Showing posts with label h1z1. Show all posts
Showing posts with label h1z1. Show all posts

Saturday, February 11, 2017

H1Z1 JUST SURVIVE REVAMPED h1z1

H1Z1 Revamped This game needs a lot of improvements.

1-CHARACTERS: We need a decent character creation. With various types of hair, beards, noses, eyes. Variation of colors including for the skin.

2-ZOMBIES: They are funny, nothing scary and very colorful. They need a revamped one. Zombies need to be dirty and scary with decrepit and decaying flesh. Some should be without some body parts. Without an arm, without a leg, without eyes, etc. They must be dressed in dirty and torn clothes. They must grunt with more ferocity, and with a thicker and sinister tone. The way they make noise, makes me want to giggle at how funny it is.

3-VEHICLES: More vehicles, such as motorcycles, bicycles, other models of cars and vans.

4-MAP: Increase the map with new locations, cities and biomes.

5-CLIMATE AND TIME: Bring back the rains, mists, and some new elements like storms, windstorms, hail and snow. Ah! Leave the duration of the day equal to that of the night.

6-LORE: Introduction kinematics after creation of character, to enrich new players within the game's story. The missions that exist could give better rewards like new skins, than gifting players with things that can easily be found on the map.

7- MECHANICS OF THE GAME: Some new game mechanics should be implemented as the parkour mode that exists in several other open world games. Jumping fences and windows, hanging by hands on high walls to climb after. New animations to eat, heal himself, drink and eat sitting, lie down while sleeping, open and close car doors, play guitar and other instruments for leisure and relaxation. Open refrigerators and drawers, and new styles of fight with punches and Kicks

For the time being, only those changes would make the game more attractive for a new breed of players to start playing and bring back those veterans who do not play anymore.



Submitted February 12, 2017 at 09:08AM by superZkiller http://ift.tt/2lDxOTH h1z1

Thursday, January 5, 2017

What is a "survival" game? How can JS be a better example? h1z1

First you have to establish some parameters for the survival genera.

Since there are many survival games in the genera that are not PVP and/or are single player, PVP can't be part of the definition. If it is the only part, the game is a shooter, not a survival game.

So survival is the environment and body sim. With that established we can work out how to make JS a better SURVIVAL genera game.

First up H1's UI for the body is pitiful and needs an over haul. The stats need to make you far more aware of being low.

Second the environment would be a more critical factor. Hot, cold, wet, dry all of these should effect yor stats. Hypothermia and exposure should be in game.

Cold and wet would effect your body temperature, in order for your body to keep you temp up it will consume more calories so hunger would go up fast.

Clothing would of coarse off set this. Game would have to intro clothing layering for this to work. Which would bump up content a lot. You might want that hard to find winter parka, or heavy coat, or insulated overalls. You would want boots not sneakers or gators.

Hot temps means dropping clothing, possible even armor and or heavy back packs. All of this would effect hydration. The heavier the clothing/armor, the heavier the pack, the faster your hydration drops. Once at a crytical leave your stamina would drop fast then death from dehydration.

Rain and fog would increase hydration but drop body temp unless you have a rain slicker/coat.

Food. scavenged food would be hard to find prompting people to farm/hunt. The game needs more animals to hunt and/or herd/pen. The game also needs more types of crops to grow. The game also needs some way to store this food. Yes, food spoilage is a must. So canning and meat preservation crafting needs to be added. Maybe even have solarpanels and a working refrigerators as very rare loot items.

I can expand on all this but that is enough for now.

It just seems to me, even after all this time the game is very incomplete with more placeholders then game.



Submitted January 05, 2017 at 11:11PM by DeaconElie http://ift.tt/2hVqWxW h1z1

What is a "survival" game? How can JS be a better example? h1z1

First you have to establish some parameters for the survival genera.

Since there are many survival games in the genera that are not PVP and/or are single player, PVP can't be part of the definition. If it is the only part, the game is a shooter, not a survival game.

So survival is the environment and body sim. With that established we can work out how to make JS a better SURVIVAL genera game.

First up H1's UI for the body is pitiful and needs an over haul. The stats need to make you far more aware of being low.

Second the environment would be a more critical factor. Hot, cold, wet, dry all of these should effect yor stats. Hypothermia and exposure should be in game.

Cold and wet would effect your body temperature, in order for your body to keep you temp up it will consume more calories so hunger would go up fast.

Clothing would of coarse off set this. Game would have to intro clothing layering for this to work. Which would bump up content a lot. You might want that hard to find winter parka, or heavy coat, or insulated overalls. You would want boots not sneakers or gators.

Hot temps means dropping clothing, possible even armor and or heavy back packs. All of this would effect hydration. The heavier the clothing/armor, the heavier the pack, the faster your hydration drops. Once at a crytical leave your stamina would drop fast then death from dehydration.

Rain and fog would increase hydration but drop body temp unless you have a rain slicker/coat.

Food. scavenged food would be hard to find prompting people to farm/hunt. The game needs more animals to hunt and/or herd/pen. The game also needs more types of crops to grow. The game also needs some way to store this food. Yes, food spoilage is a must. So canning and meat preservation crafting needs to be added. Maybe even have solarpanels and a working refrigerators as very rare loot items.

I can expand on all this but that is enough for now.

It just seems to me, even after all this time the game is very incomplete with more placeholders then game.



Submitted January 05, 2017 at 11:11PM by DeaconElie http://ift.tt/2hVqWxW h1z1

Thursday, July 14, 2016

JS suggestion : What should be built in H1Z1 JS? h1z1

After read a producer's letter post by HaniiBlu, I see a lot of great things. But, what should be built in H1Z1? base? I agreed with limited base built or none at all...see my old post at http://ift.tt/29F4a9r I prefer we built or make perimeter defense on compounds, instead of built bases. Building base, no make sense during survival, while you can store food in refrigerator where houses at PV, or lodges, And, we stored food in storage container. We should built trenches or digging moat stuffs like that to defend from hordes of zombies. What do you guys think, are you pro built base or limited base built? I think we should be able to claim the areas and live like community and the game should be more communities (group X) vs communities (group Y). So when you start the game you should choose the group, and built for the group survivals.



Submitted July 14, 2016 at 09:39PM by kakashichannel http://ift.tt/29T0iHK h1z1

Monday, May 23, 2016

Found a hidden item at Wake Hills Hamlet Garage area h1z1

http://ift.tt/1WKagLA

In the back of the garage, there appears to be a hidden container somewhere, that contains a 'Refrigerator Note'. I checked all over and couldn't find the actual container, so I guess it's bugged or hidden/invisible container. Just wanted to share this since I don't think anyone else has found it yet.



Submitted May 23, 2016 at 02:58PM by DecayBob http://ift.tt/1YR1Dgr h1z1

Thursday, March 31, 2016

Found 3 different yellow notes...what are they for? h1z1

here are the 3 notes

  • small cardboard note -hastily scrawled note -refrigerator note

what do i do with them?



Submitted March 31, 2016 at 11:51PM by DropNtheHAMM3R http://ift.tt/1UFyGp6 h1z1

Friday, March 4, 2016

Unofficial Patch Notes - King of the Kill and Just Survive: 01/28/2016-03/04/2016 h1z1

Unofficial Patch Notes - King of the Kill and Just Survive: 01/28/2016-03/04/2016


Public Issue Tracker
How To Report A Bug
How To Make A Suggestion


Follow Me On Twitter for Updates!
Twitch - Toss me a follow if you want!


Italics means they are my notes, sometimes I put my own little queries in there about what things might pertain to.

Bold (when used outside of list formatting) is to indicate a formatting error or spelling mistake.


What I am listing in these unofficial patch notes are things that have been modified within the game files (added or modified) so just because something has been added to the game files, does not mean it has been activated within the game, or even that it will. Wait for DGC to announce items for confirmation.

I have linked applicable official patch notes above so that you may compare and such.

In addition, I will not include any exploits/security related updates/ or bugs in these notes.


Definitions

Locale: String (text) lines that are for UI use. These may be for future implementations.

Assets: Physical 3D models for the game.

Images: Pictures!

Other: May refer to anything that seems out of the ordinary.


Images


Locale

  • Item Name

    • Goggles
      • Checkered Past Goggles
      • Starry-Eyed Goggles
      • Copper Steampunk Goggles
      • Camo Goggles
      • Bullseye Goggles
      • Dusty Steampunk Goggles
    • Bandana
      • Flaming Skull Bandana
      • Barbed Wire Bandana
      • Tan Ghillie Suit Face Bandana
      • Golden Dragon Bandana
      • Chaos Face Bandana
      • Rasta Face Bandana
      • Yellow Plaid Bandana
    • Armour
      • Green Camo Armor
      • Rusted Metal Armor
      • Digital Camo Armor
    • Rainbow Swirl
      • Rainbow AK-47
      • Rainbow Swirl Helmet
      • Rainbow Shotgun
      • Rainbow AR-15
    • Katana
      • Steel Katana
      • Copper-Handled Katana
      • Golden Katana
      • Ivory-Handled Katana
      • Blackened Katana
    • Survivor Backpacks
      • Pink Skulls Survivor Backpack
      • Blue Survivor Backpack
      • Neon Splatter Survivor Backpack
      • Green Survivor Backpack
      • Orange Survivor Backpack
    • Parkas
      • Yellow Raincoat Parka
      • Green Army Parka
      • Dragon Lodge Parka
      • Navy Eagle Parka
      • Snow Camo Parka
    • Boots
      • Patriotic Boots
    • Plaid Jacket
    • Unlocked Wasteland Crate
    • Wasteland Skull Helmet
    • Torn Military Telegram
    • Vial of H1Z1/b Plasma
    • Doctor's Memo
    • Broken Sonic Grenade
    • Printed Email Message
    • Digital Camo Jacket
    • Hastily Scrawled Note
    • Shattered Glass Piece
    • Broken Gas Mask
    • Headshot Hockey Mask
    • Patriotic Hunting Rifle
    • Scream Grenade
    • Forest Camo Jacket
    • Broken Test Tube
    • Small Cardboard Note
    • Leather Jacket
    • Safe Area Badge
    • Splattered Hockey Mask
    • Fog-stained Hockey Mask
    • Wasteland Crate
      • Includes strings for Crate Packs
      • Bronze Wasteland Crate
      • Silver Wasteland Crate
      • Gold Wasteland Crate
      • Unlocked Wasteland Crate
  • Item Description

    • This note has a torn indent on the corner, where a magnet likely held it in place. "Mom ain't gettin no better. Ever since she got back from the hospital, she keeps on with the coughin, and the whistlin in her voice is gettin worse. I think we need to take her back there and tell them to fix her up right this time."
    • A vial of blood extracted from a H1Z1/b infected zombie.
    • A vial of Screamer plasma created from the H1Z1/b virus.
    • We thought the top floor would be safe. Zombies have a harder time getting upstairs, and we were able to pick them off with ease. But We weren't prepared for the gas... the smell. It made us vomit, it made our eyes water, and it made Ethan go into convulsions. The whole third floor is covered in disgusting zombie splatter, and the gas seems to have suffused the walls themselves. We have to go. What I wouldn't give for one working washing machine.
    • Much of the message is torn away, but a small bit remains on the sheet. "Progression of the virus has continued in unexpected ways. Handling of current specimens is dangerous to the extreme. We have no method for containment. Recommend wild observation."
    • A broken sonic grenade. It looks like it coudl be modified with the proper materials.
      • Misspelling of could here.
    • I have to warn you. There is something else out there. I don't know what is going on, but Carla hit it with an axe and it blew her and everything around her to pieces. I don't know if something was on it or it was a trap, but she's gone, and I'll never get close to any of those things again. Just run. Don't try to fight them, or it'll be over in an instant.
    • Generates a sound similar to that of the banshee. This sound will attract nearby zombies exploding shortly after it lands.
    • A wide camping backpack featuring multiple fastened pockets, comfortable shoulder straps, and a large bedroll.
    • Patients in beds 103 to 120 all continue to deteriorate. I predict that the beds will be empty by morning, and we'll have to move the bodies back out to the pits. We are in the most advanced hospital in the state, and we're out of our depth. Further, beds 114 and 118 are experiencing extreme discomfort, even beyond the expected and common suffering normally associated with this condition. Severe convulsions to the point of having to be restrained, and loud vocalizations in spite of having complex pneumonia-like symptoms. Do you know who brought these two up? Did anyone see?
    • You placed highly in the Safe Area Prototype Test and won this badge! Collect a ton of them to show how good you are! They have no value and cannot be redeemed for anything of value! Wow!
      • *Looks like they may not be
    • A broken test bottle. It reads 'd-1' on the label, and is covered in dried blood.
    • Broken and useless. Looks to be military grade. The faceplate is cracked, and green flecks of dust cover the filters.
    • This piece of plate glass looks like it was completely broken apart, as if it were shaken to pieces. Droplets of dried blood can be seen across its surface.
    • ... appears to be in the same family as the kind that took out the northern barracks. We had to evacuate the entire eastern wing of the base when Aarons shot one and turned everything around it into more of the same thing. It's hard not to see them as deliberate weapons. The propagation of these things is so effective, I can't imagine a scenario where they're all killed, aside from carpet bombing the entire seaboard.
  • General
    These have a tendency to be notifiers of highlighted objects for interaction, or messages in the chat box or stats hud.

    • [slot0] disconnected from the match: #count([slot1]).
    • Refrigerator Note
    • Safe Area Badge
    • The Death Race has begun!
    • [[key]] Pick Up [target]
    • You have entered a building restricted area.
    • Restricted Build Zone
    • Game over.
    • [slot0] died when the match ended.
    • Main HC
    • Waiting for other players ...
    • [[key]] Assassinate
      • I'm super curious as to what this is for.... Like legit have no clue!
    • Sometimes, when I look through string data, I see strange or surreal things. Sure, sometimes they're just typos. But other times, man, those other times...
      • Pretty sure this is a dev having fun or trolling me :P Either way, love the sense of humour _^
    • Zombie Exploder Death Effect
    • Zombie Gasser Death Effect
    • Base building can only be done outside of POIs.
    • Banshee
    • Banshee's Call
    • [[key]] Create H1Z1/b Plasma
    • You have left a building restricted area.
    • [slot0] choked on their chicken dinner!
    • You may not place this object this close to a town or point of interest.
    • Staring game ...
      • Another Typo. Should read Starting
    • Stinky
    • Exploder

Other

  • Added World Models For Convey Shoes
  • Added World Models for Explosive Arrows and Incendiary Arrow Bundles.

StringHashToValues

  • Added The Following Values
    • FOV Transition Speed = 0.2
    • First Person Crouch FOV = 55.0
    • FP Prone FOV = 55.0
    • FP Sprinting FOV = 55.0
    • Third Person Crouch FOV = 55.0
    • TP Prone FOV = 55.0
    • TP Extra Height From Pitch A = 0.0
    • TP Extra Height From Pitch B = 0.45
    • TP Extra Lead From Pitch A = -0.35
    • TP Extra Lead From Pitch B = 0.45
    • Third Person Extra Lead Pitch A = 0.0f
    • Third Person Extra Lead Pitch B = -45.0
    • Jump Height BR = 1.3
    • Jump Height JS = 1.3
    • Jump Collision height = 0.87
  • Changed The Following Values
    • Third Person Crouch Look Y Increased to 1.4 from 1.3
    • Third Person Crouch Offset Y Increased to 1.4 from 1.3
    • Third Person Stand Look Y Increased to 1.85 from 1.8
    • Third Person Stand Offset Y Increased to 1.85 from 1.8

CodeStringMappings

  • BurnedToDeath
  • ChokedOnChickenDinner
  • ChokedOnToxicGas
  • DiedDueToExplosiong
  • DiedWhenMatchEnded
  • DisconnectedFromTheMatch
  • GotBombed
  • KilledByEncironment
  • PlayerFellToTheirDeath
  • PlayerKilledPlayerWith
  • Remain
  • ConstructionTooCloseToPoi
  • DR.Start
  • SyncTeleport.StartingMatch
  • SyncTeleport.WaitingForPlayers
  • CharacterSelect.JSInfo
  • CharacterSelect.KOTKInfo
  • Sku.JS
  • Sku.KotK


Submitted March 05, 2016 at 08:54AM by PhazePyre http://ift.tt/1TVMOtn h1z1

Last ditch effort to offer my ideas on what survival needs to survive h1z1

As a player with over 2300 hours I feel I know a little bit about survival and the state the game is in at the moment, whether the Devs want to listen to me and fix their game is entirely up to them, it seems they want to listen but something is holding them back, not entirely sure what it is.

First of all, the game needs a lot of new items added to the game.

First and foremost - Weapons need reworked. We need a bigger variety of weapons, Im not just talking about guns either. We also need a rework of melee weapons as well.

  • Melee weapons rework - Make this to where melee such as the baseball bat has a chance to stun or knockout an enemy, chances increase if you sneak up behind them. This would allow people to vary there play styles and not always just kill people. Make the sharp weapons do more damage as well from behind. Im sorry but a machete should split someones skull and kill them in 1 hit if they allow me to sneak up behind them.

Rework the bow and arrow system totally.

  • a stick and a piece of cloth should NOT make a bow. Just remove the makeshift bow and leave in the wooden bow.
  • a stick should not make an arrow (at least not a good arrow)
  • Make people use feathers and metal shards to make a good arrow (hmm feathers, guess I will discuss that more later)
  • Crossbows should get their own ammo aka bolts.
  • Bows and crossbows should require a Bow/crossbow repair kit made using twine/leather (oh wow another new item to be discussed later)

  • Now for guns - A bigger variety is needed along with drastically reduced ammo spawns and either reworked or removed ammo crafting. The current ammo dismantling was just supposed to be a placeholder.

I will also not make a list of guns here either, as I will leave that to the comment makers to list what they would like to see.

  • Now that the weapons are reworked/changed its time to move onto gear of all sorts, Time to spawn in naked and barefoot, no more spawning in fully clothed, its too easy. Right now gear and variety is lacking (Not talking about skins)

  • Helmets - just 2 types of helmets at the moment sadly both are soon to act the same way, GG variety of life.

We need more helmet types all with varying degrees of protection so that the game will be more diverse.

  • Shirts/tanktops/jackets/parkas/hoodies - I feel these need to be reworked as well to work with with weather changes that I will go over later.

  • Shirts will be skinned with shirt skins - offer little to no protection vs heat and cold. No protection in rain or snow.

  • Tanktops will be skinned with tank tops - Offer little protection against heat and no protection against cold. No protection in rain or snow.

  • Jackets will be skinned with jacket skins - Offers the best protection against cold and will cause overheat in warm areas. Intermediate protection vs rain and snow.

  • Hoodies will be skinned with hoodie skins - Offers decent protection against cold/rain/snow and will cause overheat in warm areas

  • Parkas will be skinned with parka skins - Will keep you dry in snow and rain.

Certain in game items could also be reworked to hold more than 50 bulk/aka a military jacket could hold more than a standard jacket. In game items will need to spawn for these items now as well, right now Devs have taken easy road and just made shirts that skin to these items.

  • Next is pants/belt pouch - I feel we should need to loot a belt pouch as well, however as a player we would need to be able to hold at least 6 cloth without a container of any sorts.

  • Belt pouches - We could loot these in varying sizes ranging from 50 bulk to 300 bulk. Each size would be a different type pack. Fanny pack/survival pack/belt pouch/large belt pouch

  • Pants - Regular pants would hold 50 bulk, Then we could have cargo pants and such that would hold more. Give me a reason to loot pants and not just shred them all.

*Shoes/Boots - These are decently done, however give me a way to repair them at least.

  • Watches/bracelets - Give us a watch, make time matter, Make it so you dont want to get caught out at nighttime. Bracelets could be added protection against getting the zombie virus.

  • THE WEATHER - Lets face it, weather in this game is some of the lamest weather in any game. We have fog which is just a band-aid for the poor rendering. We need rain/snow/fog in game asap. Weather and its effects on your body is a big survival element in any survival game, yet we dont really have weather. If weather would affect our bodies then maybe some of this useless medicine would become useful. Also, why is the nights bright as day? Why do I spawn in with a flashlight that I clearly have zero use for? Even if I did need it, why the heck do the batteries never run out? Its little things that go a long way as far as immersion goes in a survival game.

  • THE VIRUS - Isnt this what we are all trying to avoid ultimately? Make every time a zombie hits me an increased chance of getting the virus, right now the only way to get it is through self injection (I dont know 1 person that would actually inject them on purpose if this ever became real). Let me infect others if I get it by biting them or by shooting them with infected arrows or slicing them with infected melee weapons. This would be pretty cool, however I feel they first need to make getting the virus a bad thing, so they need to remove all the positive perks they gave the virus. Make the medicine in game have some uses in combating the virus as well.

  • Food spawns and Hunting/Fishing/Foraging/Farming

This to me is another big slap in the face as a survival guy. 1 trip to any POI will net me enough food to live forever in game. Food needs to be 100x more scarce. Hunting/Fishing (often talked about yet still not implemented)/Foraging and farming should be something you want to be good at. Meats shouldnt last forever (Using salt or smoking them should make them last a big longer.) So yeah give us a smoker grill similar to the BBQ Grill, make it take logs and a longer time to smoke the meats. Also, make me actually hunt the animals, hitting a deer with a vehicle (or any animal for that matter) should produce a mangled carcass with zero yields, right now people either just go north and run over deer for an hour or set up rabbit traps and are set for the entire wipe. Speaking of animal traps, make them require bait and be set outside, Im thinking it would take a carrot to catch a rabbit. Hmm. That then takes me to farming. Give me new crops to grow, aka carrots/potatoes and such to give me new cooking recipes. Make that Comfort sim something seeing as you took the time to add it in already. Better the food recipe the better the comfort. Bear stew anyone? MMMMM. grow you some carrots/potatoes and go out hunting a bear, instant 100% comfort. * Let talk farming here as well, Farming is more than just growing crops, there is and should be livestock, ways to contain/feed livestock/ transport/lead as well as ways to kill livestock. Let me survive! Also, Bring in spawns for animals that are location specific, Deer should not spawn in the middle of PV, they should spawn up north in the fields. Say we get cows and chickens, well they should spawn near bumjick farms area.

  • Also some immersion items for JS that I feel we need related to cooking/eating. How about a jerky rack? Moonshine still? So much stuff could be added to help the immersion yet we are still stuck in Feb 2015 basebuilding mode.

  • Basebuilding and decoratives - So much could be done for base building that it really isnt funny. I know the current bases are supposed to be placeholder yet still. I feel that bases need to be completely overhauled yet the placeholder stuff should possibly remain as well. Let me snap together foundations/tampers, let me build in smaller modular sections for variety/design, Let me Build something that resembles a real house, starting with a foundation. Give me tiered building, in which I start with maybe a wood wall and progress to stone walls and eventually metal and possibly then concrete. Give each version their own durability and toughness as well. Same goes for shacks, Heck, we should be starting out in early days making lean-to and then maybe a tent then making a shack before we even think about building a base/house. Make us grind and not give us easymode. Let those megabases be something special again. Let me make stonewalls (would need a way to harvest rocks) that are tougher than barbed wire, Let me make a metal wall with punjii's sticking out (They would be placed just like barbed wire but with tougher defenses/durabilty). Give me sandbags/give me wall torches/give me a way to power my base and somethings like refrigerators/stoves to better cook my foods.Give me a reason to build up stuff as well.

  • Zombie AI - I know they said they are working on this, We are even supposed to get 3 new types of zombies, I dont think we need but 2 types myself, walkers and runners. Zombies walk during the day and run at night, At night they would be faster than you, Dont get caught out at night.

  • Remove /respawn Give me tiered beds with cooldowns

  • sleeping mat - respawn here once per 72hrs

  • dirty mattress - respawn here once per 48hrs

  • Comfy bed - respawn here once per 24hrs

Not sure if the cooldown should be real time or in game time at this moment seeing as respawning is a touchy subject and rightfully so. Needs a balance, but I feel right now its not balanced either as its easy to just keep /respawning til you get close to where you want to be.

Die while on a cooldown? Then hoof your survival tail back to where you want to go.

  • Maps/Compass/Grid positions - I don't feel you should start with a map at all, I also feel that maybe you should start with a blank piece of paper and the map fills in as you walk around if you feel you really need a map, having a compass in your inventory would allow you to see a dot on the map (that represents where you are) and I feel grid positions should just be removed from survival altogether.

  • I have in the past submitted idea for this game, Call me a quitter/whiner whatever but this is the last time I offer any suggestions to this game as I feel they are just falling on either deaf ears or going to the devs and their investment firm wont allow them to make the changes in fear of losing money.

If your a Dev and you want to talk more in depth and get a feel for what survival is lacking, then feel free to message me.



Submitted March 05, 2016 at 04:20AM by thegooorooo http://ift.tt/1Qz7IZL h1z1

Wednesday, July 15, 2015

Respawn time h1z1

What is the average respawn time for looting?

Example.. I run up to a refrigerator.. Hit E.. Get the little timer.. Then loot. How long do I have to wait to get the loot timer again? And is loot timer telling me that respawn time is up?



Submitted July 16, 2015 at 09:38AM by iPrey http://ift.tt/1O7J7KY h1z1

Wednesday, July 8, 2015

A story about a bad microphone, a group, and an exploding jeep. h1z1

This is a retelling of a recent happening on H1Z1 which I found memorable. It's long and boring to read. I don't write reports or articles much.. so expect some boring text if you do decide to read through it.

After spawning (Or should I say, respawning. Damn "friendlies," always filling your back with shotgun pellets.), I took a look around and found myself near a gas station and some warehouses. I explored the gass tation and found a gun in one of the refrigerators. I also found two .45 ACP rounds in some filing cabinets in the back office.

I went outside and heard someone. I ran to and crouched by a wrecked sedan. I could just see him through the windows, he had no pants on and a bow. When I saw him approach, I bolted hoping to get away from the area ASAP. Fortunately, besides being scared out of his wits, he claimed to be friendly. I waved my gun at him to show I was armed and for him to back off. However, after saving me from a wolf that cornered me, I gave him my trust.

Another survivor, newly equipped, came towards us telling us he meant no harm. We awkwardly stared at each other for 2 minutes before we decided to group up and head out. I explained to them that I had a USB microphone so I couldn't communicate well due to me having to hold the microphone and the push-to-talk key to use it.

(For naming purposes, lets call the guy with no pants Tom and the newly spawned Joe)

Tom, Joe, and I found a residential area and started looking around. I found a car battery in one of the sedans in a garage. Unfortunately... I didn't have the space for it... and Tom already had a full satchel. Thankfully I found some clothes in the third house we looted and made a satchel to carry it, thinking it would be a good idea in case we found a car.

Joe and I lost Tom while we were in the 5th house up. We called out his name but with no luck. However, 2 minutes later, he came out of the fog yelling at us saying he found (Surprise, surprise) a jeep with a full tank of gas, spark plugs, headlights, turbo, and an engine.

Joe and I followed Tom (Joe somewhat thinking it was a trap of some sort) until we reached the car. We all sat in it for a minute, just talking and planning out our next move. When we had a plan, I jumped in the drivers seat and put the battery in the car. We all cheered as the engine roared to life. Joe asked if he could drive so I let him. We were all talking and chilling while Joe drove us up a hill.

While we discussed where we could set up basecamp, Joe accidentally drove us too far up and had to drive us back down. Unfortunately.. he drove too fast and we flipped over a railing by the steep edge of the hill.

Tom yelled at everyone to get out before it blew up. I told everyone to back off. We all stepped back and 2 seconds later all that was left was a car frame and fire.

It was an unfortunate loss... but it's one of those things you just remember things by. As I told Joe,

"So I found some friendly people and we explored some houses and I found a car battery and someone found a car and we let the guy named Joe drive and he flipped the car over and we nearly died in the explosion."

It was so awesome...

Sorry for such a long, pointless post. I just wanted to share a humerous story.



Submitted July 08, 2015 at 02:27PM by Gamecool_10 http://ift.tt/1dLxJI2 h1z1

Sunday, June 21, 2015

[Suggestions] Stuff i desire. h1z1

Just started playing, i started on a PVE server so i could learn the game, so none of my opinions may matter for PVP.

These are suggestions for the base gamemode, not BR.

-Signs of varying sizes to place on bases. -More cars/ability to repair wrecked loot cars' -Food spoilage -Electricity (Generators/Refrigerators/Ovens[advanced cooking]) -darker enviornment at night, its basically sunny outside -craftable spool of twine (ex: 10 scrap of cloth) -craftable clothing(shirts,boots,condoms etc) -ability to carry extra shit in your hands (all inventory and gun slots full, still want to hoard an AR? Hold it like a baby and run away). -a non-ghetto craftable bed

Personal never gonna happen but i still want section:

-recognized currency (like in fallout's wasteland (caps) or in the metro (bullets), a good currency would be bullet components). -Automated vendors (stock items, set price, sell items) -customized mad max-esque vehicles. (placeable armor plating,writing and spikes -cool shit)



Submitted June 22, 2015 at 11:17AM by Gondor128 http://ift.tt/1Ro5MU5 h1z1

Wednesday, May 6, 2015

Bullet holes, blood, dead bodies, burned buildings. h1z1

Everything in this game seems rather clean. There is an occasional overturned refrigerator, however there need to be more signs of a battle against the undead. Walls should have bullet holes and blood. Dead bodies should litter the ground. Burned out buildings and debris - not just wrecked cars.



Submitted May 07, 2015 at 02:47AM by skycoffin http://ift.tt/1zNl8i8 h1z1

Wednesday, April 29, 2015

Long lost ideas, should this be improved? h1z1

I have always been a big time base builder, and didn't really consider barricading a structure.

However, after seeing how cool the apartment buildings are, I am thinking some of these ideas could diversify gameplay a little bit....

Instead of just wooden barricades, we should be allowed to craft a lock for a pre-existing door, and reinforce it with sheet metal. When this is done the door should look reinforced so that players know it's occupied by a player.

The person who made the lock should be able to program a code for the door which they can then give out to friends for access.

These doors, if heavily reinforced should take as much explosives to get into as a metal gate (which should be harder to get into currently)

When someone uses explosives to get into your house or apartment the door should slam open (not destroy door) not sure if I think the lock should be destroyed as well?

That way we could have an experience using the cabinets and refrigerators for storage and organization.

There should be levels of upgrades for the door to provide more protection from raiding all requiring more and more metal. Since the door is the only point of protection for an apartment unless you take the whole building.

SIDENOTE: you should be limited to one secured and locked structure per server to prevent total map takeover. I would say one door, but if there's multiple doors in a structure you should be able to secure them too.



Submitted April 29, 2015 at 07:05PM by papaslaunch http://ift.tt/1GvMg2e h1z1

Wednesday, March 25, 2015

[Suggestion] New server rule: LAST STAND h1z1


Im pretending this to be a patch note, to emphasize the suggestion.


(This post has been made on the H1Z1 soe issue tracker as well, looking for everyones input and hopefully the devs see this as well.)


*New server ruleset has been applied, titled "Last Stand"


*Last Stand will be PVP , and PVE will come at a later time.


*Recipes have been removed for : base building, shelter building, and parts that connect to any foundation compared to our base survival rule set. (This will not be a base building, crafting centric server ruleset)


*Barricades have been improved and can only be placed within INSIDE a building, with greater flexibility to place them as seen fit by the player to protect from increased Zombie and player threats.


*Included a metal lock box that can be crafted to store your items and have increased health. (It will take a lot of IEDS to break them apart)


*Furniture within a building can now be moved around and used as a barricade (Refrigerators, Tool boxes, wooden crates and dressers for now). Will decrease player stamina and can be destructible with certain tools.


*We have increased our zombie population, and you will notice their damage, AI and animations to be a greater threat to a player and significantly improved.


*Decreased all survival loot, such as water, canned food, MRE'S ect.


*Decreased weapon spawns, and made it rare to find a gun and ammo.


*Eliminated most wildlife, most wildlife will drop "Tainted meat" on rare occasions. (Including rabbits found in animal trap)


*Turned on Rain, fog atmosphere and increase the duration of such weather patterns.


*Name tags will not show on a player unless communicating through a mic.


*Zombies can now sense a player more so than ever through sight and sound and also can be distracted by such sensory stimulation.


*Zombies can now crawl through windows, cause damage to doors, barricades, windows.


*Zombies will aggro together during certain circumstances, creating hordes. Hordes can not be dispersed unless killed off


*Zombies can now inflict the H1Z1 virus more common than base game, and finding medicine to slow the virus will be ultra rare.




Well that is the pitch, envisioning a hardcore zombie survival experience where you can either band with other players to defeat the increased zombie threat or kill one another to stay alive. Loot will be rare to find, so watch your back, or work together. Humanity is our last hope!







Submitted March 26, 2015 at 12:24AM by digitalwilson08 http://ift.tt/1HFVaMl h1z1

Monday, March 23, 2015

[BUG]- Cant move after looking in containers h1z1


Must be a recent bug, because I have not experienced this before. After I look inside a car, storage container, filing cabinet, refrigerator, even my own inventory, the game shows an mouse cursor and Im unable to move. I press the "_-" key to get my character moving around again. I have to do this each time I inspect anything.







Submitted March 23, 2015 at 08:19PM by digitalwilson08 http://ift.tt/1HsIv2F h1z1

Sunday, March 8, 2015

Stuck Behind a Furnace... h1z1


Me and my friend were looting a gas station and cooking animal fat at a campfire to get bio-fuel, and I, after thoroughly searching most of the gas station, went into a room that was blocked by a furnace. I jumped on the wretched thing, crouched, and made it into the room. After searching the desk, refrigerator, and filing cabinets, I proceeded to attempt to exit the room the same way I entered it, by jumping on it, then crouching; but to no avail. I tried several methods, like tapping W while logging in, but nothing worked. I eventually gave up. I asked the admin (shz-WYD) of the server (Chainsaw) that I was on, and he recommended that I come here. The gas station I speak of was in the Lone Pines Development, I believe. My current character was quite geared, so I won't accept tips, like, "Just use /respawn." Any tips would be useful. Thanks.







Submitted March 09, 2015 at 05:58AM by Mini_Medic http://ift.tt/1Mj6kIn h1z1

Wednesday, February 25, 2015

Loot bugged again? h1z1


NOTHING in containers/closets/refrigerators/ANYTHING. Just spawns on the surface on the server barcelona.







Submitted February 26, 2015 at 09:05AM by tetrismaen http://ift.tt/1wqvB1p h1z1

Saturday, February 21, 2015

Refrigerators, The Real Victims :) h1z1


For some reason, people have been taking a massive amount of physical effort pushing over, pulling, and generally abusing the refrigerators during the zombie apocalypse.




  • I don't think the zombies have the organizational skills - these fridges have been purposely mucked with.




  • The heat dissipation components on the back look intact.




  • If someone was looking for bugs/mice to eat, they should have just opened the fridge for some fine canned goods.




  • If you use a fridge as a tool to break a window on the second story of an apartment building... I mean, that's some real obtuse... I bet project managers lived here ;)




  • I could believe that perhaps a few people tried to hide behind their fridges, however, not to this degree. Seriously, was there a memo that said "In the event of zombie apocalypse, we rebuild society from behind the fridge."




I'm considering knocking over my fridge now to see what's back there :)







Submitted February 21, 2015 at 01:37PM by texsantos http://ift.tt/17DvrYr h1z1

Friday, February 13, 2015

The .45 may as well be a .22.... Learn something. h1z1


I've seen many comments revolving around the .45 caliber and that "it's so weak (needing two headshots for a kill) that it may as well be a .22".


While I understand your point, assuming that a .22 caliber head shot will not kill you is ignorant. As someone raised around firearms my whole life from Air rifles to assault rifles Almost everything above an air rifle is all but guaranteed to kill you with a headshot. Sure, there are exceptions, there always is. But in generalization (as a game has) you would be dead.


I say as a generalization because games on average are not designed to take random factors into account. Factors like where it hit the head, trajectory on entry and exit. The basics.


While a .22 is weak as hell compared to a .45 we are talking about a headshot. I have personally destroyed refrigerators with a .22 rifle and .22 revolver (my old favorite model 666 HK), going in the front and out the back of a closed fridge and I'll go ahead and say your skull is no match.


Not to mention, I was a Juror on a murder trial involving a man shooting another in the head with a .22. The medical examiner explained that he would rather see any other gun used in a headshot for one simple reason and I quote "If you're lucky it is fired straight and enters the victim and exits. 90% of the time the shot enters but loses enough momentum that it cannot exit, instead ricocheting off the inside of the skull several times pureeing the brain."


I really just am trying to say that firearms are deadly, no matter the caliber. End of story.


TL:DR; .22 caliber is just as deadly as any other firearm if properly/improperly used.







Submitted February 14, 2015 at 05:33AM by _Spastic_ http://ift.tt/1F7LPiv h1z1

Tuesday, February 3, 2015

Honest Post from A Long Time DayZ Mod and SA Player h1z1


Background So I started playing the DayZ Mod sometime at the beginning of Summer 2013, right after they removed the starter pistol. I played the mod for about 6 months in a great clan. We ran our own Lingor server, frequented Namalsk servers, and generally had a very tight well organized group of Anti Bandit players. We played many of the additional flavors that came out including +. When SA was pushed back even further passed the Dec release date the hacking had just become too much that we only felt safe playing on our own server where we had a little bit of damage control. But eventually we got bored. When SA finally released we came back and played rigorously even though SA was a few steps behind the Mod in terms of content and variety. Over the last year I have played SA on and off as the development continues to bring the game in line with Mod features in the SA environment. DayZ is an amazing game and still continues to be a lot of fun.


Feelings on DayZ's competition At first I was not interested in another "DayZ Clone". I skipped the WarZ rush because I knew exactly what it was going to be. I did not fall prey to the hype surrounding Rust or Nether or any of the other DayZ contenders. When my friend brought H1Z1 to my attention last Summer, I laughed at this too. Not only was this being developed by SOE whom I had little faith in as a past SWG fan, I still didn't see any reason as to why I should pay the game any attention.


Why I bought H1Z1 Over the weekend the same friend had decided to buy the game because his work buddies told him how awesome the game was. While I got ready for my Sunday raid I watched him play via the Steam streaming service and again found very little to be desired in the game. Yesterday was his birthday and he said all he wanted to do was game. I had offered to take him out for beers but he declined saying he would rather use his "free night" to play games. So I decided to take the money I would have spent on buying a couple rounds and buy this game to play with him on his birthday game night.


In the Beginning Starting off, the game does not feel any different than DayZ. The interface at first glance is very similar. Movement is very much the same, controls are almost identical. You start off with a few supplies, no weapons, and on a random spot on the map. You have health, hunger, and thirst (all given different names) to maintain. A weapon, food, and something to drink are your first priorities as a fresh spawn. You need to fend off Zombies and watch out for players. I found a online map and loaded it up on my second monitor for navigation. Nothing really new here game play wise, very much like DayZ.


But wait, now this doesn't feel like DayZ anymore As I am making my way through some camp sites and finding the bare essentials, I run across a Map posted to a board. It wasn't a map of the entire zone but a small map of the surrounding area with basically a "you are here" type marking. There was also some other writing saying something about a group of survivors that had headed up North. I wondered if there might be something up there? But in any event I was pleased to be able to figure out my location with relative ease. This was the first sign that this game is going to be different. I still had to maintain my character's status and I still had to fight off zombies, but at least I know where I am and my friends were on their way with a car.


Things I started to noticed as I waited So as I waited for my friends I began looting the houses clustered up on the east side of Pleasant Valley. I had read that PV is a hot zone so I was very careful moving through the buildings. Even though I had to try and be as quiet and stealthy as possible I could not help but feel overwhelmed at each building's potential areas for loot to be found. Moving house to house I would spend 1-2 minutes in each house going through cabinets, refrigerators, bathrooms, armoires, desks, piles of trash in corners, toolboxes. Oh, did I mention that just about every vehicle you find, drivable or not, can be looted? So it began to feel a lot like I was truly scavenging for supplies. I was finding many things I could use, I was finding a lot of things I didn't need. I also found that I could break certain items down for materials. I found it especially helpful I could tear up clothes for cloth to make bandages.


First Crafting Experience As I began collecting materials my friends explained to me how crafting works. They told me I could take my axe to any tree, chop it down, and harvest the wood. I could then craft this wood into a bow and arrows. I started off using the discovery option to learn how to make wood planks, turn them into sticks, and turn them into arrows. I was pleasantly surprised to find that it did not remove the materials to learn the recipe. I was even more surprised to find that once I knew how to make arrows, I did not have to make planks then sticks then arrows. I could take a log of wood and tell it to craft arrows and it would go through all the steps creating the planks, sticks, then arrows. I also realized that I could craft what I needed with the materials on the ground. No more inventory shuffling! Needless to say the crafting was fairly initiative and the UI was very easy to use. At this point I was also very low on hydration (thirst). I had found several empty water bottles so far and I know I had seen a stream not far south of my position. I headed down to the water and sure enough I was able to fill the bottles. But the water was dirty and I learned that dirty water not only provides a small amount of hydration it also takes away health points. Since I had collected so many cloth scraps and crafted them into bandages I drank enough dirty water to almost fully hydrate and then bandaged myself backup. I later learned to, my surprise, that I could start a fire with a log obtained from a chopped down tree. Once the fire was lit, thankfully I had a lighter, I could put dirty water bottles in the fire to turn them into Purified Water. Purified Water, as I sure you guessed, provides a huge amount of hydration and does not hurt my health. I would later find that depending on the weather water can also be found in rain catchers, neat!


Zombies Now this is where things really begin to feel different, for me at least. I found that running around houses and building a fire does not go unnoticed. But it wasn't a player or group of players who's attention I caught. To my surprise the Zombies act very much like Zombies you see in the movies and shows. Killing Zombies with a melee weapon is not always the easiest task and I had to use up a lot of bandages. One thing that helps is the ability to push back your attacker and even sometimes knocking them down for a short amount of time. I began a strategy of pushing, swinging, and stepping back from their counter attack. But I was not always successful in dodging. So it became clear that I should just do my best to dodge them when possible. I was impressed that Zombies in this game do not (most of the time) walk through walls. They do not open doors. But they will find an open door if there is one and there are many doors in each building. So it became protocol when running from a Zombie to shut the door behind me and then rush to shut all the doors in the house. But even though I could safely lock myself up in in a building to my horror the sounds of a Zombie trying to get in actually attracted MORE ZOMBIES!!!! Where there was only 1 Zombie quickly became 3 then 5 and then 8 Zombies surrounding the building I was held up in. They knew I was there and they wanted to eat me! It was at this moment that I began to really start having a lot of fun. Now I started feeling like I am in a Zombie Apocalypses. I charged out of the back door , axe ready, and took out the first Zombie I saw. I looked around, there is another coming my way, then another coming around the corner of the house. After several Zombies dead I believed I had them all I began chopping them up for cloth. All of a sudden I hear a noise behind me, holy shit another Zombie creeping up on me. And then oh shit one of them on the ground was only knocked out! After dispatching the final two I ran back into the house to bandage and calm down. For a second there it felt like I was playing a scene from a Zombie movie. No words can properly describe the experience of being surrounded in a house, bursting out the door in a melee Zombie killing rage and then having the shit scared out of you when one comes up from behind and distract you while another rises up that wasn't quite dead. Needless to say, that was a lot of fun!


The Map While the events that Ive detailed seem like hours gone by, the time that passed was no more than 15 to 20 minutes tops. By the time I had conquered this little suburb of the immediate threats my buddies showed up in a cop car. I quickly hopped in and we took off driving around looking for wild animals to harvest for bladders to turn into fuel. I realized the map is not as big as it looks and you can traverse it fairly fast even on foot. All main roads basically make a square around the map and it became obvious that finding a main road will eventually help you find a town/city but most importantly a sign or even a poster map. As someone who has played many different Arma2 maps with the DayZ mod, I always enjoyed the smaller maps so this was a pleasant surprise to know that when I die, which will be inevitable, I can probably catch back up with friends a little easier. Its also important to note that I enjoy not only killing Zombies but bandits as well. A smaller map means I can get into the action a lot faster than in previous experiences. This was a plus for me.


Bandits I honestly don't want to go into too much detail here. We got into a firefight in PV, I was shot in the back by a 1911 because I hit V and holstered my weapon..... We found a housing development with 2 jeeps which ended up attracting a few bandits and we had a firefight inside a house where I ended up holding up in a bedroom ready to shoot an arrow into the head of anyone opening the door (we lost one friend and the other killed the bandits with an AR). PvP is not much different than in other games and standoffs get your heart pumping per the usual.


Thoughts After I Logged Out In the end I found that H1Z1 has plenty of different features to offer fans of the genre. I found that the bugs present in the game are not anymore game breaking than bugs found in other games and anyone who could play DayZ the mod or even SA and enjoy it with the bugs will not feel like anything in this game is any more game breaking. I haven't ran into any hackers that I am aware of yet, but again I lived through the DayZ Mod and would still recommend it and SA to friends. Endgame is not much different than other games as in the endgame is what you make of it. Games of this genre are one side getting geared up and the other side experiencing situations where split seconds decisions are the only thing between life and death of your character.


I hope this can help anyone on the fence determine if its worth checking out. If you are a fan of DayZ Mod and SA you might find that this game is fun too, takes a little less time commitment, and has enough differences to remove it from being a genre clone. Thanks for reading!


TL;DR




  • Plenty of features that are different than other games and plenty of features that make you feel at home in the genre




  • Arguably better Zombies in any of the games so far. Some are faster and stronger so there is variety




  • Crafting is a lot more intuitive than at first glance




  • No buggier than the other games, possibly less buggy considering its current in-development time




  • Less time traveling the map to meet friends and is much easier to get your barrings




  • Plenty of survival elements and game play can easily be immersive if you want it to be









Submitted February 04, 2015 at 12:03AM by philefluxx http://ift.tt/1CWHook h1z1