Z1 Battle Royale

Back in March, 15 five-player teams met in Los Angeles for the first team-based H1Z1: King of the Kill pro tournament. With a prize pool of $300,000, the winning team of the single-elimination tournament stood to walk away with $180,000. 

That tournament, dubbed H1Z1: Fight for the Crown, will be televised on the CW tonight (Thursday, April 20) at 9 pm (8 pm CT). There's a teaser for the tournament above, and you can also check out a series of short documentary segments about one of the competitors, team Echo Fox, on the CW's website.

For viewers outside the United States, the tournament will also be streamed on Twin Galaxies' Facebook page beginning at 9 pm ET tonight. And, to mark the event, H1Z1: King of the Kill is currently 40% off on Steam until April 24.

I got to attend the Fight for the Crown tournament in March, and I'll have a write-up of that experience after the tourney airs tonight. I also recently played King of the Kill with one of the tournament's competing teams, SetToDestroyX, which you can read about right here.

Z1 Battle Royale - Greg


Servers will be coming down at 10am PT for approximately 6 hours

Hey everyone, Chris here. Let’s take a look at the next Live patch and talk about upcoming changes to the game. Most of what you see in this update are changes and fixes based on feedback we collected from the community over the past two weeks. We always value the feedback, and I can promise you it always factors into our planning and prioritization. We may not always do exactly what’s suggested, but we try to get to the heart of the feedback and understand the pain points and frustrations.

I will be back in the next week or two to talk about the next larger content update, what’s in it, and when it will arrive on the Test Servers for some early feedback.

As I said above, this update focuses on player feedback and general bug fixes and We are still working on two fixes that didn’t make it in time and hope to roll into the next update which leaves the station. The first is fixing a lack of audio playing when hit by a projectile, and the second starting a match and being in a slow spin while parachuting Still looking at them, and as soon as they are fixed we will roll them into the next update.

Pre-season 4 is coming!
  • Leaderboards and Top 10 have been reset.
  • Kill scores and tier thresholds have all been updated.
  • Pre-season 3 awards will be granted during the update, so as soon as you log in when the servers are back online, you will see those rewards in your inventory.

Region Selection Updates
  • Region locking is now on and being enforced at 150ms. If your connection to a data center (other than your default home region) is higher than that, then you will notice that the selection is locked and you will be unable to play on that server. This is being done for the fairness and integrity of all games to ensure a consistent and predictable experience.
  • Region select should no longer default to a different region than either your best connection or previous selection.
  • Some minor visual bugs were addressed.
Tuning:

  • Impact sounds on targets were tuned to make it more obvious when you hit a head/helmet versus armor/body. We did not want to add another visual indicator that a player would need to learn to make that distinction, audio is a much better way to do that. Another goal was to ensure a two tap to the head is a satisfying experience as many of you talked about.
  • Armor breaking visual effect has been scaled down at closer distances. We made this change based on player feedback and our goal was to prevent the effect from being distracting by going into the area of the screen occupied by the reticle.
  • Lowered the sound effect volume and frequency for vehicle damage states. Another change based on player feedback. Overall, we feel like this is a good change to the game for the majority of players, so you will still hear it, just a lot less often and more subdued when it does happen.
    Re-tuned pistol and hunting rifle recoil to be consistent with pre-patch values.
  • We inadvertently changed the recoil on pistols with the last content update, this is fixing it back to the way it was.
  • Incoming hit-markers when in a vehicle should show the correct red color when the bullet grazes the vehicle then hits the player. We are still showing the white ones as it is valuable information to a player, but the red hit is much more emphasized now so it doesn’t get missed.
Exploits addressed:
  • Removed a way to hide trees and shrubbery in-game.
  • Removed a way to bypass the prone animation using Inspect.
  • Removed ability to break fences with fists when a nearby teammate is carrying an axe.
Bug Fixes:
  • Removed collision from parachutes to prevent tangling with nearby teammates. This should also fix a case where players could fall off their parachutes to death after colliding.
  • Players who are running and come to a quick stop should no longer hear extra footsteps.
  • Fixed an issue where ADS after using a throwable could use a sensitivity other than your ADS setting.
  • The airdrop crate smoke flare should render at a longer distance to make it easier to locate the crate.
  • Group HUD should correctly display damage and deaths caused by the toxic gas.
  • Passenger names in moving vehicles should be significantly smoothed out.
  • Client should properly close when clicking the red “X” to close it before title menu appears.
  • Team game winners should no longer see the Solo end-screen if their teammates have exited the match.
Z1 Battle Royale - Halo117


Servers will be coming down at 10am PT for approximately 6 hours

Hey everyone, Chris here. Let’s take a look at the next Live patch and talk about upcoming changes to the game. Most of what you see in this update are changes and fixes based on feedback we collected from the community over the past two weeks. We always value the feedback, and I can promise you it always factors into our planning and prioritization. We may not always do exactly what’s suggested, but we try to get to the heart of the feedback and understand the pain points and frustrations.

I will be back in the next week or two to talk about the next larger content update, what’s in it, and when it will arrive on the Test Servers for some early feedback.

As I said above, this update focuses on player feedback and general bug fixes and We are still working on two fixes that didn’t make it in time and hope to roll into the next update which leaves the station. The first is fixing a lack of audio playing when hit by a projectile, and the second starting a match and being in a slow spin while parachuting Still looking at them, and as soon as they are fixed we will roll them into the next update.

Pre-season 4 is coming!
  • Leaderboards and Top 10 have been reset.
  • Kill scores and tier thresholds have all been updated.
  • Pre-season 3 awards will be granted during the update, so as soon as you log in when the servers are back online, you will see those rewards in your inventory.

Region Selection Updates
  • Region locking is now on and being enforced at 150ms. If your connection to a data center (other than your default home region) is higher than that, then you will notice that the selection is locked and you will be unable to play on that server. This is being done for the fairness and integrity of all games to ensure a consistent and predictable experience.
  • Region select should no longer default to a different region than either your best connection or previous selection.
  • Some minor visual bugs were addressed.
Tuning:

  • Impact sounds on targets were tuned to make it more obvious when you hit a head/helmet versus armor/body. We did not want to add another visual indicator that a player would need to learn to make that distinction, audio is a much better way to do that. Another goal was to ensure a two tap to the head is a satisfying experience as many of you talked about.
  • Armor breaking visual effect has been scaled down at closer distances. We made this change based on player feedback and our goal was to prevent the effect from being distracting by going into the area of the screen occupied by the reticle.
  • Lowered the sound effect volume and frequency for vehicle damage states. Another change based on player feedback. Overall, we feel like this is a good change to the game for the majority of players, so you will still hear it, just a lot less often and more subdued when it does happen.
    Re-tuned pistol and hunting rifle recoil to be consistent with pre-patch values.
  • We inadvertently changed the recoil on pistols with the last content update, this is fixing it back to the way it was.
  • Incoming hit-markers when in a vehicle should show the correct red color when the bullet grazes the vehicle then hits the player. We are still showing the white ones as it is valuable information to a player, but the red hit is much more emphasized now so it doesn’t get missed.
Exploits addressed:
  • Removed a way to hide trees and shrubbery in-game.
  • Removed a way to bypass the prone animation using Inspect.
  • Removed ability to break fences with fists when a nearby teammate is carrying an axe.
Bug Fixes:
  • Removed collision from parachutes to prevent tangling with nearby teammates. This should also fix a case where players could fall off their parachutes to death after colliding.
  • Players who are running and come to a quick stop should no longer hear extra footsteps.
  • Fixed an issue where ADS after using a throwable could use a sensitivity other than your ADS setting.
  • The airdrop crate smoke flare should render at a longer distance to make it easier to locate the crate.
  • Group HUD should correctly display damage and deaths caused by the toxic gas.
  • Passenger names in moving vehicles should be significantly smoothed out.
  • Client should properly close when clicking the red “X” to close it before title menu appears.
  • Team game winners should no longer see the Solo end-screen if their teammates have exited the match.
Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)
Apr 17, 2017
Z1 Battle Royale - Greg


We’re wiping the slate clean and starting anew with Pre-Season 4 in the next game update. You’ll need to earn your way back to Royalty, but pay close attention because there are some important changes to how you climb the ladder.

Pre-Season 3 Wrap-Up

With Pre-Season 3, we received a lot of feedback that Royalty was too easy to obtain, and the value of kills wasn’t pushed as far as they should be. In Pre-Season 4, we’re directly addressing this feedback by increasing kill scores across the board, and substantially raising the threshold for Royalty entry. Additionally, we’re trying something a little different with kill scoring in Pre-Season 4: kill values will now be bucketed in a way that we feel more accurately reflects the “phases” of each match, and assigns kill values to those phases. This is different from our previous scoring method which assigned every kill an escalating value.

Here’s how it all shook out with Pre-Season 3.


What's New

With the kickoff of Pre-Season 4, we’re going to continue to make tweaks and adjustments to Tier distribution, kill scores, and Season length. Check out this article with some more deatils on the specific changes. We’re hoping to make the jump into Royalty even more difficult and something you’ll want to boast about.

Rewards!

Pre-Seasons 1 and 2 got the ball rolling with the Tribute Backpack and Shotgun skins. Pre-Season 4 adds to your set with the all-new Tribute Helmet! This time around we’re also adding in a certain amount of Scrap based on how well you place at the end of Pre-Season 4. Getting a new item from the Scrapyard costs you 100 Scrap, so make it all the way to Royalty and you’ll earn 3 free attempts. More details in the article.




Think you've got what it takes? Show us your name at the top of the leaderboard on any of our social channels, including Facebook, Twitter, or Discord!
Apr 17, 2017
Z1 Battle Royale - Halo117


We’re wiping the slate clean and starting anew with Pre-Season 4 in the next game update. You’ll need to earn your way back to Royalty, but pay close attention because there are some important changes to how you climb the ladder.

Pre-Season 3 Wrap-Up

With Pre-Season 3, we received a lot of feedback that Royalty was too easy to obtain, and the value of kills wasn’t pushed as far as they should be. In Pre-Season 4, we’re directly addressing this feedback by increasing kill scores across the board, and substantially raising the threshold for Royalty entry. Additionally, we’re trying something a little different with kill scoring in Pre-Season 4: kill values will now be bucketed in a way that we feel more accurately reflects the “phases” of each match, and assigns kill values to those phases. This is different from our previous scoring method which assigned every kill an escalating value.

Here’s how it all shook out with Pre-Season 3.


What's New

With the kickoff of Pre-Season 4, we’re going to continue to make tweaks and adjustments to Tier distribution, kill scores, and Season length. Check out this article with some more deatils on the specific changes. We’re hoping to make the jump into Royalty even more difficult and something you’ll want to boast about.

Rewards!

Pre-Seasons 1 and 2 got the ball rolling with the Tribute Backpack and Shotgun skins. Pre-Season 4 adds to your set with the all-new Tribute Helmet! This time around we’re also adding in a certain amount of Scrap based on how well you place at the end of Pre-Season 4. Getting a new item from the Scrapyard costs you 100 Scrap, so make it all the way to Royalty and you’ll earn 3 free attempts. More details in the article.




Think you've got what it takes? Show us your name at the top of the leaderboard on any of our social channels, including Facebook, Twitter, or Discord!
Z1 Battle Royale - Greg

Hey Everyone! 


We had some issues with the Show Me The Bunny event this morning and will have to call the event off for the the weekend as we find a solution. We still want to make sure that everyone has the opportunity to get their hands on the new Blue Rabbit Mask.

Anyone who logs into King of the Kill this weekend (Friday 12:01am PDT (7 AM UTC) through Sunday 11:59pm PDT (7 AM UTC) and completes a match (Solo, Duo, or Fives) will be granted a Blue Rabbit Mask next week! Don’t forget that we also are granting everyone who plays this weekend a free Nomad Crate. Stay tuned for updates on ways to get your hands on the Pink Rabbit Mask.
 

Z1 Battle Royale - Halo117

Hey Everyone! 


We had some issues with the Show Me The Bunny event this morning and will have to call the event off for the the weekend as we find a solution. We still want to make sure that everyone has the opportunity to get their hands on the new Blue Rabbit Mask.

Anyone who logs into King of the Kill this weekend (Friday 12:01am PDT (7 AM UTC) through Sunday 11:59pm PDT (7 AM UTC) and completes a match (Solo, Duo, or Fives) will be granted a Blue Rabbit Mask next week! Don’t forget that we also are granting everyone who plays this weekend a free Nomad Crate. Stay tuned for updates on ways to get your hands on the Pink Rabbit Mask.
 

Z1 Battle Royale - Greg


The Nomad Crate is now available, and we wanted to give you your first one for FREE! Between now and Sunday, April 16, just log in and play a match to receive one free unlocked Nomad Crate!

Once you've played a match, you can find your free unlocked Nomad Crate by selecting Character, then Crates, then Unlocked Crates.

What badass new item did you get out of your free unlocked Nomad Crate? Share it with us on Facebook, Twitter, and Discord!
Z1 Battle Royale - Halo117


The Nomad Crate is now available, and we wanted to give you your first one for FREE! Between now and Sunday, April 16, just log in and play a match to receive one free unlocked Nomad Crate!

Once you've played a match, you can find your free unlocked Nomad Crate by selecting Character, then Crates, then Unlocked Crates.

What badass new item did you get out of your free unlocked Nomad Crate? Share it with us on Facebook, Twitter, and Discord!
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