Z1 Battle Royale - DBG_RadarX
All servers will undergo maintenance on April 12th at 10:00 AM PT (17:00 UTC). Downtime is anticipated to be less than 4 hours. This maintenance is to support our infrastructure and there are no player facing update notes.
Z1 Battle Royale - DBG_RadarX
All servers will undergo maintenance on April 12th at 10:00 AM PT (17:00 UTC). Downtime is anticipated to be less than 4 hours. This maintenance is to support our infrastructure and there are no player facing update notes.
Z1 Battle Royale - Greg


Hey everyone!


Big thanks to everyone who came out today to ask questions and provide some feedback. Many of the questions were already answered in the last Producer's Letter so I tried to pick some fresh ones. 


Here's a recap of our Q&A from today. You can find the full Reddit thread right here - Chris Wynn

Q:
  • Are you guys reconsidering bringing back the old headshot sound?
  • Do you have any concepts for new guns in the upcoming future?
  • What are you plans on buffing and nerfing some aspects of the game guns like the R380 what do you plan on doing with that? This goes along with the next question
  • What are your ideas on making melee weapons useful?
  • When will you update the skull store, and if you do what would you add to it?
  • Are you guys planning on doing defensive crate drops and offensive crate drops ex: defensive drops could hold something like a lammy and med kits and nades, while the offensive one could hold the sniper, ghillie, and ar ammo.
  • I am pretty sure this has already been addressed but ever since the new update aiming and 2 tapping has been a struggle even from pros like Ninja and Drassel were commenting on how the aim sens or something of the sort was messed up when the patch came out do you have answers for this was it intentional unintentional?
A:
  • Yes, we are discussing ensuring that headshots are distinctive from body shots.
  • Yes, we have started prototyping a new weapon now. I wouldn't expect any details or the ability to test something out until the summer. Weapons fill roles in the game and we want to be sure that each weapon has a clear role for the situation you are engaged with in the game, so our focus in on defining those roles and looking for holes in those roles.
  • Related to my answer above, we are looking at every weapon's role right now to ensure each weapon has a distinct use. Player feedback and behavior is also a big element in those decisions. The recent changes to the Magnum were in response to what developed in team games and the Magnum being over powered in certain situations. We will always be making necessary balance changes based on stuff like that.
  • This is longer term than the weapon stuff mentioned here, but also very similar. The role of melee weapons needs to be cleared and then balanced appropriately. It only goes longer term because the melee system in general needs a larger revamp. Things that we have discussed are things like having a dedicated melee slot and quick melee strike. Not sure yet what we will ultimately do.
  • No firm ETA yet.
  • Yes, an airdrop revamp is on the roadmap as well. We would like to make each airdrop themed around something so you can decide how valuable it is to you given the current place in the match you are. Some could be themed around medical, some more offensive, some more protective, etc. Designs are being discussed and vetted, and it is something we will get to closer to the summer.
  • I just heard about this today and am trying to get details. So far all I have is that there may be a sensitivity issue, so I need more information before I can comment. Nothing was intentionally changed though.

 

Q:

When do you think we will have the leaderboards for Duos and Fives and what should it look like ?

A:

In progress right now. I can't quite yet provide an ETA, but it is being worked on at the moment. Quite a bit of work to get this one up, tested, and out to live.


 

Q:

Are you guys thinking on fixing the brightness in this game? There's alot of people who don't like it in the recent update, in buildings it is to dark, and there's like a fog all the time around you.

A:

Maybe, but I want this one to go longer to really get a sense of the differences. There should be a difference from being inside versus outside, I don't want to over-react to a recent change just because it is different.


 

Q:

Seems the number of hackers has increased tenfold since the last update. Will you guys ever upgrade your Anti-Ch3at system? if not what is going to be done to get the problem under control because right now it is out of control, in my opinion the worst it's ever been.

A:

We are banning a large number of accounts each day and we continue to detect and ban new cheats as fast as they are coming at us. There is a bit of a delay from the in game ban to being removed from the leaderboard. Something we hope to speed up in the future.


 

Q:

Could you allow the more customization options for crosshairs and hitmarkers?


I believe these changes will allow the community to choose their own playstyle regarding hitmarkers and what works best for them. Perhaps have some presets available for these settings.


For example, if I just wanted the old hitmarkers back I could turn off armor and helmet shimmer on breakage, turn on bold for headshots, make the colors red, make teammate and vehicle hitmarkers transparent.


If I wanted the new updates hitmarkers I could turn on the armor and helmet shimmer on breakage, turn off bold for headshots (though I don't know why ANYONE would want to), etc....


Or I personally would turn off vehicle hitmarkers, make headshots bold, make enemy flesh hits red, enemy armor hits yellow, and the old size and sounds. Shimmer idk.

A:

Customization in general has been a pretty popular topic, so it is something we need to talk about and see if it makes sense in the context of our roadmap. We are pretty locked in on the roadmap through the summer with a whole list of improvements, so it may not be something that we talk about for a little bit.


 

Q:

Any plans to change the armor and helmet destruction animations? Imo they're very distracting and take away from your gunfights.

A:

We are looking those animations in the context of close gunfight action. First step is to look to scale the effect based on distance. So if it is your own armor, or the opponent is close, that effect would be scaled down to not be as distracting. But at distance, still close to what it is now to be clearly readable.


 

Q:
  • ambient noise from cars upon degradation - consider giving us the option turn off the noises.
  • shadows/lighting/fog - consider reverting these additions to, not only locking shadows on, but this thick element of fog that surrounds the map, now.
  • car spawns/render distance - consider reverting the change made re: car render distance upon parachuting. not being able to see cars at same distance whilst falling makes knowing the car spawns that much more important. can be very frustrating to commit to parachuting and landing near a spot where there is/are usually a car/cars only to find nothing. EDIT: apparently, this issue was addressed in today's hotfix patch.
  • de-sync issues - consider this video which is, as of now, a video that is featured in the 3rd highest upvoted post of all time in this subreddit. in a competitive FPS/BR game, this level of desync can be appropriately referred to as unacceptable. while I appreciate servers being added for east coast, and the implementation of region lock, will the state of the servers themselves ever be addressed?
  • rate of gas speed/spread - consider hastening the rate in which gas spreads. typically before the first wave is even completed, there are often times very few remaining players (~25-35).
A:
  • The balance of the sound is being tweaked to be a lot lower in the overall mix.
  • We are always looking at feedback around stuff like this, I don't want to over-react just because it is different. So I would prefer to take a little more time before making a decision on this one.
  • Car spawn render distance was addressed in a patch today.
  • Yes, I have watched that video, this leads to a longer answer as it all relates to a very long plan to address the network performance that has been in progress for quite a long time now. Step one was to improve the actual hardware that our servers are run on. We upgraded machines all over the world, added more capacity, and setup new datacenters. Second step is the region locking so that we can ensure better consistency in the players within the same match, this just went live and we will ratchet it down in the coming weeks. All of that was done to allow us to optimize the code with an understanding and control over the environment to do it as aggressively as possible. This is our current focus and will be the biggest change when we get to our next large content update. In the video, he talks about it as lag compensation, that code has already gone through a large number of changes which are still internal to improve the gunplay and synchronization between clients. We hope the creator of that video will re-run the test after we make the update so we can all see the impact of those changes.
  • More than considered, we are doing this. We will be speeding up the gas a bit and changing the way it works so the final ring could be anywhere in the map. This will take us a little time, it is in progress as I type this, but working out the bugs and ensuring it is ready for primetime is probably going to be a lengthy effort as it is so core to the entire game.

 

Q:

All of the available game lobbies are being filled at the same time, causing low-population regions or low-population game types to not fill up completely even when there is an adequate number of players. Even if a game does get filled, it usually takes some time.


What was the point of filling them this way? Is it simply a preventative measure against teamers? Is this something you plan on addressing? Will we ever see a lower amount of time than 60 seconds before a match starts?

A:

The main point was to keep matches going as quickly as possible with as little time in between as possible. Previously the biggest delay in getting into a game was waiting for a server to spin up and start the game to be able to join. There was a nice side benefit for teaming, but that was not the main purpose. The downside is what we are seeing sometimes with low pop matches. We are coming up with ideas on how best to handle this, for now we are turning more servers off in off-peak times to try and concentrate the population more, but we are monitoring every day. We could see a lower time, but we have to be careful because there are some issues that crop up when it goes faster that we would need to resolve first.


 

Q:

We need bigger difference in both sound and colour when hitting lammy/helmet. they are way to similar. Are you working on that? :)

A:

Yeah, we are figuring out the best way to do this. Not sure we will mess with the colors or not (I am a little hesitant to have a rainbow going on in the middle of the screen), but certainly sounds to make it distinct.


 

Q:

How long is Preseason 3?

A:

Solidifying plans right now, stay tuned, hope to get some news out in the next week or so.


 

Q:

I just have one question, When is the next event for a new mask ect. Like the July when we could get Patriots pride helmet from crates?

A:

How does this weekend sound? We are putting together something for Easter that will run this weekend. More details on Thursday.


 

Q:

Let us cap our FPS again please! I don't want and I don't need more than 162 FPS thank you!

A:

I love the irony in this, but I will look at the caps as I know they were valuable for some players. The caps were disabled due to a bug that it was causing, but we can look at getting it operating correctly.


 

Q:

Will you guys be optimizing the game for better fps?

A:

Last content update had some pretty big optimizations. We are still working on more, but those last ones were pretty significant.


 

Q:

Is there ever going to be a way the we can get the old skins like the Patriot's Pride Helmet, Aerial Dawn skins etc.

A:

No plans right now. The people that did earn them have a lot of pride of earning them at the time they were available. That exclusivity is important to them. Not to say we may still offer them in the future, just no solid plans at the moment.


 

Q:

Any upcoming changes to the shotgun?

A:

Yes. We are working on it now as part of our next large content update. We are starting with the spread of the pellets, the number of pellets, and the randomized pattern of said pellets. Basically changing it to make this weapon more consistent and reliable, particularly in those close gunfights where you want it to be lethal.


 


 


 
Z1 Battle Royale - Halo117


Hey everyone!


Big thanks to everyone who came out today to ask questions and provide some feedback. Many of the questions were already answered in the last Producer's Letter so I tried to pick some fresh ones. 


Here's a recap of our Q&A from today. You can find the full Reddit thread right here - Chris Wynn

Q:
  • Are you guys reconsidering bringing back the old headshot sound?
  • Do you have any concepts for new guns in the upcoming future?
  • What are you plans on buffing and nerfing some aspects of the game guns like the R380 what do you plan on doing with that? This goes along with the next question
  • What are your ideas on making melee weapons useful?
  • When will you update the skull store, and if you do what would you add to it?
  • Are you guys planning on doing defensive crate drops and offensive crate drops ex: defensive drops could hold something like a lammy and med kits and nades, while the offensive one could hold the sniper, ghillie, and ar ammo.
  • I am pretty sure this has already been addressed but ever since the new update aiming and 2 tapping has been a struggle even from pros like Ninja and Drassel were commenting on how the aim sens or something of the sort was messed up when the patch came out do you have answers for this was it intentional unintentional?
A:
  • Yes, we are discussing ensuring that headshots are distinctive from body shots.
  • Yes, we have started prototyping a new weapon now. I wouldn't expect any details or the ability to test something out until the summer. Weapons fill roles in the game and we want to be sure that each weapon has a clear role for the situation you are engaged with in the game, so our focus in on defining those roles and looking for holes in those roles.
  • Related to my answer above, we are looking at every weapon's role right now to ensure each weapon has a distinct use. Player feedback and behavior is also a big element in those decisions. The recent changes to the Magnum were in response to what developed in team games and the Magnum being over powered in certain situations. We will always be making necessary balance changes based on stuff like that.
  • This is longer term than the weapon stuff mentioned here, but also very similar. The role of melee weapons needs to be cleared and then balanced appropriately. It only goes longer term because the melee system in general needs a larger revamp. Things that we have discussed are things like having a dedicated melee slot and quick melee strike. Not sure yet what we will ultimately do.
  • No firm ETA yet.
  • Yes, an airdrop revamp is on the roadmap as well. We would like to make each airdrop themed around something so you can decide how valuable it is to you given the current place in the match you are. Some could be themed around medical, some more offensive, some more protective, etc. Designs are being discussed and vetted, and it is something we will get to closer to the summer.
  • I just heard about this today and am trying to get details. So far all I have is that there may be a sensitivity issue, so I need more information before I can comment. Nothing was intentionally changed though.

 

Q:

When do you think we will have the leaderboards for Duos and Fives and what should it look like ?

A:

In progress right now. I can't quite yet provide an ETA, but it is being worked on at the moment. Quite a bit of work to get this one up, tested, and out to live.


 

Q:

Are you guys thinking on fixing the brightness in this game? There's alot of people who don't like it in the recent update, in buildings it is to dark, and there's like a fog all the time around you.

A:

Maybe, but I want this one to go longer to really get a sense of the differences. There should be a difference from being inside versus outside, I don't want to over-react to a recent change just because it is different.


 

Q:

Seems the number of hackers has increased tenfold since the last update. Will you guys ever upgrade your Anti-Ch3at system? if not what is going to be done to get the problem under control because right now it is out of control, in my opinion the worst it's ever been.

A:

We are banning a large number of accounts each day and we continue to detect and ban new cheats as fast as they are coming at us. There is a bit of a delay from the in game ban to being removed from the leaderboard. Something we hope to speed up in the future.


 

Q:

Could you allow the more customization options for crosshairs and hitmarkers?


I believe these changes will allow the community to choose their own playstyle regarding hitmarkers and what works best for them. Perhaps have some presets available for these settings.


For example, if I just wanted the old hitmarkers back I could turn off armor and helmet shimmer on breakage, turn on bold for headshots, make the colors red, make teammate and vehicle hitmarkers transparent.


If I wanted the new updates hitmarkers I could turn on the armor and helmet shimmer on breakage, turn off bold for headshots (though I don't know why ANYONE would want to), etc....


Or I personally would turn off vehicle hitmarkers, make headshots bold, make enemy flesh hits red, enemy armor hits yellow, and the old size and sounds. Shimmer idk.

A:

Customization in general has been a pretty popular topic, so it is something we need to talk about and see if it makes sense in the context of our roadmap. We are pretty locked in on the roadmap through the summer with a whole list of improvements, so it may not be something that we talk about for a little bit.


 

Q:

Any plans to change the armor and helmet destruction animations? Imo they're very distracting and take away from your gunfights.

A:

We are looking those animations in the context of close gunfight action. First step is to look to scale the effect based on distance. So if it is your own armor, or the opponent is close, that effect would be scaled down to not be as distracting. But at distance, still close to what it is now to be clearly readable.


 

Q:
  • ambient noise from cars upon degradation - consider giving us the option turn off the noises.
  • shadows/lighting/fog - consider reverting these additions to, not only locking shadows on, but this thick element of fog that surrounds the map, now.
  • car spawns/render distance - consider reverting the change made re: car render distance upon parachuting. not being able to see cars at same distance whilst falling makes knowing the car spawns that much more important. can be very frustrating to commit to parachuting and landing near a spot where there is/are usually a car/cars only to find nothing. EDIT: apparently, this issue was addressed in today's hotfix patch.
  • de-sync issues - consider this video which is, as of now, a video that is featured in the 3rd highest upvoted post of all time in this subreddit. in a competitive FPS/BR game, this level of desync can be appropriately referred to as unacceptable. while I appreciate servers being added for east coast, and the implementation of region lock, will the state of the servers themselves ever be addressed?
  • rate of gas speed/spread - consider hastening the rate in which gas spreads. typically before the first wave is even completed, there are often times very few remaining players (~25-35).
A:
  • The balance of the sound is being tweaked to be a lot lower in the overall mix.
  • We are always looking at feedback around stuff like this, I don't want to over-react just because it is different. So I would prefer to take a little more time before making a decision on this one.
  • Car spawn render distance was addressed in a patch today.
  • Yes, I have watched that video, this leads to a longer answer as it all relates to a very long plan to address the network performance that has been in progress for quite a long time now. Step one was to improve the actual hardware that our servers are run on. We upgraded machines all over the world, added more capacity, and setup new datacenters. Second step is the region locking so that we can ensure better consistency in the players within the same match, this just went live and we will ratchet it down in the coming weeks. All of that was done to allow us to optimize the code with an understanding and control over the environment to do it as aggressively as possible. This is our current focus and will be the biggest change when we get to our next large content update. In the video, he talks about it as lag compensation, that code has already gone through a large number of changes which are still internal to improve the gunplay and synchronization between clients. We hope the creator of that video will re-run the test after we make the update so we can all see the impact of those changes.
  • More than considered, we are doing this. We will be speeding up the gas a bit and changing the way it works so the final ring could be anywhere in the map. This will take us a little time, it is in progress as I type this, but working out the bugs and ensuring it is ready for primetime is probably going to be a lengthy effort as it is so core to the entire game.

 

Q:

All of the available game lobbies are being filled at the same time, causing low-population regions or low-population game types to not fill up completely even when there is an adequate number of players. Even if a game does get filled, it usually takes some time.


What was the point of filling them this way? Is it simply a preventative measure against teamers? Is this something you plan on addressing? Will we ever see a lower amount of time than 60 seconds before a match starts?

A:

The main point was to keep matches going as quickly as possible with as little time in between as possible. Previously the biggest delay in getting into a game was waiting for a server to spin up and start the game to be able to join. There was a nice side benefit for teaming, but that was not the main purpose. The downside is what we are seeing sometimes with low pop matches. We are coming up with ideas on how best to handle this, for now we are turning more servers off in off-peak times to try and concentrate the population more, but we are monitoring every day. We could see a lower time, but we have to be careful because there are some issues that crop up when it goes faster that we would need to resolve first.


 

Q:

We need bigger difference in both sound and colour when hitting lammy/helmet. they are way to similar. Are you working on that? :)

A:

Yeah, we are figuring out the best way to do this. Not sure we will mess with the colors or not (I am a little hesitant to have a rainbow going on in the middle of the screen), but certainly sounds to make it distinct.


 

Q:

How long is Preseason 3?

A:

Solidifying plans right now, stay tuned, hope to get some news out in the next week or so.


 

Q:

I just have one question, When is the next event for a new mask ect. Like the July when we could get Patriots pride helmet from crates?

A:

How does this weekend sound? We are putting together something for Easter that will run this weekend. More details on Thursday.


 

Q:

Let us cap our FPS again please! I don't want and I don't need more than 162 FPS thank you!

A:

I love the irony in this, but I will look at the caps as I know they were valuable for some players. The caps were disabled due to a bug that it was causing, but we can look at getting it operating correctly.


 

Q:

Will you guys be optimizing the game for better fps?

A:

Last content update had some pretty big optimizations. We are still working on more, but those last ones were pretty significant.


 

Q:

Is there ever going to be a way the we can get the old skins like the Patriot's Pride Helmet, Aerial Dawn skins etc.

A:

No plans right now. The people that did earn them have a lot of pride of earning them at the time they were available. That exclusivity is important to them. Not to say we may still offer them in the future, just no solid plans at the moment.


 

Q:

Any upcoming changes to the shotgun?

A:

Yes. We are working on it now as part of our next large content update. We are starting with the spread of the pellets, the number of pellets, and the randomized pattern of said pellets. Basically changing it to make this weapon more consistent and reliable, particularly in those close gunfights where you want it to be lethal.


 


 


 
Apr 11, 2017
Z1 Battle Royale - Greg
You will see a small download on Steam today for King of the Kill. It’s a quick hotfix to address the following issues:
  • Fixed a crash where the game would crash right on startup
  • Made some adjustments to vehicle render distances to make them easier to see while parachuting
  • Belt pouches will no longer show up in loot bags
  • Fixed some messaging that could incorrectly indicate the server is coming down.

We are continuing to work on fixes for other issues but wanted to get these ones out quickly. Thanks for all your continued feedback and reports!

Apr 11, 2017
Z1 Battle Royale - Halo117
You will see a small download on Steam today for King of the Kill. It’s a quick hotfix to address the following issues:
  • Fixed a crash where the game would crash right on startup
  • Made some adjustments to vehicle render distances to make them easier to see while parachuting
  • Belt pouches will no longer show up in loot bags
  • Fixed some messaging that could incorrectly indicate the server is coming down.

We are continuing to work on fixes for other issues but wanted to get these ones out quickly. Thanks for all your continued feedback and reports!

Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

He was a boy.She was a girl.Can I make it anymore obvious?He wrote the weekly Steam charts.She read them.

What more can I say?

Other than that these are the ten Steam games with the most accumulated sales over the past week, obv. See ya later, boy.

… [visit site to read more]

Z1 Battle Royale - Greg


Want one last shot at the Graffiti Hunting Rifle? Had your eye on the Dragon Motorcycle Helmet but haven’t picked it up yet? Act fast, because the Renegade, Wasteland, and EZW Crates will only be available for purchase in the Marketplace until 12:01AM PT on Thursday, April 13, 2017!

Plus, to sweeten the deal, Renegade, Wasteland, and EZW Crate bundles will be 50% off while they remain in the Marketplace!

In case you miss the deadline, items from the Wasteland and EZW Crates will remain in the Scrapyard so you can continue to try your luck for them. However, the Renegade Crate will be disappearing from the Scrapyard, so if you really want that Lightning AR, now’s your chance to get it!

What’s the coolest item you scored out of the Renegade, Wasteland, and EZW Crates? Let us know on Facebook, Twitter, and Discord.
Z1 Battle Royale - Halo117


Want one last shot at the Graffiti Hunting Rifle? Had your eye on the Dragon Motorcycle Helmet but haven’t picked it up yet? Act fast, because the Renegade, Wasteland, and EZW Crates will only be available for purchase in the Marketplace until 12:01AM PT on Thursday, April 13, 2017!

Plus, to sweeten the deal, Renegade, Wasteland, and EZW Crate bundles will be 50% off while they remain in the Marketplace!

In case you miss the deadline, items from the Wasteland and EZW Crates will remain in the Scrapyard so you can continue to try your luck for them. However, the Renegade Crate will be disappearing from the Scrapyard, so if you really want that Lightning AR, now’s your chance to get it!

What’s the coolest item you scored out of the Renegade, Wasteland, and EZW Crates? Let us know on Facebook, Twitter, and Discord.
Z1 Battle Royale

This one time I was walking past a baseball field when a foul ball bounced over the sidelines and rolled towards me. I picked it up and threw it back, and had a brief thought that the coach would notice the power and accuracy of my throw and invite me to join the team, and together we'd become champions. It didn't happen, of course: I don't have a strong arm, it was a little league team, and I was 39 at the time. Still, the fantasy of joining a team and discovering my hidden talents drifts into my head every now and then.

So, I was pretty excited when four members of SetToDestroyX agreed to let me be their fifth wheel for an evening of 5-player team matches in Daybreak's battle royale shooter H1Z1: King of the Kill. I took my hefty 6.5 hours of experience with KotK and teamed up with pro players Aw Naw, Viva La Bad, Raeldon, and Omniskillz

I'll go ahead and spoil the end of the movie: I don't have any hidden talent for KotK, and I certainly haven't been invited to join the team on a permanent basis. I did have a lot of fun, though!

I had a few fairly simple goals for the evening:

  • Get at least one kill, for crying out loud
  • Don't accidentally kill one of my teammates
  • Win at least one match
  • Seriously, though: don't accidentally kill any of my teammates
  • Get a group picture with the whole team
  • For the love of god, Chris, DO NOT kill any teammates

I'm moderately pleased to say I sort of accomplished a few of those. Here are nine things that happened during the evening:

I learned I am not very good at King of the Kill

I pretty much already knew this: the best I've ever done in King of the Kill solo is 7th place or so, and that was something of an anomaly. But there's a difference between knowing you're not great at something and then seeing you're not great at something by playing alongside people who are extremely great at something.

My shortcomings really stood out in stark relief when playing on a team with four pro players with thousands of hours of experience between them. As we'll see, I got schooled in everything from shooting to looting to even landing. Landing! How hard is it to land properly? For me, I guess, it's hard.

I got a kill. One measly kill, during the entire evening

In the five or six matches we played, I came out with a total of one kill. One. Lousy. Kill. And yet, I still felt kind of proud of it, or at least relieved. You can see it below: it occurs shortly after I finish accidentally shooting the hell out of the Jeep I'm hiding behind (maybe I should have edited that part out) and actually manage to put a bullet into another player.

Yep. That's my personal highlight reel. A single bullet went where I wanted it to go.

While admiring the notification of my one kill, I got killed

You'll note how my sole kill of the night is immediately followed by my death, because I was too busy staring happily at the kill notification to be aware that there was still someone shooting at me.

I just assumed crouching behind a car would protect me while I loudly informed everyone on my team that I had, in fact, killed someone. I figured I'm behind cover, so I'm safe, which is just plain video game logic based on movie logic. It's not true, though, since someone called 'zomby_eata' was able to shoot under the car and into my legs (which were fittingly only protected by a pair of pants that say 'LOSER' all over them).

The SetToDestroyX pros gave me advice after spectating my death: if you crouch behind a car, make sure you're behind a tire, to protect your legs.

I discovered I don't even know how to loot

Typically, here's how the match would begin. I would land with the pros (sort of: more on that later) and we would all dash into different buildings to scour for gear. Roughly three seconds later everyone else on the team would emerge from their buildings with helmets, vests, automatic weapons, ammo, backpacks, and first aid.

As for me, I'd emerge from my building about four minutes later than everyone else having found, like, a new shirt. Maybe, on occasion, I'd have a smoke grenade or a pistol or I'd be wearing slightly different shoes. Point is, I am apparently not very good at the art of picking up useful things, which I didn't even know was an art.

The result was that the pros would have to stop to tell me where some actual useful gear was, followed by then physically showing me where some actual gear was by running over and standing next to it because I couldn't follow simple directions (see above, as Aw Naw is basically jumping up and down to direct me to an AK). Eventually, the team just started bringing me gear and dropping it at my feet. I think everyone decided it was just quicker that way.

I somehow got worse at landing as the night went on

Like looting, I wouldn't have thought falling from the sky required any sort of skill other than having mass, but it definitely does, and I definitely do not have that skill. My teammates—in addition to instantly ascertaining exactly where on the map they were, and immediately deciding the best place to land—would descend to earth as if on ziplines instead of parachutes, landing what felt like a good half-hour before I managed to wrangle myself to the ground.

Meanwhile, my parachute seem to be knitted from a mob of concussed moths, all trying to dizzily head in different directions. This got worse and worse as the night went on, and in our final match I landed so far away from everyone else it took me several minutes to even catch up to them.

I shot a teammate—EXCEPT I DIDN'T. Honest.

Later in the evening, feeling like I should take more of an active role, I decided to bravely ride in the front seat of the police car we'd commandeered, rather than riding in the back as I had been. (In another match, I actually drove, but we're not going to talk about that, not ever.) As we pursed another team, also in a police car, I took to firing—very carefully—through our windshield.

"You hit me," said Raeldon, who was driving and who I had been desperately careful not to hit. And yes, I did hit him, except, upon review, I didn't. As you can see in the gif below, the hit indicator briefly turns green, which is how you know you've committed an act of friendly fire. But as you can also see, when the green indicator comes up I'm not actually shooting Raeldon (I'm not even shooting the enemy car I'm aiming at).

I mean, yes, technically, I am shooting a bit close to Raeldon's exposed knuckles on the steering wheel, but not that close. I call foul, and present this as evidence that I didn't genuinely puncture a pro. I'm terrible, but not as terrible as the game says I am.

We won a match, and it felt great even though I did absolutely nothing useful

Like I said, I've never won a match in KotK, and I figured if I was ever going to be a winner, it would definitely be while I was being shepherded through the map by four pros. And, I'm happy to say we did win a match, though what you see above is pretty much how our matches went: my team swarmed over enemy players while I struggled to keep up, and they dispatched our enemies before I even got within range.

I do like that it says "You Survived" rather than "You Won", because basically the only thing I did was survive since during this match I never got close enough to an enemy to fire a shot or get shot myself.

This is mostly because:

I never even saw about 90% of the enemies my team killed

This was probably the most eye-opening aspect of playing with KotK with these pros. They spot enemies from such great distances it borders on the supernatural. It didn't matter if we were driving at top speed across a field or running at top speed through a city. If another player so much as twitched within a mile of my teammates, they'd spot them and then start racking up kills. It was pretty amazing to see (not that I saw it).

I finally had to admit at the end of one match: "I didn't even see any of the people you guys were shooting at." And it was completely true. I hadn't seen anyone the entire match except for my teammates.

Someone accidentally killed a teammate, and it wasn't me

In our last match, I still hadn't gotten the group photo I wanted, so we decided to climb a mountain together to get a nice view in the background. It didn't quite work out. I won't name names here but someone decided to drive up the mountain rather than run, and the Jeep couldn't quite make it, and then someone else got run over. All I can say is, thank god it wasn't me driving.

Below you can see the resulting group photo of me, the crushed body of Viva La Bad, Aw Naw, and just the marker for Omniskillz. Not pictured is Raeldon, who was behind me. Okay, maybe it's not the group photo I was imagining, but I'd say it's still pretty memorable and suitable for framing.

While I clearly won't be invited to join the team, I still had a great time. Thanks so much to Aw Naw, Viva La Bad, Omniskillz, and Raeldon, as well as Charlie at SetToDestroyX for their expertise, good nature, and especially their patience.

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