H1Z1: On Death You Will Now Rise as a Zombie
Hey everyone!
It’s been a while since I posted one of these. Although I do
apologize for the extended dry period, I do want to clarify my update
cadence going forward. As you noticed last update, our current build was
on the Test Server for a good amount of time. This supports our general
philosophy that publishes remain on test until they reach a quality
level we are comfortable with. I know some of you are thinking, “Yea,
there were still bugs in that publish”. Fact is, H1Z1 has been
receiving a lot of changes under the hood and we just adopted some of
the combat improvements from KOTK which we feel are relevant to JS. This
includes many bug fixes and performance adjustments. As much as we
would love to avoid a single issue, as soon as we publish an update to
the masses, issues tend to show themselves more rapidly. We are happy
that we could turn a lot of these around quickly and we want to thank
all of you who helped us out by reporting issues.
Moving forward, you can expect an official updated from me AFTER we
do a live publish. This way, you get the new stuff and you see what’s
coming next. Pretty straightforward!
So, what’s happen in development?
As usual, no guarantees for release date of the following topics.
They’ll go live when they’re ready and they will hit the Test Server
first!
Weapon enhancement recipes
You’ll now be able to kill rare zombies to find prototype weapon
parts. You’ll combine these prototype parts with normal weapons to
discover a recipe. The newly crafted weapon will have special abilities
and stats. They will also have finite lifetime and cannot be repaired.
So, save these for a “Special” occasion.
Here’s an example of what you can expect:

Upon death
You player will now rise as a zombie. So you or your friends will
have to….um….kill you again to get your stuff back. Should be fun!
Boss zombie experimentation
I don’t want to spill the beans too much on this one. As we continue
growing Just Survive, we’re always looking for ways to introduce new
play loops into the game. Having boss encounters plays well with many
of the things we want to do going forward. So, don’t be surprised if you
run across a more vicious situation sometime soon. And you thought
bears were scary! Hah!
Survival Score Servers:
We’re putting together another server ruleset. This one is designed around the notion of “How well did I survive?”
It’s going to work something like this:
A few designated servers will be on an auto wipe system. Every XX
weeks (1, 2 or 3 possibly) the world will end. The server will wipe
itself and give a final score to each player. This score is accumulated
and displayed in the UI as you are playing. You’ll get points for things
like zombie kills, recipe discovery... Etc. Think of it as a more
advanced version of the death screen when it presents your end stats.
Past scores will be available for some undetermined length of time also.
We are still designing and working out the kinks with this one and
you can expect to play it on the Test Server first to provide your own
feedback. Expect to hear more about this in the future.
Limited Base Building
Couple fixes:
The Villas are being opened for base building
Campfires, torches and flares are no longer restricted from the rule
Sorry Krakow players….we missed you in the rule update. You are getting the rule also.
Exploiters
We are fully aware of the current exploits going on. We do not speak
publically regarding steps being taken when dealing with this sort of
thing. But I will say, if you are caught exploiting, you will be
banned. Please pass it along.
Loot
For a long time now, loot has been in a state which wasn’t on par
with a survival experience. We’ve read all your posts; we’ve gone
invisible and observed many players. We’ve checked high, low and medium
pop servers. We spoke to many players live in chat.
I’m sorry if we’ve given you the easy life in the past but times need
to change a bit. In a nutshell, the current loot drop rates are
intended. Building a base was never intended to be a simple task btw…
That’s all I have for now.
Peace out and see you all in game!
Combat Update Notes:
For those that don’t know me, my name is bronstahd (Garrett Fern),
and I’m a combat and gameplay designer working on H1Z1: King of the
Kill. Tomorrow we are releasing an update we’ve internally termed “the
combat update” which is the result of a focused push toward improving
combat and related gameplay systems. I wanted to spend some time talking
about several of these changes in greater detail to give some insight
into what’s changed and why we’re excited about this update’s release.
Shotgun
We’ve continued working to improve the consistency of the shotgun.
Our goal is that the shotgun should be a powerful, up close threat. This
update further tightens the shotgun’s spread of fire, making it more
powerful up close. In addition, the shotgun’s damage will fall off over
distance, so it isn’t too powerful at range. The feedback we’ve seen has
been positive so far, so we’re really looking forward to seeing these
changes on the live servers.
Cone of Fire
Recently, we added Cone of Fire adjustments based on your character's
movement state. We did this because, put simply, guns were performing
far too accurately when running and jumping. Philosophically, our belief
has always been that aiming down sight should be the most accurate
method of aiming; this change made sure that's the case.
However, it was also possible to aim down sight while jumping, which
also allowed for tremendous accuracy in a way that didn't make sense.
This update addresses that issue by preventing ADS while jumping or
falling.
This has also allowed us to ease up on some previous combat restrictions
around movement and it will now be possible to shoot and ADS directly
from sprint. You'll no longer have to wait for your character to slow
down and suffer a delay when trying to shoot.
General Weapon Polish
This update also contains a lot of general weapon polish. In no particular order, here's what you should expect to see:
• Historically, melee weapons have been underwhelming and of little
use. As a first step toward addressing this, we've increased melee
weapon damage across the board. This won't entirely fix melee weapons,
but it should be a noticeable improvement:
Fists: 4.5 damage -> 9 damage
Combat Knife: 10 damage -> 21 damage
Machete: 12 damage -> 25 damage
Wood Axe: 16.5 damage -> 34 damage
• Since our last change to the AK-47 we've been listening to the
community and the feedback has been pretty clear: it's not powerful
enough when compared to the AR15.
We've been internally testing a faster fire rate for the AK-47 which
we'll be rolling out with this update. Here's what you should expect to
see:
The AK-47 should be faster than AR15 in full auto fire, but more difficult to control.
The AK-47 should be closer in speed to the AR15 when tapping.
Specifically, the delay between shots has been reduced from 160 ms -> 145 ms.
We think this change will create nice some trade-offs between the weapons and make the AK-47 a compelling choice once again.
• Increased the damage of the R380 from 15 -> 17 to reduce the number of shots required to kill with it by one.
• Decreased the damage of the M9 from 19 -> 18 to allow time to
apply healing after taking five shots. Previously it wasn't possible to
apply any type of healing before bleeding to death.
• We've made some adjustments to the M47 Gas Grenade that should make them far more viable as a thrown weapon option:
Damage increased from 1/tick-> 3/tick.
Duration reduced from 60 seconds -> 20 seconds.
• Depending on the weapon, it used to take anywhere between 0.5
seconds to 1 second to change from one weapon to another. This time has
been reduced to 0.15 seconds for all weapons.
• Weapon slots will always be assigned the same number, regardless of whether or not there are weapons in other slots.
Damage Log
We believe that when a player dies it should be very clear to them
what killed them. That’s not always the case currently. As a first step
towards remedying this, we’ve added a damage log to the death screen
that will display how much damage the attack that killed you did and
whether or not it was a headshot. Moving forward, the plan is to re-work
the death screen so we can display even more information about cause of
death.
Body Armor
EDITS MADE
We've also made some changes to the way Armor works that should improve the reliability of body armor:
• The entire body (chest, arms, and legs) is protected by Body Armor.
• Helmets still protect the head.
Hit Reactions
Hit reaction animations would cause the other character's head moved,
often preventing a quick follow-up shot from registering as a headshot
when it should. Other characters will no longer flinch out of the way
when shot.
Camera & Reticle Improvements
We've made a couple of improvements to the reticle.
• We’ve added a new element to the reticle that increases in size to display Cone of Fire information based on player movement.
• Improved color saturation and added clearer outline which should make seeing the reticle, even small reticles, much easier.
• In most cases, projectiles now originate from the camera rather
than the weapon model. This change significantly reduces projectile
collisions with medium-height cover like fences, rocks, cars, and
similar objects and also improves projectile performance when fighting
uphill or against players on top of buildings.
In some cases, it was possible for one player to have clear line of
sight on another player, due to the camera being offset above their
head, while actually being obscured from the other player’s view. We
felt this would be unfair, and in these cases (generally, when your
character is very close to medium-height cover) projectiles will still
originate from the weapon model. We’ve added feedback to the reticle to
make it clear when this is happening.
General Gameplay
KotK Crafting
In this update we're also adding some new crafting recipes to King of the Kill.
Makeshift Armor
We're pretty happy with the current scarcity of Body Armor, and like
that finding it feels special. However, the changes to Body Armor
outlined above meant that players without Body Armor would be at an even
bigger disadvantage than before when fighting against an armored
player. For that reason, we've added a new crafted armor, Makeshift
Armor, which will block one shot and can be worn as a fall-back to Body
Armor.
Components: Components: 1 Duct Tape, 2 Armor Scraps, and 4 Composite Fabric
• Motorcycle helmets can be “shredded” to provide armor scrap
• Military Backpacks can be “shredded” to provide composite fabric
Procoagulant
Procoagulant is a quick-use item that can be used to quickly stop bleeding without any additional healing effects.
Components: 10 Field Bandages, 1 Tactical First Aid Kit.
5x Explosive Tipped Arrow
Obviously, explosive arrows are very powerful, so we'll be
keeping a close eye on feedback for this recipe and monitoring its
impact on game balance.
Components: 5 M67 Frag Grenades, 5 Wooden Arrows, 1 Duct Tape, 5 12 Gauge Buckshot Shells.
• There are some small item spawn changes that support the additions to crafting:
Duct Tape now spawns on the map for use in some of the new crafting recipes.
Explosive Tipped and Flaming Arrows no longer spawn on the map.
Footwear Changes
With these changes we wanted to create some more interesting choice
when selecting footwear. To accomplish this, we're introducing a new
type of footwear and making some tweaks to the existing options.
Stealthy Shoes (New!)
Replaces boots as new starting shoes.
Similar in volume to bare feet.
2% faster than bare feet.
Reduce falling damage by 5%.
Heavy Shoes (boots & variants)
Loudest shoes.
7% faster than bare feet.
Reduce falling damage by 40%
Speedy Shoes (conveys & variants)
Louder than stealthy shoes, quieter than heavy shoes.
16% faster than bare feet.
Reduce falling damage by 15%.
Interaction Responsiveness
We’ve long had problems with delays in picking up items. It isn’t
really a combat related thing, but it was a big enough deal that we
wanted to pursue a fix for this update. The time it takes to pick up
items, open doors, and perform other interactions has been greatly
improved and is now nearly instantaneous.
Additional Patch Notes:
Items should be more consistently highlighted during looting
Removed dynamic weapon slot numbers from the UI
The team auto-fill button is back and should behave correctly
Fixed a bug where hit-markers would occasionally get stuck on
Fixed a bug where players could not melee others on ATVs
Fixed a bug where explosions could damage players through structures
Fixed a bug where the Molotov’s fire effect would sometimes be invisible
Corrected Molotov behavior so that they damage vehicles but do not cause them to burn
Fixed an issue where players would render incorrectly if they exit a vehicle at certain distances
Fixed a bug where thrown grenades could go through players
Fixed a bug where equipping a weapon while inventory is full could cause the player to lose the weapon
Fixed an exploit where swapping backpacks a specific way could create infinite bag space
Fixed a bug where the UI would make it appear that multiple hits were registering at once
Fixed a bug where character would appear to be falling when strafing against concrete barriers
Fixed a bug where the reloading the AK-47 while firing could prevent the reload animation from playing
KNOWN ISSUES:
There is a bug where Bundles of Arrows cannot be picked up using
“E.” However, they can be picked up using Proximity (done by opening
your Inventory / Tab Key).
There is a bug where the pickup truck moves slower than usual in Reverse.
The Auto-Fill button does not appear to be working as intended. We are investigating the issue.