We've got client-only hotfix prepared to publish in the next few mins. The change requires no server downtime. However, if you're already in-game, you will need to exit and login again for the update to take effect. If you encounter any issues related to the hotfix, please respond to this post.
Below is a list of the changes in the update:
Keystrokes and mouse-clicks will now skip the end screen animations.
Fixed a rare case where end screen audio could get stuck playing when exiting a match.
Top 10 and end screens now display the correct rank for matches finished with a placement higher than 150.
The OS clock will now automatically be set to “Maximum Resolution” by default when running the game, which in some cases will further improve hit accuracy, responsiveness and higher frame-rates.
Reporting players via control-R now requires you to be able to see them.
Fixed a hit-registration issue that could occur when a player is in water.
Added some additional monitoring to track down rare cases of frame hitching/freezing that some players have been experiencing.
We’ve fixed a rare client crash that would occur when using projectiles.
We've got client-only hotfix prepared to publish in the next few mins. The change requires no server downtime. However, if you're already in-game, you will need to exit and login again for the update to take effect. If you encounter any issues related to the hotfix, please respond to this post.
Below is a list of the changes in the update:
Keystrokes and mouse-clicks will now skip the end screen animations.
Fixed a rare case where end screen audio could get stuck playing when exiting a match.
Top 10 and end screens now display the correct rank for matches finished with a placement higher than 150.
The OS clock will now automatically be set to “Maximum Resolution” by default when running the game, which in some cases will further improve hit accuracy, responsiveness and higher frame-rates.
Reporting players via control-R now requires you to be able to see them.
Fixed a hit-registration issue that could occur when a player is in water.
Added some additional monitoring to track down rare cases of frame hitching/freezing that some players have been experiencing.
We’ve fixed a rare client crash that would occur when using projectiles.
As the Steam Summer Sale closes, here’s the last of the charts influenced by the discounts, before they return to being exactly the same as they were before the sale, and indeed during it.
So this week we’re going to dig into the history of these familiar names, revealing some secrets of their pasts that many may not already know. … [visit site to read more]
The major game update on June 29th marks the start of Pre-Season 5 and introduces the initial phase of team scoring! Read on for a recap of Pre-Season 4, an in-depth look at what's new in Pre-Season 5, and the rewards you can earn for Solos, Duos, and Fives!
Pre-Season 4 Wrap-Up
One of the adjustments we made going into Pre-Season 4 was in response to feedback we received about Royalty seeming too easy to obtain. By the end of Pre-Season 4 we saw Royalty land much closer to the mark than before, but by making Diamond the new 10-win benchmark, we saw a significant buildup of players in the Platinum tier. For Pre-Season 5, we're introducing a new tier to help provide a cleaner distribution of players - more on that below!
What's New in Pre-Season 5
Team Scoring
Scoring and leaderboards are now activated for team modes, meaning you can now earn a Top 10 score and climb the ranks in Solos, Duos, AND Fives!
Your score in a Duos or Fives match is calculated as: (Team's Total Kills * 1,000) + (Team's Total Assists * 250) + (Team's Placement Score). Everyone on the team receives the same score at the end of each match, but you will be able to see your individual performance as well as your teammates' performance in the revised Match End screen. While assists are factored into team scoring, they are not currently included in Solo scoring.
Team scoring and Solo scoring are still a work in progress - we'll continue to tune, tweak, and respond to your feedback in order to improve and optimize the system. Be sure to let us know your thoughts on the current balance for team scoring on Reddit or Twitter!
Master Tier
As mentioned above, we're introducing a brand new tier for Pre-Season 5 - Master! This new tier sits comfortably between Diamond and Royalty to help smooth out the distribution of players. Attaining Master will require you to get 10 wins in your Top 10, much like Royalty back in Pre-Season 3. Royalty will preserve its rightful place at the upper end of the curve, requiring not just 10 wins, but ALSO 50 total kills across your Top 10. Will YOU be the first to reach Master in Pre-Season 5?
Divisions
We've reworked how Divisions are calculated in Pre-Season 5. As a quick recap:
Tiers are the overall buckets (ex. Bronze, Silver, Gold...)
Divisions are the categories within those buckets (ex. Bronze 1, Silver 5)
Previously, we used the percentage of players in each Division to determine when you ranked up into the next one. Due to the nature of the Top 10 scoring system, this meant that the goal posts were constantly moving, and there was no clear-cut progression to the next Division. For Pre-Season 5, Divisions are now fixed score thresholds within Tiers, which means we can more clearly message how close you are to the next one. You'll get a sense of your progress between your current score and the next Division's score threshold in the new Match End screen!
Kill Scoring
All kills are now worth the same amount of points, regardless of when they occurred in the match. This means no more lower-kill games occasionally outscoring higher-kill games due to a greater ratio of late-game kills. Kills will always be worth 1,000 points across all game modes.
Placement Scoring
Placement scoring has been revised in Pre-Season 5 and adjusted accordingly for team modes as well. For an in-depth look at what you'll earn for kills and placement in each game mode, click here!
Tier Thresholds
With team scoring, a new tier, new kill scoring, and new placement scoring, overall Top 10 scores will be calculated a bit differently in Pre-Season 5.
Pre-Season 5 adds to the Tribute collection with the brand new Tribute Military Backpack and Royalty Military Backpack! You'll receive these Military Backpacks by finishing Gold or above in any mode. You only need to qualify in ONE mode to be eligible for these rewards, and you cannot earn multiple skins for qualifying in multiple modes. You will, however, earn the Scrap rewards from each mode based on your placement. So, while you'll only receive one instance of a Military Backpack skin that you qualify for, you'll receive the Scrap payouts of each Tier across modes.
Finish in Gold through Master in any mode and receive the Tribute Military Backpack at the end of Pre-Season 5!
Finish in Royalty in any mode and receive the Tribute Military Backpack AND the Royalty Military Backpack at the end of Pre-Season 5!
Finish in any tier in any mode and receive the below amount of Scrap at the end of Pre-Season 5! As mentioned, if you finish in multiple tiers in multiple modes, you'll receive Scrap for each mode you played in (but not multiple Military Backpacks).
For specifics on what rewards each Tier will receive head here!
Where will YOU place on the leaderboards in Pre-Season 5? Let us know on Facebook, Twitter, and Discord!
The major game update on June 29th marks the start of Pre-Season 5 and introduces the initial phase of team scoring! Read on for a recap of Pre-Season 4, an in-depth look at what's new in Pre-Season 5, and the rewards you can earn for Solos, Duos, and Fives!
Pre-Season 4 Wrap-Up
One of the adjustments we made going into Pre-Season 4 was in response to feedback we received about Royalty seeming too easy to obtain. By the end of Pre-Season 4 we saw Royalty land much closer to the mark than before, but by making Diamond the new 10-win benchmark, we saw a significant buildup of players in the Platinum tier. For Pre-Season 5, we're introducing a new tier to help provide a cleaner distribution of players - more on that below!
What's New in Pre-Season 5
Team Scoring
Scoring and leaderboards are now activated for team modes, meaning you can now earn a Top 10 score and climb the ranks in Solos, Duos, AND Fives!
Your score in a Duos or Fives match is calculated as: (Team's Total Kills * 1,000) + (Team's Total Assists * 250) + (Team's Placement Score). Everyone on the team receives the same score at the end of each match, but you will be able to see your individual performance as well as your teammates' performance in the revised Match End screen. While assists are factored into team scoring, they are not currently included in Solo scoring.
Team scoring and Solo scoring are still a work in progress - we'll continue to tune, tweak, and respond to your feedback in order to improve and optimize the system. Be sure to let us know your thoughts on the current balance for team scoring on Reddit or Twitter!
Master Tier
As mentioned above, we're introducing a brand new tier for Pre-Season 5 - Master! This new tier sits comfortably between Diamond and Royalty to help smooth out the distribution of players. Attaining Master will require you to get 10 wins in your Top 10, much like Royalty back in Pre-Season 3. Royalty will preserve its rightful place at the upper end of the curve, requiring not just 10 wins, but ALSO 50 total kills across your Top 10. Will YOU be the first to reach Master in Pre-Season 5?
Divisions
We've reworked how Divisions are calculated in Pre-Season 5. As a quick recap:
Tiers are the overall buckets (ex. Bronze, Silver, Gold...)
Divisions are the categories within those buckets (ex. Bronze 1, Silver 5)
Previously, we used the percentage of players in each Division to determine when you ranked up into the next one. Due to the nature of the Top 10 scoring system, this meant that the goal posts were constantly moving, and there was no clear-cut progression to the next Division. For Pre-Season 5, Divisions are now fixed score thresholds within Tiers, which means we can more clearly message how close you are to the next one. You'll get a sense of your progress between your current score and the next Division's score threshold in the new Match End screen!
Kill Scoring
All kills are now worth the same amount of points, regardless of when they occurred in the match. This means no more lower-kill games occasionally outscoring higher-kill games due to a greater ratio of late-game kills. Kills will always be worth 1,000 points across all game modes.
Placement Scoring
Placement scoring has been revised in Pre-Season 5 and adjusted accordingly for team modes as well. For an in-depth look at what you'll earn for kills and placement in each game mode, click here!
Tier Thresholds
With team scoring, a new tier, new kill scoring, and new placement scoring, overall Top 10 scores will be calculated a bit differently in Pre-Season 5.
Pre-Season 5 adds to the Tribute collection with the brand new Tribute Military Backpack and Royalty Military Backpack! You'll receive these Military Backpacks by finishing Gold or above in any mode. You only need to qualify in ONE mode to be eligible for these rewards, and you cannot earn multiple skins for qualifying in multiple modes. You will, however, earn the Scrap rewards from each mode based on your placement. So, while you'll only receive one instance of a Military Backpack skin that you qualify for, you'll receive the Scrap payouts of each Tier across modes.
Finish in Gold through Master in any mode and receive the Tribute Military Backpack at the end of Pre-Season 5!
Finish in Royalty in any mode and receive the Tribute Military Backpack AND the Royalty Military Backpack at the end of Pre-Season 5!
Finish in any tier in any mode and receive the below amount of Scrap at the end of Pre-Season 5! As mentioned, if you finish in multiple tiers in multiple modes, you'll receive Scrap for each mode you played in (but not multiple Military Backpacks).
For specifics on what rewards each Tier will receive head here!
Where will YOU place on the leaderboards in Pre-Season 5? Let us know on Facebook, Twitter, and Discord!
H1Z1: King of the Kill's latest update introduces a bunch of tweaks, changes, and additions to Daybreak's battle royale shooter. Most notably for those who enjoy playing with friends, team scoring has arrived, which will display alongside individual performances at the end of the match. And, the matches will be ending in lots of new spots from now on: changes to the encircling cloud of death-gas means the final circle will end up in "thousands" of new spots, while other areas, like the edges of the map, have been removed as possible final showdown zones.
The developer video above highlights many of the changes the update brings. There are three new 'points of interest' to fill in a few more empty areas of the map, like a salvage yard and grocery store that served as a military HQ during the zombie invasion. A new skirmish mode has been added, which takes place at night and is restricted to the Pleasant Valley area only. And, Daybreak is working to cut down on cheaters, though details are vague: it simply says it's added "additional measures" in addition to its 24/7 cheat monitoring team. There's also a button for reporting cheaters when you see them.
The pickup truck has been buffed, taking 50 percent less damage from ramming non-destructible objects, and now capable of smashing through fences without taking any damage at all. It's also had its acceleration and top speed increased, all of which should make it a more desirable ride. Meanwhile, the Offroader will no longer lose power when climbing hills, whereas the police car's speed has been nerfed when driving up steep inclines.
Have a look below at the change list, which also includes improvements to the UI and inventory, player spawn locations, and certain loot drops such as laminated armor.
Team scoring
Match end screens have been completely reconfigured to show individual and team performances at the end of each game. These end screens will apply to all game modes, including Skirmish.
Duos and Fives will have the same tiers as Solos, with their own set of Top 10s and leaderboards.
Master Tier - A new tier has been added between Diamond and Royalty.
The highly elite Royalty 1 now has its own unique emblem.
Gas and match pacing
Spawn placement is now based on the location of the initial gas ring so that you’re not too far away from it.
Initial gas ring start and end progression has been randomized to provide thousands more possibilities than before.
Certain areas that are unfit for the Final Showdown, particularly on the edges of the map, are excluded from the system.
Text has been added to the HUD to indicate if you are in the safe zone or not.
The gas phases will now dynamically adjust their duration based on the number of players that remain.
Placement in consecutive phases are now much more random.
The Arena
New POI: Coy’s Car Salvage – Nestled up on a large hill just west of PV you will find a large salvage yard dedicated to the collection, dismantling, and shipping of unwanted vehicles.
New POI: Ponyvale Equestrian Estates – A rustic community for the most hardcore horse enthusiasts can be found on a large peninsula just west of Cranberry.
New POI: Emerald Hydra, Site 7 – This repurposed Romero’s grocery store east of Cranberry was taken over and fortified as a military HQ during the zombie outbreak.
Several smaller POIs and loot spots have been added to a number of areas.
Trees should look a lot more realistic from above, particularly when parachuting into The Arena. See if you can spot them!
New skirmish: Pleasant Valley Nightmare
Players spawn in the vicinity of Pleasant Valley, which is already surrounded by toxic gas.
The game begins in the middle of the night and will slowly transition into early morning.
The gas will close in faster than in traditional games.
There is now an end game score screen.
Game tuning and quality of life
Laminated Armors will no longer spawn within 250 meters of each other and make finding multiple armors more difficult and time consuming.
Laminated Armor bulk has been increased from 500 to 1000.
Laminated Armor can now be found in Airdrop Crates (doubled in Fives).
Pickup truck now suffers zero damage or slowdown from destructible objects
Pickup truck now suffers 50% less damage from non-destructible objects (trees, etc.)
Improved the acceleration and top speed of the pickup truck
Offroader turning radius is tighter and more responsive
Offroader no longer loses power on slopes steeper than 40 degrees, making it the best climber
Police cars will be slightly slower when climbing hills than before
Voice chat has been added to the lobby for teams.
Group invites received through steam will persist longer. If you accept an invite without the game open, it will launch the game and put you directly into the lobby.
There is now a panel that shows the players you recently grouped with.
Members of a lobby can now suggest invites to the group leader, who is now clearly identified.
When using “Find a Group,” there is now an option to stay with your group. Default “G” to opt-in during gameplay (will be shown in an HUD element on the left side of the screen).
Bombing runs will no longer occur when there are fewer than 20 players remaining.
Inventory and containers will no longer “auto-sort” when items are moved or removed. Instead, an empty slot will preserve the spot where the item was moved from so that all other items remain in the same location. This should help prevent shredding or dropping the wrong item.
Container UI will gray out when you’re unable to loot it (because someone else is looting it, or you’re using proximity to examine an Airdrop Crate).
Bandages, medkits, and procoagulent can now be inserted into either medical slot.
Adjusted the acceleration and deceleration rates for lateral speeds at low altitude for better control while parachuting
Report Player button has been re-added to the death screen UI
A new panel has been added to the main menu to make it easier to discover Events, Skirmishes, and anything else going on in the game. The images in the panels are links to the appropriate areas in the UI.
Slightly increased the duration of Kill Receipts
There is now a brief delay between the final kill and the victory screen so that you know who your last victim was.
Inventory “More Info” panel now has better (and visual) information to help new players.
Game diagnostics and infrastructure
A new diagnostics and network panel can be brought up using the "N" key. Using this while streaming will help us diagnose network and hit registration issues.
We’ve made some fairly significant server infrastructure improvements that should further reduce server downtime during updates. These enhancements will take effect after today’s game update.
Bug Fixes
Vehicles should always break through destructible objects
Vehicles should no longer temporarily disappear after dying and spectating a teammate
Vehicle skidding sound effect should no longer continue to play when the vehicle isn’t moving
Explosives should no longer do damage through doors
Objects that aren't completely protecting the player should no longer block explosive / AOE damage.
The kill feed should no longer disappear during gameplay
Team Spectate “Next” and “Previous” buttons should no longer occasionally go missing
Cleaned up the delay between hotwire and vehicle responsiveness
Vehicles no longer take damage from punches
Voice chat should no longer unexpectedly increase in volume as players spawn into parachutes
End screens will no longer display error strings after exiting a match
Death screen should no longer display a series of W’s as the player name
Character names will no longer be cut off after an underscore in voice chat
Fixed an issue causing the 3D scene in the main menu to be missing after a fresh install
From Bangkok to Bratislava and Seoul to Sydney, you love where you live. To celebrate your passion, we've created a unique set of 22 hoodies inspired by our players around the world:
Australia Hoodie
Belgium Hoodie
Brazil Hoodie
China Hoodie
Czech Republic Hoodie
Denmark Hoodie
Finland Hoodie
France Hoodie
Germany Hoodie
Great Britain Hoodie
Ireland Hoodie
Japan Hoodie
Netherlands Hoodie
Norway Hoodie
Poland Hoodie
Russia Hoodie
Slovakia Hoodie
South Korea Hoodie
Sweden Hoodie
Switzerland Hoodie
Thailand Hoodie
USA Hoodie
These are available for a limited time so grab yours while you can!
From Bangkok to Bratislava and Seoul to Sydney, you love where you live. To celebrate your passion, we've created a unique set of 22 hoodies inspired by our players around the world:
Australia Hoodie
Belgium Hoodie
Brazil Hoodie
China Hoodie
Czech Republic Hoodie
Denmark Hoodie
Finland Hoodie
France Hoodie
Germany Hoodie
Great Britain Hoodie
Ireland Hoodie
Japan Hoodie
Netherlands Hoodie
Norway Hoodie
Poland Hoodie
Russia Hoodie
Slovakia Hoodie
South Korea Hoodie
Sweden Hoodie
Switzerland Hoodie
Thailand Hoodie
USA Hoodie
These are available for a limited time so grab yours while you can!
When this update goes Live, Pre-Season 5 begins! Duos and Fives now feature a Top 10 scoring system similar to the one currently in Solos. Teams will be scored based on the kills and assists of the individual team members as well as the final placement of the overall team. The badge that becomes part of your top 10 is the total team score and an accumulation of all kills and assists the team got as a whole. Once you have 10 scores as an individual, you will be placed on the leaderboard for that mode just like in Solos. Learn more about Team Scoring and Pre-Season 5 right here!
Match end screens have been completely reconfigured to show individual and team performances at the end of each game. These end screens will apply to all game modes, including Skirmish.
Duos and Fives will have the same tiers as Solos, with their own set of Top 10s and leaderboards.
Master Tier - A new tier has been added between Diamond and Royalty.
The highly elite Royalty 1 now has its own unique emblem.
Gas and Match Pacing
In order to make more use of the map and to provide more variety in gameplay, we've revamped the toxic gas system to give the Design team more control over each phase of the game. You can now expect the safe zone to migrate all over the map, including further to reach locations such as the dam.
Spawn placement is now based on the location of the initial gas ring so that you’re not too far away from it.
Initial gas ring start and end progression has been randomized to provide thousands more possibilities than before.
Certain areas that are unfit for the Final Showdown, particularly on the edges of the map, are excluded from the system.
Text has been added to the HUD to indicate if you are in the safe zone or not.
The gas phases will now dynamically adjust their duration based on the number of players that remain.
Placement in consecutive phases are now much more random
The Arena
New POI: Coy’s Car Salvage – Nestled up on a large hill just west of PV you will find a large salvage yard dedicated to the collection, dismantling, and shipping of unwanted vehicles.
New POI: Ponyvale Equestrian Estates – A rustic community for the most hardcore horse enthusiasts can be found on a large peninsula just west of Cranberry.
New POI: Emerald Hydra, Site 7 – This repurposed Romero’s grocery store east of Cranberry was taken over and fortified as a military HQ during the zombie outbreak.
Several smaller POIs and loot spots have been added to a number of areas.
Trees should look a lot more realistic from above, particularly when parachuting into The Arena. See if you can spot them!
New Skirmish: Pleasant Valley Nightmare
Players spawn in the vicinity of Pleasant Valley, which is already surrounded by toxic gas.
The game begins in the middle of the night and will slowly transition into early morning.
The gas will close in faster than in traditional games.
There is now an end game score screen.
Anti-Cheat
As the game has grown in popularity, we've been investing heavily into our anti-cheat solutions. So in addition to our existing anti-hacking mechanisms within the game and 24/7 monitoring by our CS team, we’ve incorporated additional measures to further prevent cheating. Cheating is a bannable offense. As a reminder, if you encounter another player that you suspect is cheating, please notify us immediately -h1z1cheater@daybreakgames.com
We've added a "report" button to alert us to potential cheating behavior.
Game Tuning & Quality of Life
Laminated Armor
Laminated Armors will no longer spawn within 250 meters of each other and make finding multiple armors more difficult and time consuming.
Laminated Armor bulk has been increased from 500 to 1000.
Laminated Armor can now be found in Airdrop Crates (doubled in Fives).
Vehicles
Pickup truck now suffers zero damage or slowdown from destructible objects
Pickup truck now suffers 50% less damage from non-destructible objects (trees, etc.)
Improved the acceleration and top speed of the pickup truck
Offroader turning radius is tighter and more responsive
Offroader no longer loses power on slopes steeper than 40 degrees, making it the best climber
Police cars will be slightly slower when climbing hills than before
Grouping Lobby
Voice chat has been added to the lobby for teams.
Group invites received through steam will persist longer. If you accept an invite without the game open, it will launch the game and put you directly into the lobby.
There is now a panel that shows the players you recently grouped with.
Members of a lobby can now suggest invites to the group leader, who is now clearly identified.
When using “Find a Group,” there is now an option to stay with your group. Default “G” to opt-in during gameplay (will be shown in an HUD element on the left side of the screen).
General Updates & UI
Bombing runs will no longer occur when there are fewer than 20 players remaining.
Inventory and containers will no longer “auto-sort” when items are moved or removed. Instead, an empty slot will preserve the spot where the item was moved from so that all other items remain in the same location. This should help prevent shredding or dropping the wrong item.
Container UI will gray out when you’re unable to loot it (because someone else is looting it, or you’re using proximity to examine an Airdrop Crate).
Bandages, medkits, and procoagulent can now be inserted into either medical slot.
Adjusted the acceleration and deceleration rates for lateral speeds at low altitude for better control while parachuting
Report Player button has been re-added to the death screen UI
A new panel has been added to the main menu to make it easier to discover Events, Skirmishes, and anything else going on in the game. The images in the panels are links to the appropriate areas in the UI.
Slightly increased the duration of Kill Receipts
There is now a brief delay between the final kill and the victory screen so that you know who your last victim was.
Inventory “More Info” panel now has better (and visual) information to help new players.
Game Diagnostics and Infrastructure
A new diagnostics and network panel can be brought up using the "N" key. Using this while streaming will help us diagnose network and hit registration issues.
We’ve made some fairly significant server infrastructure improvements that should further reduce server downtime during updates. These enhancements will take effect after today’s game update
Bug Fixes
Vehicles should always break through destructible objects
Vehicles should no longer temporarily disappear after dying and spectating a teammate
Vehicle skidding sound effect should no longer continue to play when the vehicle isn’t moving
Explosives should no longer do damage through doors
Objects that aren't completely protecting the player should no longer block explosive / AOE damage.
The kill feed should no longer disappear during gameplay
Team Spectate “Next” and “Previous” buttons should no longer occasionally go missing
Cleaned up the delay between hotwire and vehicle responsiveness
Vehicles no longer take damage from punches
Voice chat should no longer unexpectedly increase in volume as players spawn into parachutes
End screens will no longer display error strings after exiting a match
Death screen should no longer display a series of W’s as the player name
Character names will no longer be cut off after an underscore in voice chat
Fixed an issue causing the 3D scene in the main menu to be missing after a fresh install
Various fixes in text descriptions for items
Known Issues
Training Mode There is an issue with Training Mode which we are currently resolving. This has been locked for the time being.
Missing Match End Screen in DUOs Very rarely, the match end screen will not appear for the last player killed on a team in DUOS. If this does occur, the “Exit Match” button should still appear, allowing the player to exit to the lobby. All scoring will still be recorded properly. We plan to publish a client-only hotfix as soon as we have a fix ready.
Multiple team members appear with same color outline Rarely, multiple team members may appear with the same outline color. We’ve typically see this encountered after the player makes a graphical settings change within the Options menu, but does not restart the client as instructed. In most instances, a client restart should resolve it.
Training: Auto-sort bug In Training only, very rarely when the contents of a bag auto-sort, they cannot be looted.
Armor icon occasionally missing next to life bar Occasionally, when picking up armor via proximity menu, the armor icon next to the life bar will be missing. Un-equipping and reequipping should resolve.
Missing personalized avatars after exiting match Occasionally, players entering the game or returning to the front end from a game will be missing personalized avatars for both themselves and players on the their friends list. This is purely a cosmetic issue and a client restart will resolve it.