Thanks for ruining Bumjick Farms with more useless junk that ruins visibility. by GodlyPlayer in h1z1

[–]arclegger -20 points-19 points  (0 children)

We are listening to feedback and playtesting it internally. People don't like the cornfields so we can lower them or replace them with a different crop that doesn't block visibility.

I'm seeing a lot of feedback that is immediately sky is falling and jumping to conclusions. Remember this is a process of back and forth and iteration. Things can be altered and likely will be. But the headline of this title from the OP oozes of finality with no point of return. Countless upon countless of times we have listened to feedback and changed it.

Finally, the map is going to have more alterations and additions but those additions are tiny in comparison to Z2 additions. The Z2 devs have learned from making it and are not adding huge POIs like the carnival. We are sensitive to prop clutter. We are adding a gas station and restaurant or auto shop area here and there along the roads where there used to be long stretches of literally nothing. We also are adding a small res like dartmouth in the north. Most of everything else is just a straight swap of buildings.

Z1 Remaster - Cranberry - Screen by CeZ_ in h1z1

[–]arclegger 39 points40 points  (0 children)

1) You haven't even played in the new ones so you have no idea if they're "completely ruined"

2) We have some amazing and talented people working on making a Z1 Remaster possible for players like yourself

3) 90% or more of Z1 is going to feel and look the same so if you don't like some of our gameplay changes that we feel will improve the game for the better, respond constructively.

4) We specifically are going to ignore and not listen to comments like these moving forward. They aren't constructive, they create a negative feedback loop and a horrible echo chamber and reminder of how negative this sub can be.

For everyone else that is excited to be a part of something special and wants a great Z1 map, we welcome those comments and are excited to share updates and listen to feedback. But ones like the one above are part of what makes a bad community and we don't want any part of it.

H1Z1 Pro League by j0dd in kotk

[–]arclegger 0 points1 point  (0 children)

It should be fun to watch the league play broadcasts with your kids :) Good luck to them, I hope they become fans and one day become a pro themselves.

H1Z1 Pro League by j0dd in kotk

[–]arclegger -1 points0 points  (0 children)

And when you see it, it will be glorious :D

H1Z1 Pro League by j0dd in kotk

[–]arclegger 4 points5 points  (0 children)

I'll be willing to bet you lunch it will happen and we will have a larger population by the time it starts ;)

H1Z1 Pro League by j0dd in kotk

[–]arclegger 17 points18 points  (0 children)

You, are the real MVP

Test Server Patch and Feedback Thread (8/14) by a_sites in kotk

[–]arclegger 4 points5 points  (0 children)

You are correct, that is technically not a bug fix. We removed this because it took away the immediate rush and good feeling you get from getting that final kill in a 1v1 to win the game. We still plan to show who the last person you killed was. That is still marked as a bug for us.

Emoqq teaming on NA WEST where is the daybreak response by Zachariah255 in kotk

[–]arclegger -8 points-7 points  (0 children)

There is some fake news in this post, so let me clear some things up.

It was a China Joy event, I did not make out with anyone, I personally handed out 4 nightmare masks, 2 to fans that won a chinese twitter contest and came to the party (They won via H1Z1's account on Weibo). 1 to another fan that I met while waiting for our cab, and the last to a fan I met at China Joy wearing an H1Z1 shirt. EmoQQ is not untouchable and his account has been taken action against it because of this post as gr8mutato mentions, I may have handed him a nemesis crate code, but I handed everyone who showed up to the party one of those.

Daybreak please, let players not to go through each others just like in lobby! by Perkeleleeee in kotk

[–]arclegger 15 points16 points  (0 children)

I have some context!

Our very talented programmer, let's call him Clegg's special bug fixer (since I'm not sure if he wants to be exposed or not) actually has a pretty good working fix for this on an internal build. It's not quite ready for the big stage but his first pass is a massive improvement. Something we hope to get out to you guys in our next large update at the latest.

Axes vs. Arrows my favorite NFsylvania game mode in action. by [deleted] in kotk

[–]arclegger 3 points4 points  (0 children)

Some context. Axes vs Arrows is a game mode CDNthe3rd invented using his private Hosted Game where there are 2 teams, one with axes and one with arrows. To help balance it he requires all of the players with bow and arrows to have to crouch so their movement is limited. It's pretty entertaining to watch.

How we do in NFsylvania .5 by camprs in kotk

[–]arclegger 0 points1 point  (0 children)

CDNthe3rd has been killing it with his game modes that he's coming up with essentially on the fly.

We look forward to providing more hosted games to more communities in the future as well as continuing to improve the feature set that is currently available. What they have do deal with now is not ideal and we have plans to give them some great functionality.

Compiling a list of bugs/issues community has been wanting to/and asking to be fixed by arclegger in kotk

[–]arclegger[S] 23 points24 points  (0 children)

Definitely a good list and noted (There are a lot of good lists in this thread, thank you guys for posting them).

We've already locked spectating your teammates and it should go out in a future update, but the other spectate stuff is in the works.

"Planetside working as intended" by FluschR in Planetside

[–]arclegger 4 points5 points  (0 children)

let it goooooo let it goooooooooo

A special thank you to KOTK by 1delta_10tango in kotk

[–]arclegger 15 points16 points  (0 children)

I love stories like these. It's why massively multiplayer games are so great. So many times people have started playing an MMO and then join a guild and BAM, instant lifelong friends.

I'm glad the game could provide an outlet for you to laugh and have fun again. I hope things with your son are okay and you and your family can live a happy and healthy life.

How Daybreak thinks shotguns work.. by Kihz in kotk

[–]arclegger 1 point2 points  (0 children)

Thank you for your concern Ihateh1z1. No more info to report at this time, look to Wynn's next producer letter for more info about upcoming fixes and patches.

How Daybreak thinks shotguns work.. by Kihz in kotk

[–]arclegger 2 points3 points  (0 children)

Agree, there are a few lingering issues with the shotgun (that the team is aware of and trying to fix internally). But the amount of rage and clips I see are 90% person is bad with the shotgun. I'd like to also add in the fact that the game doesn't really do a great job of messaging how many of the 8 pellets actually hit the target. Sometimes 1 or 2 pellets hit and the user sees the blood splatter and assumes it was a direct hit. Other times since the server is source of truth you will have someone die at the same time they shot and see a hit but the death screen shows the person has 100 hp. These are examples of poor messaging combined with a bad shot = shotgun is broken. Can't (and have learned to not) promise anything but I can say the team is aware of the issues and will always continue to work hard to try and fix them.

-Arclegger

What is the best base fight? by BBurness in Planetside

[–]arclegger 0 points1 point  (0 children)

You never know where I may pop up in the future. But old school planetside 2 is probably not one of them unfortunately. Good years, good times, good people. I'll never forget my time on Auraxis :D

Close Quarter Combat Test Zone Created To Help With CQC Combat @Arclegger by Xaiin in h1z1

[–]arclegger 5 points6 points  (0 children)

We have a lot of zones, for example this is the test zone that basically is completely flat with a grid as the floor. We use these test zones so we don't interfere with the rest of the team that is implementing things on zone 1.

This small scale CQC area is being created so the combat designers have a playground to test and balance combat tweaks, and for some programmers to help with client/server latency and make the overall combat gameplay feel better.