Just Survive - Legion
We are bringing the servers down on King of the Kill and Just Survive on June 8th at 3AM Pacific for a minimum of 2 hours. This downtime will implement a client crash fix and add the Predator Crate.
Just Survive

I haven't played H1Z1 in a while: I initially spent some time in survival mode, both alone and with "friends", and took a few stabs at winning its Battle Royale mode (note: I lost). Since then, Daybreak has split the game into two separate Early Access titles: Just Survive, and King of the Kill. With the introduction of a new Battle Royale mode called Ignition, it seemed as good a time as any to jump in to the King of the Hill side of the game.

What I found is that Ignition is Battle Royale for people who are incredibly impatient to kill and die. Rather than BR's slowly paced hunt for gear, the long runs through the wilderness, the careful searching of buildings, and the tense build up to the final few confrontations, Ignition is in a big hurry to get players heavily armed and careening toward each other at top speed.

A match begins with players being lowered from individual helicopters wait, no. A match begins with players trying to entertain themselves in the multiplayer lobby before the match begins.

I, too, entertained myself. I ran around punching other players. I went prone and tried to roll across the entire map. I used the various emotes. I fought a crowd to see who had the right to sit on the lobby's only toilet. I added my boots to the pile of boots that appears in every lobby for some reason.

I also traded in some of my boring pants to try to win a new pair of pants with H1Z1's loot gambling thingie. Let's see how I did!

Oooh. Brown pants. I won brown pants. Of all the colors, brown is the brownest. All the other players are going to be brown with envy when they see my new brown pants.

Finally, the match began properly. As I was saying, players are lowered to the ground from helicopters, and begin the match already sitting on gassed-up ATVs. Then everyone speeds off to get equipped. Every player has invisible explosives attached to them, and has only a few minutes to reach a safe zone before they detonate. Safe zones are visible on the map, and you can spot them when you get close as a chopper hovers above them casting down magical green beams of safety-light. Any player not in a safe zone when the timer expires blows up. Surviving players must then race to the next safe zones before the next timer expires. As the match progresses, there are fewer zones and less time to reach them.

The driving physics are about how I remember.

My first round didn't go so well. I was lowered to the ground and sped off toward a brown clump of buildings I'd spotted from the air. It registered that player death notifications were appearing almost immediately. And not the usual kinds of early BR deaths: by axes and fists and maybe a pistol. Players were being killed moments into the match by shotguns and assault rifles.

This is because Ignition is swarming with guns. In fact, upon spotting another player about twenty seconds into the match, I ran up to punch him to death only to discover he was already packing.

I'm not sure how he managed to shoot me dead without ever raising his pistol, but the point is there's no real scavenging for gear in Ignition. Pick a building and you'll almost certainly find it stuffed with weapons, ammo, armor, and of course other players looking for the same.

My next match didn't go much better. While speeding down a road again, mere seconds into the match I was first injured by one player with a shotgun and then another wielding an AR-15. Discovering I couldn't bandage myself while driving, I had to pull over to stop my bleeding before my health ran to zero. Just as I did, more bullets arrived to finish the job.

Eventually, I started surviving a bit longer, mostly by avoiding the bigger settlement areas and aiming for more distant, lone buildings. There's a strong impetus to loot the first place you see, but there's plenty of time on the clock before the first detonation, so it doesn't hurt to loot in less crowded areas and let the first gaggle of players kill one another. I got myself armed, took a few other players out, and eventually made it to a safe zone.

Crouching in some bushes and watching through a scope, I saw other players arriving in the zone and begin culling each other. I also got an idea of just how many players die when the timer expires and their explosives detonate. You can see the notifications spamming below.

And it was like that in every match I played. If you can make it to one of the first safe zones, you've got a decent shot at being one of the final survivors because a good handful of players will wind up getting blown to bits due to poor clock management or not knowing the map very well.

I later became one of them because don't know the map very well. This was the second instance of safe zone spawns, and I picked the one the map showed as being on an island. Unfortunately, the map didn't show that most of the island consisted of sheer cliffs, so I wound up just driving around it looking for a way up. I didn't make it, but I still placed 9th.

My strategy from then on was avoid players whenever possible, get to the first safe zone in one piece, hide if I hadn't picked up weapons or shoot players as they arrived if I had. It typically worked OK, except just about everyone is better at shooting than I am, and one time my rifle wouldn't fire despite being loaded.

I never won, though I did place 9th a second time. The third safe zone was located on top of a mountain, and since I'd once again forgotten the details of the map I couldn't find the road up, so I attempted to just drive up the sheer side of it. It was a slow and agonizing trip, but I did manage to get my ATV into the safety circle. Though I immediately slid right out again.

A few more adjustments and I was back in the circle and no longer slipping down the side of the mountain, but here's a funny thing: when you spend long minutes sliding around on a sheer cliff on a noisy ATV, other people tend to see you from miles away. Just as I'd safely parked, another player shot me in the back. I hope, at least, he enjoyed the show.

Ignition mode is clearly an attempt to goose up Battle Royale into quicker rounds with more action and fewer lulls, and I think it works. Like the rest of H1Z1, it's sort of sloppy but a lot of fun, and nothing to take too seriously. I think Ignition's shorter, gun-happy, action-heavy matches might do well for Twitch viewers who don't want to spend quite so much time watching players slowly run around scavenging in Battle Royale, and it's a good option for players who enjoy BR but want to get right to the carnage.

Just Survive - Legion
The Predator Crate is launching this week and the some of the H1Z1 Art Team is anxious to show off their favorite pieces. Tune in tomorrow (6/7) at 11AM Pacific as we sit down with Ryan Zimmerman, Kacey Helms, Satoshi Arakawa, and Jason Mellott.

Come with your questions on art design and they will be more than happy to impart what they know.

https://www.twitch.tv/h1z1justsurvive
Jun 3, 2016
Just Survive - Legion
Howdy All! @ShockDev here with a quick update.

As usual, thanks for reading my updates. I really enjoy all the discussion and feedback.

My apologies for this update being a tad behind. I prefer to have a fresh publish in your hands before talking about the next update. Last Friday, we managed to adjust Zombie vs Wildlife vs Player density to what I believe is a reasonable balance. We’ve also made some adjustments to zombie melee behavior. Though we still have a ways to go with Melee, were hoping the small adjustments made will tide you over as we’re developing a better solution. Melee is being actively worked on.

What’s in the works?

Here is what we have planned for the next update. This is all dependent though on how quickly we get the Test Server updated and stable. At this point it looks like we will be pushing all this to the Test Server early next week. Quality publishes are priority over release dates. Things can and will change.

Player Respawn selection:

You’ve probably noticed as of the last update, spawn locations have been moved within range of a POI. When I first mentioned this feature, the design included the ability to pick a POI via the map. You would then respawn somewhere within that POI. We have decided since to not make it POI based. Instead, you will select a grid square upon respawn. You will then spawn randomly within that square.

Note: Newly created characters cannot choose a spawn location for initial login. You’ll start with a random POI drop (as it currently functions). This isn’t by design but more of a technical hurdle based on how character creates works. We’ll address this small inconvenience at a later date.

Vehicle anti hoarding measures:

In an effort to combat vehicle hoarding and to give more players an opportunity to obtain a vehicle we’ve made the following changes. The changes are intended to make vehicles a little more transitional so that you can find one, use it up, and then more easily find another one.
· Vehicles now decay their condition slowly over time. They will fully decay in a little over two days.
· Wrenches spawn in the world but are much rarer. They will always spawn with full durability.
· Wrenches will lose 100 durability per swing on a vehicle. Wrenches have 2500, so when repairing a vehicle they can only hit 25 times. Each hit will repair 2% of the vehicle’s maximum condition.
· Wrenches can no longer be crafted.
· 25% more vehicles concurrently spawn in the world.
· Vehicles now spawn procedurally in random locations around major points of interest.

That’s our first pass at the solution. We will now observe and make adjustments as necessary.

Nomad Server (No build + More Zombies):

Many of you have been asking where this feature is. We’re getting close. Current plan is to get it out to the Test Server next week. Hang in there.

Bullet Conversion:

-We’re removing bullet conversion from the game. We want the guns and their specific ammo to be a more rewarding experience due to their rarity.

We’ll keep you all posted on publish status as we get into next week.

See you in game!
Steve George


Just Survive - Legion
Servers will be coming offline tomorrow at 3AM Pacific (5/27) for approximately 2 hours

Patch Notes:
  • Full server and world wipe
  • Reduced the ratio of bears and wolf spawns
  • Reduced the ratio of predator and prey spawns
  • Added a delay for damage on zombie attacks to match animation
  • Improved the zombie screamer grenade to attract zombies more effectively
  • Walkers and runners now have varied attack speeds
  • Walkers attack slower and do more damage per hit
  • Runners attack faster and do less damager per hit
  • Combat knife headshots should work again
  • Set Comfort to start at 100%
  • Forced scope is temporarily disabled while we made adjustments
  • Containers inside a secure structure do not show up for someone if they no clip into the base. They will reappear once the door is opened.
  • New characters and /respawn will now place you relatively near a POI
Just Survive - DBG_RadarX
Howdy All! @ShockDev here with a quick update.

As usual, thanks for reading my updates. I really enjoy all the discussion and feedback.

Zombies

At this point, you’re starting to see our zombie development efforts come together. While we will continue to make adjustments, we’re on a solid path to what we believe will be an experience that is both challenging and fair. Based in your feedback, we understand that to many in their current state, zombies may be unfair (some people may actually like them), but we are actively mitigating. This brings us to the next topic….

Melee

Yes, zombies are difficult to engage right now from a melee perspective. We’re doing some work on making melee feel better. Our current focus in on introducing a stagger mechanic (Think, pushback(Q) but more advanced) which gives more depth to melee weapon use and selection. I’ll get you more details as we get closer to implementation.

Nomad Server (No build + More Zombies)

Ruleset servers are where we can really have some fun and we love all the ideas you guys are throwing at us. That being said, a “No build, more zombies” ruleset server is in the works and we will get it in your hands as soon as possible. We first want to implement our changes to zombies and melee before we turn on what we will call the Nomad Server. There are some really interesting ideas being presented by the JS community regarding this ruleset and we will take them into consideration once we see how live play goes and take it from there.

Vehicle Hoarding
  • Okay, we know this has been a hot topic for many of you for some time now. I’ll give you a brief outline on the direction we are heading:
  • Disposable Vehicles - In a nutshell, you find a vehicle, use it for a while, it decays and you must go find another.
  • No vehicle repair - Once it decays, it stops functioning.
  • Raise the spawn cap - We want more vehicles available to support this new direction
  • More randomness to spawn locations - They might not be located under a car port but it will give everyone a better chance at grabbing one.
We’d like to hear your feedback on this one. If you are a vehicle hoarder, maybe not so much!

Incoming fixes
  • Modified the ratio of bears and wolf spawns
  • Screamer grenade adjustments
  • Retuning zombie damage and attack speed
  • Combat knife headshots should work again
We’re also aware of the issues introduced in the last publish re: players dying on stairs and tarps, etc. We’re looking into it and will address it soon. We’ll get you a full change list after we publish to Test server.

BTW, Thanks for hanging in there with us on that last publish. We know it ended up a bit rocky but we pushed through it. Thanks for the instant feedback.

Peace Out!

Steve George
May 11, 2016
Just Survive - Legion
We’ve just deployed a hotfix to Just Survive server that should fix the following issues:
  • Players getting launched into the air when jumping next to some terrain (This is a speculative fix. Please report in the comments if you are still encountering this issue after you patch your client)
  • Players getting instantly killed when jumping against certain objects
  • Players will stop moving when they open their inventory
You will need to restart Steam to get the client update.
May 10, 2016
Just Survive - Legion
The Just Survive servers will be coming down tomorrow (5/11) at 3:00AM Pacific (10:00 AM GMT).
    Patch Notes:
  • Increased total number (cap) of zombies and wildlife
  • Increased the maximum density of zombies and wildlife per player online
  • Increased how responsive zombies and wildlife are to noise
  • Fixed issue where skinned weapons could not be smelted in the furnace
  • Fixed issue where players could too easily destroy metal doors with melee weapons
  • Fixed issue where hit markers would sometimes not show up on zombies
  • The Camera will be forced into First Person when Scoped (Hunting Rifle, Crossbow)
  • Hip-fire has been re-tuned to make firing while moving and jumping less accurate
  • ATV has been re-tuned for better handling
  • Improvements to hit registration
  • Kevlar is now called Body Armor
  • Fixed issue where AK-47 would sometimes keep firing during reload
  • Fixed issue where Rifles can poke through objects and shoot players on the other side
  • Fixed issue where first-person camera can shake or lag when riding as a passenger in a vehicle
  • Mute-All functionality should persist through log-ins
Just Survive - Legion
Hi everyone!

@ShockDev here with a Just Survive update. I appreciate that you enjoy reading these updates and keep asking for more! I have fun writing them!

By the time you read this, the Live server should have been updated with the latest data direct from the Test Server. I really want to point out that we’re doing our best to provide you with the most stable updates possible. This is why we’re tightening up our publish rules a bit for Test server. With the exception of emergency hotfixes, updates should be available on Test server for roughly a week before going live. This gives us enough time to react to player discovered issues.

We’re working on a handful of initiatives right now. Most of these revolve around tightening the core game play experience, identifying systems that need a “once over,” and going completely experimental with systems that are just not working out as we hoped.
This leads to my first topic…

Experimental servers
Very soon, you will see a few experimental servers going live. These servers are specifically being put in place to test out things we would normally be hesitant to try on the live environment. During team discussion, features/fixes which seem like reasonable ideas on our side will be discussed, but no matter how we vet it on our end, after going live, said feature doesn’t always work out as imagined. Hence, the experimental server! Here is how the experimental servers will play out:

•Experimental features/fixes/tests are scheduled for deployment on these servers.
•We publish and observe the change for some time. Usually a couple weeks.
•We then make a decision as to how we want to implement:
1.The feature graduates to official live status and is scheduled with a live update
2. We remove it, revise it or just straight burn it in a fire

Typically, experimental servers will be focused on a single or related set of changes to insure accurate analysis on our end.

No base building + more Zombies
This is our first experimental server test. We’re going to turn off the ability to build structures and crank up the zombie count. We believe this experiment could lead to a very cool ruleset server in the future. Let’s see how it plays out! Tell us what you think.

Zombie AI
We’ve been talking about Zombie AI changes for some time now. The reality is, it’s a huge system which significantly affects the way zombies operate in our game. A lot of the code base has been released in smaller chunks over the last couple months. Although we refer to it as Zombie AI, it’s really a system for all non-player controlled creatures. It’s currently only connected to the zombies though. At some point soon we’ll transition this system over to the wildlife. This may give you some insight as to why we’ve been holding back on making sweeping changes to the wolves, bears...etc. We really just want to quit tinkering with the old system and do it right with the new AI codebase. Zombies will be aware of bases and structures in the near future also. This should increase the threat level to your constructed safe havens. When there’s a zombie situation outside your base, you’ll actually need to deal with it.

Spawn Points
We’ve been watching player patterns regarding respawning. Basically it goes something like this. “/respawn...did I get a good drop…No?.../respawn again.” Eventually, after some time, you end up with a spawn point you are happy with. We’re making some changes to make this a more ideal experience for all players and we are instituting that all the spawn location manifest around POI regions. So, your starting point will be within one of the following areas:
  • Villas
  • Dam
  • Radio Tower
  • Wilderness Camp
  • Desoto
  • Wake Hills
  • Bumjick
  • Runamok
  • LonePine
  • Ranchito Taquito
  • Cranberry
  • Pleasant Valley
  • Bubbas
  • Hemingway
  • Military Base
  • Governor’s Mansion
I understand this doesn’t mean much for veteran players who know the map in precise detail, but the main goal here is to help new players as well as casual players to get their bearings faster. This change will go to the Test server fairly soon.

But wait! There’s an additional component to this change which we’ll be testing on the “Experimental Servers”. Upon death (or character create), you’ll be presented with a map of the world. This map will have a handful of spawn regions based on the POI’s above. You will also see a marker representing your last death point. With this interface, you can choose a respawn region and get back to the action at an accelerated pace. This should also help foster timelier group play sessions. Keep in mind; we’re not talking pin point accuracy respawning. It’s literally a random spot within a POI region.

Z2 Map
I wanted to touch base regarding Z2 just to clarify a few things. I’m sure most of you read Chris’s KOTK Producer update last week. He mentioned that KOTK would be getting Z2 before Just Survive. There is a very logical reason behind this. As you all are aware, our loot spawning and balance has been a challenge over the past year for survival. Without going into too much detail, we essentially over engineered the original system for Just Survive. We gave it so many tuning knobs, it became a beast to manage when we needed just a simple change. Often, the output would be completely contradictory to the result we had in mind! That being said, we’re reworking the way item spawns function in Just Survive. We want to be able to implement this new system on Z2 and completely avoid the legacy mechanic. This will put us in a much better position to react and tune the game going forward. This system has been in progress and should be available for our designers to use by the time Z2 is ready for population. So, although both teams (KOTK & JS) are populating Z2 around the same time, Just Survive is a significantly larger task and will naturally take longer to complete. AS we dive in, I will give you updates on progress.

That sums it up for me this week! See you in game!

Steve George

Apr 27, 2016
Just Survive - Legion
Servers will be coming offline on Thursday 4/28 for approximately 2 hours
  • Added decay to rabbit traps. They will decay in about 2 and a half days.
  • Moonshine should now be correctly named.
  • Metal bar bulk has been reduced to 25 down from 50.
  • The crafting radius of Workbenches have been reduced slightly.
  • Borscht will now stack.
  • Repairing vehicles with a wrench should now work more reliably. The amount repaired is now based on a percentage of max condition rather than current condition.
  • Happy Face Boots and Skin names are now consistent.
  • Deer Scent will now last for 10 minutes rather than 18 seconds.
  • The timer for eating blackberries was reduced to half a second instead of 1 second.
  • A new recipe called "Handful of Blackberries” has been added which allows you to combine 10 blackberries. When eaten they will give you exactly what you would have gotten if you had eaten the blackberries separately.
  • Added scrap metal as a reward when you eat canned food.
  • Punji Sticks can now be damaged on PVE servers when not on a Foundation.
  • The All-In-One Cold Medicine description has been updated to indicate it only slows, not reduces the amount of H1Z1 virus level rate.
  • Rigged Lighting should now work more persistently.
  • A bug which prevented a stick from turning into coal has been resolved.
  • Biofuel which was not despawning after an explosion should now despawn.
  • Landmines that explode when being shot have a longer explosion animation.
  • Quest items spawning in the military base have been replaced with wearable items.
  • Office Cabinets should now properly appear in the inventory screen.
  • Picking up the Wasteland Helmet should no longer play the picking up ammo audio.
  • Charcoal should now burn the proper 40 minutes.
  • The His Regards machete first person attacks should be improved.
  • The Woodland Ghillie Suit boots now have the correct texture.
  • Modified AK47 with Toxic skin can now be repaired
  • EZW crate will now drop in the game
  • Players can drop the Modded AK-47 from their weapons slot
  • Animals should now give meat and fat when killed with a Fire Axe.
  • The Makeshift Bow can now be repaired reliably.
...