene, battle royale burst into the mainstream in 2016 with Daybreak's H1Z1 (formerly King of the Kill, which Greene consulted on) and then was taken to staggering new heights with PUBG, which left Early Access in December having already sold 20 million copies and drawn 3 million concurrent players. Fortnite's free battle royale mode attracted millions as well, and BR modes for GTA Online and other games quickly began to appear.

As a mainstream genre, battle royale is both massively popular and still in its infancy, and 2018 promises to be another major year for last-man-standing multiplayer shooters, as established games continue to tweak their formulas and newcomers attempt to claim a piece of the action with both modes and standalone games. Here's what battle royale looks like for 2018.

SOS

Developer: Outpost Games| Release date: Early 2018| Link: Official site

In addition to drawing millions of players, battle royale games have attracted millions of viewers, and SOS represents the logical step of harnessing those watching eyes and giving them a role to play. As Evan reported in December, surviving SOS's version of battle royale depends not just on being the last player standing but on winning over the audience. 

In SOS, 16 players are contestants on a fictional TV show, released on an island filled with monsters. Twitch viewers take part by deciding which items are dropped from helicopters: something helpful like a weapon or healing item, or something deadly like a bomb, depending on how they feel about the contestants' performances. Guns are relatively scarce and three players, rather than just one, may escape on a helicopter at the end of the 30-minute round, allowing for team-ups (and betrayals).

The Darwin Project

Developer: Scavengers Studio| Release date: 2018| Link: Official site 

The Darwin Project, which we first learned of at E3 2017, pits players against one another to survive in a frozen wilderness while participating in a dystopian research project. Instead of just randomly running into other players as a circle shrinks around them, they'll be actively able to track one another down by following footprints in the snow, finding clues that point them to nearby players, and even by viewing a map found in certain areas that shows every other player's location. By giving the players tools to actively track and hunt one another, The Darwin Projects hopes to avoid the long stretches of camping, hiding, and waiting that occur in other battle royale games.

There's a survival element as well, as players will have to fend off the deadly cold by building fires. One player, meanwhile, acts as an overseer, traveling through the arena as a drone while making changes to the game like turning on low gravity or locking off sections of the map. 

CS:GO (?)

Developer: Valve |Release date: Unknown | Link: Steam 

There's been no official word yet, but CS:GO may be getting a BR mode, maybe, perhaps. Valve News Network did a deep dive into recent CS updates and found references to still-dormant features such as bare-fisted combat, adrenaline boosts, and compound bows, not to mention a map called survival_island, all which indicate Valve could be toying with adding a BR mode to Counter-Strike in the future. Maybe.

In the meantime, modders have already rigged up a 20-player version of BR for CS:GO called Go 4 The Kill which might tide you over while you wait for the real thing (perhaps).

Dying Light: Bad Blood

Developer: Techland | Release date: 2018| Link: Official site 

Stemming from "numerous fan requests" Techland plans to add a battle royale-esque PvP mode to its open world zombie survival sandbox. Don't expect the sun to be blotted out by parachutes: the BR mode will feature 6 players, not 100.

This being a zombie game, you won't just be battling other players, and you may actually want to team up with them (for a while, at least) in what sounds something akin to The Division's Dark Zone. The goal in Bad Blood is to obtain samples of a zombie serum before nightfall, then get on a chopper to safety. You'll have to battle zeds and boss monsters along the way, and owing the limited number of seats on the helicopter, you may have to duke it out with those you've teamed up with to get out alive. Presumably you will need to own Dying Light to play its BR mode when it arrives, which is scheduled for "sometime" in 2018. You can sign up for playtesting here.

Islands of Nyne

Developer: Define Human Studios | Release date: TBA | Link: Official site

While a lot of BR games and modes are being made in response to PUBG's massive success, some have been in the works since before Battlegrounds was even announced. Islands of Nyne, a first-person only battle royale game, was crowdfunded on Kickstarter prior to PUBGs arrival.

It's got a sci-fi look and feel with futuristic features like teleporters and anti-gravity technology, the story being that 100 contestants have been spirited away by aliens and dropped into one of three arenas to fight to the death. First-person only servers have been extremely popular in PUBG, so Islands of Nyne could appeal to players looking for more. It's currently in closed alpha, and will head to Steam Early Access at some point.

Paladins: Battlegrounds

Developer: Hi-Rez| Release date: 2018| Link: Official site

Free-to-play hero shooter Paladins announced a upcoming battle royale mode at its Hi-Rez Expo. It's not shying away from comparisons—the mode is actually called Battlegrounds—and it will feature 100 players dropped onto a map to search for weapons and do battle while fog closes around them. The map is said to be 300 times larger than a standard Paladin's map, and mounts will take the place of vehicles.

Europa

Developer: Tencent| Release date: 2018| Link: Steam

Tencent, PUBG's distributor in China, is also planning its own battle royale game on PC called Europa. With real-time weather, underwater exploration, environmental kills, and destructible cover, it looks like Tencent is putting a few new interesting spins on PUBG's formula. It's currently not known if Europa will release anywhere besides China.

Stand Out: Battle Royale VR

Developer: raptor lab | Release date: Mid 2018| Link: Steam

Battle royale in VR feels like a tricky proposition: one wonders if an online-only game can draw a big enough players who own VR headsets to consistently keep numerous matches filled. But Steam reviews for Stand Out are positive, with at least one player enjoying the ability to reach out and snatch ammo out of another player's virtual hand. It's currently in Early Access.

Pavlov VR

Developer: davevillz | Release date: 2018| Link: Steam

Pavlov, an Early Access multiplayer shooter made for the HTC Vive, is billed by many players as the closest you'll get to playing CS:GO in VR until Valve makes CS:GO in VR. The developer recently added Rift Support and revealed plans to add a battle royale mode sometime this year.

Survival Games: Battle Royale

Developer: 2.0 Studios| Release date: January 2018| Link: Official site 

Survival Games: Battle Royale has extremely Minecraft-esque voxel graphics and a few twists for BR, such as procedural maps that give players a different arena each time they play and a map editor that will let players design their own custom arenas. Look for it this month.

Ongoing battle royale games

That's just what we know of, and with battle royale's immense popularity there are bound to be more modes and standalone games popping up throughout the year (and the next, and the next). Naturally, the current big names in battle royale will have some new features and changes to look forward to in 2018 as well.

PUBG

Developer: PUBG Corp|Release date: Out now | Link: Official site 

We don't know if there will be a PUBG movie, but after the craziness of last year we wouldn't really be surprised (we even came up with a script). After pushing into 1.0 and leaving Early Access a week before the end of 2017, we talked to PUBG Corp CEO CH Kim to find out what comes next. Kim told us they're looking at making a bigger splash in esports, tweaking tournament rules, and potentially creating a PUBG league.

Along with continued optimizations to the game, we're hopeful to see another map sometime in 2018 (and we've got some ideas on what kind) and expect new weapons and vehicles to keep trickling in as they did for most of last year. PUBG was 2017's biggest phenomenon, and will continue to be the trend-setter.

Fortnite

Developer: Epic Games| Release date: Out now | Link: Official site 

Fortnite had a big 2017 as well, providing a fun, arcadey experience to counter PUBG's measure pace and gritty vibe. Epic isn't shy about experimenting with wacky modes like 50 vs 50 or by letting players pretend to be bushes, and after the discovery of a glitch that let players ride flying pumpkins they just went ahead and left it in the game. We don't expect the goofy experiments to stop anytime soon.

H1Z1

Developer: Daybreak | Release date: In Early Access| Link: Official site 

While there's still no solid release date from Early Access, H1Z1 has a healthy pro scene and multiple esports tournaments every year. While H1Z1's player numbers have fallen quite a bit over the past six months, it will continue to tweak its formula in 2018 to provide quicker matches and more explosive action (soon it will feature rocket launchers) and further refine its map.

Dec 21, 2017
H1Z1 - Greg
You'll see a small download on Steam today with the following improvements:
  • Optimized the waterfall effects at the Dam for a substantial performance improvement in that area.
  • Optimized several in-game UI elements for minor performance improvements.
  • Fixed an issue that should reduce the number of G29 errors players are encountering.
  • Added a setting to set your parachute sensitivity.
  • Emote slots are no longer deleted if an equipped emote is traded while in a match.
  • North on the Compass now stands out.
Dec 19, 2017
H1Z1 - Greg
You'll see a small download on Steam today for a hotfix that includes the following:

- Optimized the shotgun firing code which should improve performance during combat. We are still investigating this, and other performance improvements, as our top priority.
- Slightly increased the Sniper Rifle transition into scoped mode, which makes the lens less intrusive.
- Zip code submission window and code redemption windows no longer occasionally gray out in the UI.
- Updated in-game references to the Hunting Rifle to the Sniper Rifle.

You'll see additional hotfixes in the future as we address more issues. Also make sure to tune into Community Outbreak tomorrow (12/20) at 3pm PT as members of the dev team give you a look into some upcoming gameplay improvements. https://www.twitch.tv/h1z1


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