Has anyone been able to break down and craft ammo yet? I found a workbench, but couldn't figure out how to break down the ammo.
Right click -> dismantle. It's amazing and my ammo scarcity issues exist no more. So many 308 rounds have become other ammo.
You only need a workbench to craft it, you can dismantle it anywhere.
Are there any permanent workbenches on the map or do you have to make them?
-New Crates in the account item list will glow and have an exclamation point until mouse over or if the notification is clicked.
-Medicine now restores a minor amount of health
-The number of zombies has been increased.
-There is a new "Feet" slot on the character loadout where players can equip workboots. Additional shoes will come soon.
-Zombies do slightly more damage to players and have a greater chance inflict bleeding
-Zombies do less damage against vehicles
-Punji sticks no longer damage players inside vehicle
-Stamina is reduced by a lesser amount when jumping
-The recipe for ground tamper now requires metal sheets, nails, metal brackets, and branches.
-Hitting players, animals and Zombies with the torch will now set them on fire.
Currently the only way to escape the fire is to wait (5 seconds for players, 20 seconds for zombies and animals)
-.308 Rifle Scope zoom brought from 5x to 3.4x.
-.308 projectile mass and drag decreased
-Equates to better accuracy at range
-The bullet land effects on most material types has been drastically improved for visibility.
-Missed shots will be much easier to spot for both the shooter and the target.
Restraints FIRST PASS:
Handcuffs and Handcuff Keys can now be found in the world. Handcuffs may be used to restrain another player. Handcuffs must be placed in any of your weapon slots: Primary, Secondary or Tertiary. Left-Click mouse while aiming at another player who has his "hands up" (Default: F2 key). If you try to handcuff a player who doesn't have his hands up, you will be disappointed.
When you are restrained, clicking your mouse-button will cause you to struggle to get out. As it stands now, your chance to struggle increases each time you attempt to get out so the more you try, the better your chances.
To be set free from restraints, your savior must be wielding an item. For handcuffs, its a handcuff key. When they click you with the key, youll be set free and they will take possession of the cuffs.
This system is a first pass and we will be improving it in the upcoming updates. Look forward to new ways to remove restraints, new items to restrain people with, additional items to use on other players, etc...
-Session Stats Session stats are now visible on the Death screen.
For H1Z1:
Zombies Killed
Wildlife Killed
Recipes Discovered
Minutes Survived
For Battle Royale:
Players Killed
Vehicles Destroyed
Body Sim
Body Sim: Players now have endurance. Endurance will reduce over time on its own and sprinting will reduce it more. When endurance is low the player will begin to feel tired or exhausted, causing them to slow down in movement. You can restore endurance by resting in a bed. NOTE: You can only rest in a bed when you're feeling tired or exhausted.
Body Sim: Resting in a bed will give you a Well Rested effect, which initially restores 15% health and all endurance. It also gives you a brief increase in sprint speed and health regeneration.
Body Armor
A new equipment slot has been added named Chest Armor. To make use of this slot, two new recipes can be learned:
-Wooden Body Armor
-Plated Body Armor
To get started discovering the recipes, look for duct tape, which appears in commercial and industrial areas. This armor will mitigate damage when struck in the chest. The plated armor is more effective than wood armor. Damage is absorbed based on the attack type. Damage mitigation effectiveness from least to most:
Gun damage (Least)
Piercing/slashing melee
Blunt melee
Punching (Most)
First, there's a balancing act we're doing on the servers. The number of critters, wildlife, and zombies pathing and doing physics in the game directly correlates to how much CPU is used on the server. This affects the server's frame rate (how often we tick the other systems like A.I., physics, interactions, and everything else the server is responsible for). So, there's some number of zombies, let's say Z, that is the mathematical cap of what we allow.
This means that not everyone can have their walking dead horde moment at the same time. Pushing too many zombies into the world can (and will) cause physics to get a bit wonky, at that's when things pop (or get pushed by other entities) through walls and doors, and other systems begin to experience lag.
We have built several systems that work together to populate the world. Three weeks ago, we patched in a new system to bias more zombie spawns toward player heat. This caused the hordes (which are good and bad ... I'll get to that). There were a few problems with this, which I tried to address in the next patch, including the ratio of wildlife to zombies over time. Unfortunately, the dormant (or virtualized) zombies got added into the math at one point, stripping the world of most of the zombies. This was the Big Dam Patch that scaled the number of zombies to the player population, but it had that math issue, so it was inaccurate. We bumped the scale in data a couple of times over the course of the week last week, but that was a band-aid until we did another big patch (this week).
For this week, the math was fixed, and I implemented several tools that allow us to tweak and test the number of zombies on the fly on our live servers. We've also come up with a few enhancements already that will improve the experience for the next patch.
For example, while some folks really enjoy getting a horde of 200 zombies chasing them ... it means that only (Z - 200) zombies are available for everyone else on the server.
This is one of the sources of seeing "STAHP! I can't leave my base!" v. "I haven't seen a zombie in 30 minutes of wandering". We're going to have an overall density cap for areas (which will be higher in the cities and lower in the forests) to address this.
As we improve the amount of CPU needed to process our A.I. and physics (which we do every patch), we can add more zombies (Z) into the world. We've increased this cap almost every patch so far. We're working on the other side of the equation, now that we have fixed the issue with the accounting math, to make it so folks are not constantly hounded outside the cities.
What we do that you might not see:
When no players are around, the zombies (and wildlife) are taken out of the processing in the world (virtualized), freeing up a "slot" so we can spawn another where the players can see and interact with it.
Spawns take into account player heat, item density, and the direction and speed in which the player is moving. There's no reason to spawn zombies behind a player moving away that will just be made virtual some period of time later.
We also try not to spawn things in obvious visual range of players. It doesn't always work, but anyone that played even earlier alpha shouldn't see zombies appearing "in your face", as they did then.
"Newbie" and out of the way areas tend to spawn slow moving zombies only, with a much higher rate of wildlife (slow movers can't usually catch deer, so there are more deer where the slow movers hang out).
Forest areas tend to spawn more critters and wildlife (rabbits, deer, wolves, and bear).
There is a number that the server population is multiplied by to get the current total cap of pathable things. Cap = Population * Scalar. Max Zombies = Cap * some percentage.
Max Wildlife = Cap * some percentage. Max critters = Cap * some percentage. This last patch made many of these numbers tweakable on the fly on running worlds.
Things we plan:
We want to implement a "clearance" system, which will reduce spawns in certain areas by how many entities have been killed in the area. i.e. Simulating running out of zombies. This will address the respawn issue for many people, so that when you clear some number of zombies (depending on your location on the map) it will bias the spawner away from your location for X amount of time.
We'll analyze our data on what spawned where, and adjust it accordingly. We can do this now that we corrected last week's math problem, and are getting good data.
We plan on more real-world behaviors for our wildlife. This is a larger undertaking, and will be reflected on our roadmap when we're working on it. This includes deer having gathering spots, watering holes, and migrating to daytime and nighttime hangouts, as well as having the predators behave accordingly.
It's a tricky problem making Z number of zombies provide a good experience like the movies and TV lead players to expect, when there are such different player population numbers across our servers and time zones. We're working hard on it, though! Your input is important; keep it up.
Hey GAF,
im tempted to get into this. I played DayZ Mod for a long time, I fell to the War Z hype (which must be one of the worst games I have ever played) and I got DayZ SA though im not playing it at the moment. Im somehow disappointed by how the SA developed in general.
How does this play compared to DayZ? From Twitch streams etc. it seems a little more faster paced which is a plus because I always felt DayZ to be a little too slow paced. I also never liked that huuuuuge map and still dont like the user interface in DayZ SA.
How is the development handled in general?
Controls and interface are definitely easier to get into than day z.
You can see the development https://www.h1z1.com/roadmap. They average a patch once a week. The first few months was about ironing out bugs and server stability and now they are starting to flesh out the game with more items and features.It's still buggy, and suffers from hackers etc but they actively ban them and continue to improve every aspect. The map is not as big as day z and they won't make it bigger till they add more to the existing map and raise the player cap per server. It has it's issues but it does improve every week.
Release Notes
-Night vision goggles now available
-Added HE Grenades to the game.
-Known Issue: Grenades will not collide with players or zombies yet, nor will they break through windows.
-Explosive barrels are more reactive now to bullets and there no longer a delay from their initial explosion to killing nearby survivors/NPCs.
-Molotov Cocktail is now much more responsive and less prone to crashing clients when burning hordes of zombies alive dead.
-Resolved various animation and timing issues with the Molotov cocktail.
-Resolved Molotov cocktail may not trigger 100% of the time when NPCs / players enter the ring of fire.
-Only players in your group can build on your foundations / placed structures. This includes placeable objects like furnaces that were being used to grief other players.
-PCs now provide opportunities for zombies to feed when they die.
Inspect restrained inventory:
-When you handcuff a player you can now go through their inventory and take things, their stuff shows up in the proximity pane.
NOTE: Equipped items are not in the list yet, but will be in a future update.
Steam Friends:
Blue means they are online Green means they are in H1Z1
Right click for context menu:
Message open steam overlay and send a message to this person Profile - open steam overlay and view this persons steam profile
And if they are on a server but not BR: Join Server log into server that this person is currently on.
Moved character create from server select screen to it's own screen. This is where character customizations such as male/female, face types, hair, etc. checkbox added to server select screen to share your server with your steam friends
H1Z1 Virus - First Pass
You will now be able to contract the H1Z1 virus from zombies. Survivors have a natural immunity against the virus, but this immunity is weakened the more it is exposed to zombie attacks. Currently only zombie attacks reduce this immunity but other means can be introduced in the future based on feedback from the community. Survivors can bypass this immunity and give themselves H1Z1 via extracted infected blood. NOTE: Current implementation of the extracted infected blood syringe allows you to use it on yourself only! You cannot use it on other players.
This will change in the near future.
There are multiple stages to the H1Z1 virus once you have contracted it. The virus may not be as noticeable at first but as you advance to higher stages you will begin to feel its affects.
Once you have the virus, you have it for life. Only death or respawning will remove it. Each stage slowly progresses on its own but there are other means to push the virus forward or backwards depending on your actions or items you use.
Stage Progression:
Minor Stage
Slight damage over time
Advanced Stage
Minor damage over time
Survivor will occasionally cough. This can be heard by other survivors and may attract nearby wildlife or zombies.
(Non-PvE only)Zombies will no longer target you. However, attacking a zombie will cause it to attack back.
Severe Stage
Moderate damage over time
No longer coughing
(Non-PvE only)Zombies no longer target you
Max movement speed slightly reduced
Normal food no longer satiates you and normal water/drinks no longer hydrate you. Eating/Drinking them does nothing for you but upset your stomach, causing you to cramp up. Continued eating will cause you to vomit. You must feed from dead players, wildlife or zombies to restore Energy and Hydration.
Fresher corpses restore more to each resource and restore a little bit of health. Depending on what is you feed on determines the amount you restore. Bears offer the most while rabbits offer the least. Feeding on zombies will slightly progress your H1Z1 virus.
You will be able to feed off corpses a maximum of 2 times.
Survivor Tracking: Survivors at this stage of the virus may notice a gaseous effect in the world. This effect means that a survivor was in that spot recently. You can use these markers in attempt to track down other survivors. Survivors at this stage do not leave a marker themselves. Survivors also do not leave a marker if they are inside a vehicle.
Deadly Stage
Severe damage over time
Zombie Vision - First Pass - Currently we have simple color grading in as the first pass. You might see some of this effect happening as soon as the Advanced stage but it will become more apparent at this stage. We will continue to add more features and improve this vision in future patches.
(Non-PvE only)Zombies no longer target you
Max movement speed slightly reduced
Normal food no longer satiates you and normal water/drinks no longer hydrate you.
Survivor Tracking
Other related notes
All-in-One Cold medicine slightly reduces your H1Z1 virus. Antibiotics reduces it a little more. Hyperpheron greatly reduces the virus Immunity Boosters and Multi-Vitamins boost H1Z1 immunity to help prevent you from contracting the virus. This is bypassed completely if you use extracted infected blood on yourself. Guts will appear at dead survivors around the abdomen of the body after it has stopped its rag doll. Survivors with severe stages of H1Z1 will have the option to feed on the corpses of wildlife, zombies and the newly spawned guts from dead survivors.
Known Issues: There is supposed to be a progression bar on your vitals. Once you have H1Z1, this won't appear unless you log out and come back in.
Searching on Google, I can't seem to find another OT for H1Z1. Is this the one were we are hanging out, even though the last post were on April 29?
Or is there another thread?
I haven't touched the game for a few months unfortunately, and I were extremely hyped about it before release, and I also bought it on release day.
Have they added any big features or mechanisms in the past 2 months?
I haven't touched the game for a few months unfortunately, and I were extremely hyped about it before release, and I also bought it on release day.
Have they added any big features or mechanisms in the past 2 months?
Yup, this is why I haven't gone back. Us two and soi-fong made a good group.I should go back to playing this. If only the old team speak group was all still playing.
I pop in to the game every couple of months to see what's different.
Biggest feature I need at thispoint is full controller support.
Prepare to get destroyed by people using a mouse.I pop in to the game every couple of months to see what's different.
Biggest feature I need at this point is full controller support.
Prepare to get destroyed by people using a mouse.
Yup, this is why I haven't gone back. Us two and soi-fong made a good group.
Yeah. I won't fault the devs because they have added a lot and have improved the game across the board but I kinda just fell out of love for it after a few months. I'll still jump into a BR every now and then because it's great but the survival genre in general is a very stressful, frustrating and tiring genre that I think I'm move passed on for now(Don't play Rust much more either).
i was watching Ceez streaming and one of the dev's was playing on the test server with him and he was talking about them taking away team's in battle royale. he said that when 2 people are together for to long they just explode. and die. lol. And if they are close to one another there wil be some beeping before they blow up. So i guess its going to be harder to team and there is no way they can get into cars together. lol
i was watching Ceez streaming and one of the dev's was playing on the test server with him and he was talking about them taking away team's in battle royale. he said that when 2 people are together for to long they just explode. and die. lol. And if they are close to one another there wil be some beeping before they blow up. So i guess its going to be harder to team and there is no way they can get into cars together. lol
Why dont they just add a team BR mode?
Its going to be team br's in 2 weeks, then they are makign regular BR's not teaming. I fucking hate teamers in BR. lol
Kinda hard to enforce that in any way but yeah it is very annoying.
THat right there the vehicles part is going to cut back on teamers as it is. Today i had a 1 vs 3 and of course i lost, they just drove their car of 3 up to the top of the mountain and basically played king of the hill against me. There was nothing i could do. I tried a stun grenade then i went all kamikaze, it was the only chance i had. didnt turn out well. lol So i took 4th and i dont know what them filthy teamers did after.You blow up if you run around without other players for too long or fight, etc.
Also can't get in others vehicles.
What's the game state as of now? Worth picking up for 10?
What's the game state as of now? Worth picking up for 10?
What's the game state as of now? Worth picking up for 10?