Z1 Battle Royale - OneLetter


See these items above? On March 14, those items will be removed from the Skull Store and placed into the vault. Brand new items will be coming to the Skull Store on the same day, with new ones to follow each week until April 18!
Z1 Battle Royale - OneLetter


See these items above? On March 14, those items will be removed from the Skull Store and placed into the vault. Brand new items will be coming to the Skull Store on the same day, with new ones to follow each week until April 18!
Z1 Battle Royale - Valve
H1Z1: Battle Royale has left Early Access on Steam!

Play the new game mode AUTO ROYALE Drive into battle as part of a 4-player vehicle of mayhem. Fight for power-ups to equip your squad and upgrade your ride. Outdrive, outshoot, and outlast the competition to BE THE LAST TEAM DRIVING!
Just Survive - contact@rockpapershotgun.com (Dominic Tarason)

H1Z1 Auto Royale

H1Z1 has rolled out a major new update today, officially bringing the survive-y Battle Royale out of early access. Along with it, developers Daybreak have added a surprising new variant playmode, called Auto Royale. Auto Royale is a blend of regular Battle Royale systems and perennial PlayStation favorite Twisted Metal. (more…)

Z1 Battle Royale - OneLetter
Today marks a momentous milestone for the team, our players, and the game -- H1Z1 has officially launched out of Early Access!

H1Z1 has come a long way since we first released it three years ago. It was a unique project at Daybreak, which started with a small group of developers who were given a mission to “make something fun”. Over time, that mission evolved into one of Steam’s best-selling titles of 2017 and put Battle Royale games on the map. H1Z1 is the fast-paced, competitive battle royale game it is today because of you, our players. And, with 3 Invitationals, 3 Showdowns, 2 Elite Series stops, 1 nationally broadcasted tournament, and a Pro League, you all have also helped to establish a new esports genre.

So, what does launching out of Early Access really mean? The core game has reached a place that we’re really happy with – it’s stable, the combat feels good, and this update includes the final pieces of the puzzle for our version of battle royale. However, launching out of Early Access doesn’t mean that development stops. Far from it. H1Z1 has a bright future ahead and we’ll continue refining the game and adding new features to bring you the best H1Z1 experience possible. 

More about the future later. Let’s get down to what today brings!



First, a BRAND NEW GAME MODE! This was one hard secret to keep, but we are excited to bring you Auto Royale™, a new team-based, vehicular battle royale game mode. We’ve seen how entertaining driving around can be in H1Z1, so we decided to run with the idea and have a little fun. In Auto Royale, we lock you and your teammates into a vehicle, launch you into the map with up to 29 other teams and watch the mayhem unfold. During development, the team had a lot of fun adding new elements to the game specific to Auto Royale that help fuel the vehicular chaos, including the new ARV military-style vehicle, a light machine gun, landmines, corrosive gas, jumps (double jump!), ramps, oil slicks and so much more. Auto Royale is now available in beta and we can’t wait for you to try it out. More details about Auto Royale here too

https://www.youtube.com/watch?v=qH1uhHPzMCE



Second, we’ve added a ton a new features and polish to the core game, including a scoring overhaul that rewards consistency, Tactical Deployment, visibility updates, and more.

No more Preseasons! Today is the beginning of Season 1 and with it an all-new scoring system that rewards consistency, which even includes the potential for de-rank. Don’t worry though, because while a handful of below-average games may bring down the overall ranking, it will never remove a player from the highest level of placement rewards achieved. This is intended to allow players to play how they wish in order to rank up, and always know how far away they are from the next tier.



The goal was to make our current system more friendly and intuitive for all playstyles, not just the need for a 15-bomb in order to rank up. Your core Top 10 games will still carry a heavy amount of weight, but we’ve added a few modifiers specifically around average placement and average kills. This will let current players to keep playing the way they have, but also allow those players that place well but rarely get more than a few kills a game to still rank up and improve (or vice versa).



Another feature that many of you have helped us test is Tactical Deployment, the ability to select which sector you will parachute into at the start of the map. Each individual zone can be selected while waiting in Fort Destiny, and a supporting heatmap will pop up indicating where other players have selected to spawn. Whether you want to drop with the masses, or pick a quiet corner like the Dam, that option is now yours. In team games, the team leader will select the general spawn quadrant. If no selection is made, a player (or team) will be dropped randomly somewhere near the safe zone.



We’ve also overhauled the in-game UI to match the style of the rest of the game and make things easier for everyone. Some of the larger additions are a mini-map in the lower right corner (turn it off or switch corners if you wish), a more organized settings menu for adjusting on the fly, and an easier to use inventory menu. These updates should allow all players to understand their current situation and settings much quicker at a glance, and we wanted to ensure that the new design maintains the muscle memory acquired through thousands of hours of playtime.



Playing H1Z1 just got even more rewarding - you can now earn the NEW Victory Crate for winning and Skull rewards for placing well in different match types! Click the image above to see how you can earn exclusive new skins through gameplay, leveling up, and the Skull Store.



Development doesn’t stop at launch. Still to come this year is the release of Z1 Remastered and much more. Of course, our team is always working on keeping the game fair, banning cheaters as we find them and updating our anti-cheat tools so everyone can enjoy their game. Fair play is an important aspect of the game, and that focus will also never stop.



Our work on overall optimization, which includes FPS improvements, remains a top priority as well. We’ve adjusted how trees appear in the world (leading to more FPS), and also set an alternative time of day to provide better colorization and visibility of other players. The effort for higher FPS will continue with each update as we move forward.



Again, we want to thank you, our fans and players across the globe who have been with us from the beginning and for continuing to play the game over the years, seeing us through even the bumpy roads along the way. To show our appreciation, we will be giving away these exclusive “H1Z1 Evolution” shirts on our Twitter page, with details to follow. You’ll also get one in-game to show off.



Everything above has been a culmination of our three-year journey, so buckle up and get ready to put the pedal to the metal! I’ll see you in game. - Anthony Castoro
Z1 Battle Royale - OneLetter
Today marks a momentous milestone for the team, our players, and the game -- H1Z1 has officially launched out of Early Access!

H1Z1 has come a long way since we first released it three years ago. It was a unique project at Daybreak, which started with a small group of developers who were given a mission to “make something fun”. Over time, that mission evolved into one of Steam’s best-selling titles of 2017 and put Battle Royale games on the map. H1Z1 is the fast-paced, competitive battle royale game it is today because of you, our players. And, with 3 Invitationals, 3 Showdowns, 2 Elite Series stops, 1 nationally broadcasted tournament, and a Pro League, you all have also helped to establish a new esports genre.

So, what does launching out of Early Access really mean? The core game has reached a place that we’re really happy with – it’s stable, the combat feels good, and this update includes the final pieces of the puzzle for our version of battle royale. However, launching out of Early Access doesn’t mean that development stops. Far from it. H1Z1 has a bright future ahead and we’ll continue refining the game and adding new features to bring you the best H1Z1 experience possible. 

More about the future later. Let’s get down to what today brings!



First, a BRAND NEW GAME MODE! This was one hard secret to keep, but we are excited to bring you Auto Royale™, a new team-based, vehicular battle royale game mode. We’ve seen how entertaining driving around can be in H1Z1, so we decided to run with the idea and have a little fun. In Auto Royale, we lock you and your teammates into a vehicle, launch you into the map with up to 29 other teams and watch the mayhem unfold. During development, the team had a lot of fun adding new elements to the game specific to Auto Royale that help fuel the vehicular chaos, including the new ARV military-style vehicle, a light machine gun, landmines, corrosive gas, jumps (double jump!), ramps, oil slicks and so much more. Auto Royale is now available in beta and we can’t wait for you to try it out. More details about Auto Royale here too

https://www.youtube.com/watch?v=qH1uhHPzMCE



Second, we’ve added a ton a new features and polish to the core game, including a scoring overhaul that rewards consistency, Tactical Deployment, visibility updates, and more.

No more Preseasons! Today is the beginning of Season 1 and with it an all-new scoring system that rewards consistency, which even includes the potential for de-rank. Don’t worry though, because while a handful of below-average games may bring down the overall ranking, it will never remove a player from the highest level of placement rewards achieved. This is intended to allow players to play how they wish in order to rank up, and always know how far away they are from the next tier.



The goal was to make our current system more friendly and intuitive for all playstyles, not just the need for a 15-bomb in order to rank up. Your core Top 10 games will still carry a heavy amount of weight, but we’ve added a few modifiers specifically around average placement and average kills. This will let current players to keep playing the way they have, but also allow those players that place well but rarely get more than a few kills a game to still rank up and improve (or vice versa).



Another feature that many of you have helped us test is Tactical Deployment, the ability to select which sector you will parachute into at the start of the map. Each individual zone can be selected while waiting in Fort Destiny, and a supporting heatmap will pop up indicating where other players have selected to spawn. Whether you want to drop with the masses, or pick a quiet corner like the Dam, that option is now yours. In team games, the team leader will select the general spawn quadrant. If no selection is made, a player (or team) will be dropped randomly somewhere near the safe zone.



We’ve also overhauled the in-game UI to match the style of the rest of the game and make things easier for everyone. Some of the larger additions are a mini-map in the lower right corner (turn it off or switch corners if you wish), a more organized settings menu for adjusting on the fly, and an easier to use inventory menu. These updates should allow all players to understand their current situation and settings much quicker at a glance, and we wanted to ensure that the new design maintains the muscle memory acquired through thousands of hours of playtime.



Playing H1Z1 just got even more rewarding - you can now earn the NEW Victory Crate for winning and Skull rewards for placing well in different match types! Click the image above to see how you can earn exclusive new skins through gameplay, leveling up, and the Skull Store.



Development doesn’t stop at launch. Still to come this year is the release of Z1 Remastered and much more. Of course, our team is always working on keeping the game fair, banning cheaters as we find them and updating our anti-cheat tools so everyone can enjoy their game. Fair play is an important aspect of the game, and that focus will also never stop.



Our work on overall optimization, which includes FPS improvements, remains a top priority as well. We’ve adjusted how trees appear in the world (leading to more FPS), and also set an alternative time of day to provide better colorization and visibility of other players. The effort for higher FPS will continue with each update as we move forward.



Again, we want to thank you, our fans and players across the globe who have been with us from the beginning and for continuing to play the game over the years, seeing us through even the bumpy roads along the way. To show our appreciation, we will be giving away these exclusive “H1Z1 Evolution” shirts on our Twitter page, with details to follow. You’ll also get one in-game to show off.



Everything above has been a culmination of our three-year journey, so buckle up and get ready to put the pedal to the metal! I’ll see you in game. - Anthony Castoro
Feb 28, 2018
Z1 Battle Royale - Greg


Starting with Preseason One, we set out to make H1Z1 as competitive and rewarding as possible. We added Team Scoring for Duos and Fives to continue that trend. With each Preseason we shook up the point values and Tier distribution numbers and made future decisions based on previous Preseason data. We gave out rewards for end of season placement and players were fully sporting their accomplishments in-game.

Now that we're leaving Early Access, it's time to put Preseasons behind us and get started on the culmination of all that work: Season One!

Season One comes with a new way of evaluating overall player performance. During the Preseasons, Royalty was solely achieved by a player's ability to get high kill games and nothing else. This lead to player behavior of jumping into a match, getting as many kills and possible and not caring about anything else. The new scoring system starting in Season One rewards players who can get kills AND place well consistently. We find that the skill to accomplish both a high kill and high placement game is really what separates the top players from the rest.


The formula we're using to generate your overall score comes from taking your 10 best matches as a base, and then we apply a modifier to it based on your average kills per match and average match placement for the season. The important thing to note here is that if you perform poorly over and over again, you can find yourself sinking into a lower Tier.

Along with this new system comes a new reward structure in the form of the Victory Crate - you can read all about that right here.

We're continuing the tradition of rewarding players at the end of every season based on what Tier they landed in. Here's what you can expect out of Season One:



We want to thank all the players that joined us on the ride through Early Access and the various Preseasons. The feedback and data you were able to provide during that time was invaluable. And now, without any further ado…welcome to Season One!
Feb 28, 2018
Z1 Battle Royale - Halo117


Starting with Preseason One, we set out to make H1Z1 as competitive and rewarding as possible. We added Team Scoring for Duos and Fives to continue that trend. With each Preseason we shook up the point values and Tier distribution numbers and made future decisions based on previous Preseason data. We gave out rewards for end of season placement and players were fully sporting their accomplishments in-game.

Now that we're leaving Early Access, it's time to put Preseasons behind us and get started on the culmination of all that work: Season One!

Season One comes with a new way of evaluating overall player performance. During the Preseasons, Royalty was solely achieved by a player's ability to get high kill games and nothing else. This lead to player behavior of jumping into a match, getting as many kills and possible and not caring about anything else. The new scoring system starting in Season One rewards players who can get kills AND place well consistently. We find that the skill to accomplish both a high kill and high placement game is really what separates the top players from the rest.


The formula we're using to generate your overall score comes from taking your 10 best matches as a base, and then we apply a modifier to it based on your average kills per match and average match placement for the season. The important thing to note here is that if you perform poorly over and over again, you can find yourself sinking into a lower Tier.

Along with this new system comes a new reward structure in the form of the Victory Crate - you can read all about that right here.

We're continuing the tradition of rewarding players at the end of every season based on what Tier they landed in. Here's what you can expect out of Season One:



We want to thank all the players that joined us on the ride through Early Access and the various Preseasons. The feedback and data you were able to provide during that time was invaluable. And now, without any further ado…welcome to Season One!
Z1 Battle Royale

H1Z1 is launching out of Early Access today and features a new team-based, cars-only mode called Auto Royale. The mode consists of up to to 30 teams of four players (one drives while the other three passengers lean out of the windows and shoot) speeding across the map as the circle of gas closes, collecting power-ups (like oil slicks, smoke screens, and double-jumps), launching off ramps, and doing battle with each other.

I got to play a couple rounds of Auto Royale this week on a test server, and you can see gameplay video and read all about it here.

As for H1Z1 itself, it's launching with a few changes to its standard battle royale experience. Most notably, players will be able to select the map grid they want to spawn over—until now, you spawned over the map in a random location. This tactical deployment, as it's being called, more closely mirrors battle royale games such as PUBG, which lets you decide when you want to leap from the plane and thus gives players a good degree of control over what part of the map they want to begin playing in.

A new heatmap, updated every few seconds, will give players an idea of where other players are landing. Also, players will usually (about 80% of the time, says Daybreak) be able to see the area of the starting safe-zone (the circle of gas) before they spawn, which will also help them decide where to land. I was told the price of H1Z1 will not change as it departs Early Access: it'll still be $20.

It's been a long road, so to speak, for H1Z1's exit from Early Access. The battle royale game started off as a popular mode for Sony Online Entertainment's free-to-play multiplayer survival game, H1Z1. After SOE became Daybreak Game Company, H1Z1 split into two different games: H1Z1: Just Survive (the survival game) and H1Z1: King of the Kill (battle royale). Both were in Early Access and both became paid-for games rather than free-to-play. 

More recently, Just Survive dropped the H1Z1 from its title (and remains in Early Access) and King of the Kill dropped everything but H1Z1 from its title. And now, H1Z1 is finally out of Early Access. Gosh. What a long, strange development cycle it's been.

Along the way, H1Z1 became a popular standalone battle royale game, opening the door for PUBG and Fortnite, which have since surpassed H1Z1 in player count and popularity. While its numbers have dwindled in the past six months (its peak was around 150,000 concurrent players, and it's now more regularly around 10,000), H1Z1 still has a pro scene and several yearly tournaments.

Z1 Battle Royale

H1Z1 is launching out of Early Access today and features a new team-based, cars-only mode called Auto Royale. The mode consists of up to to 30 teams of four players (one drives while the other three passengers lean out of the windows and shoot) speeding across the map as the circle of gas closes, collecting power-ups (like oil slicks, smoke screens, and double-jumps), launching off ramps, and doing battle with each other.

I got to play a couple rounds of Auto Royale this week on a test server, and you can see gameplay video and read all about it here.

As for H1Z1 itself, it's launching with a few changes to its standard battle royale experience. Most notably, players will be able to select the map grid they want to spawn over—until now, you spawned over the map in a random location. This tactical deployment, as it's being called, more closely mirrors battle royale games such as PUBG, which lets you decide when you want to leap from the plane and thus gives players a good degree of control over what part of the map they want to begin playing in.

A new heatmap, updated every few seconds, will give players an idea of where other players are landing. Also, players will usually (about 80% of the time, says Daybreak) be able to see the area of the starting safe-zone (the circle of gas) before they spawn, which will also help them decide where to land. I was told the price of H1Z1 will not change as it departs Early Access: it'll still be $20.

It's been a long road, so to speak, for H1Z1's exit from Early Access. The battle royale game started off as a popular mode for Sony Online Entertainment's free-to-play multiplayer survival game, H1Z1. After SOE became Daybreak Game Company, H1Z1 split into two different games: H1Z1: Just Survive (the survival game) and H1Z1: King of the Kill (battle royale). Both were in Early Access and both became paid-for games rather than free-to-play. 

More recently, Just Survive dropped the H1Z1 from its title (and remains in Early Access) and King of the Kill dropped everything but H1Z1 from its title. And now, H1Z1 is finally out of Early Access. Gosh. What a long, strange development cycle it's been.

Along the way, H1Z1 became a popular standalone battle royale game, opening the door for PUBG and Fortnite, which have since surpassed H1Z1 in player count and popularity. While its numbers have dwindled in the past six months (its peak was around 150,000 concurrent players, and it's now more regularly around 10,000), H1Z1 still has a pro scene and several yearly tournaments.

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