H1Z1 - Zombie Survival MMO
H1Z1 är ett kommande Zombie Survival MMO från Sony Online Entertainment, Spelet bygger på SOEs egna spelmotor "Forgelight Engine" som även används i till exempel Planetside 2 och Everquest Next.
Dom har givetvis fått mkt "inspiration" från spel som Rust och DayZ, Men menar att H1Z1 kommer vara ett mkt större spel där det verkligen känns som att man har en hel värld att utforska till skillnad från DayZ och Rust där själva kartan är relativt begränsad (Speciellt i Rust), Det kommer även att finnas base building och liknande features.
Personligen så gillar jag själva idén om att göra ett riktigt stort Survival MMO även om jag är ganska less på själva Zombie grejen, Jag hoppas verkligen att detta är ett seriöst projekt och inte ännu ett "WarZ/Infestation", Det känns iaf lite betryggande att det är just SOE som ligger bakom detta, Vad tror ni?
Video från Livestream 18/4 -14
Det kommer att finnas olika servrar med olika "Rulesets", Varje server kommer att klara av flera tusen spelare så man får anta att världen kommer att vara riktigt massiv.
Spelet kommer att ha "One of the deepest crafting systems I've ever seen" enligt John, Det innebär komplicerade reparationer av fordon och liknande, Tänker mig typ DayZ modden men mkt mer detaljerat, Du måste ha ett batteri till din bil för att den ska starta, Du kanske måste ladda batteriet, Byta tändstift osv.
John Smedley har personligen sagt att spelet kommer att vara Free to Play och absolut inte Pay to Win vilket låter lovande, Enda kostnaden kommer att vara early access som ska kosta runt 20$.
Han har dessutom sagt att Early Access ska börja om ca 4-6 veckor!
Systemkraven kommer att vara ungefär samma som för Planetside 2.
Sammanfattning av en intervju taget från Reddit subforumet H1Z1 - Postat av DrAg00nEn:
Summary:
When Dying, loot stays at death location.
They are still figuring out the tech so they dont know how big they can get it.
They will slowly make the map bigger throughout updates.
take place in "Anywhere, America" Midwest/East Coast US
fresh spawns are essentially just civilians
Combat: a lot like hard recoil - via CS:GO
reticle/sights will stay where the recoil put them. you have to compensate after every shot.
FPS slider confirmed
trying to make sure that aiming is difficult in both first person and third person mode.
wildlife and hunting confirmed
Wolves and Deer exist
they actually have a problem right now where the wolves kept killing all the deer and are trying to find a balance there, so there will be like a circle of life.
Wildlife and Zombies can interact in the same way, zombies vs wolves naturally
it will still be alpha when we get into it.
The alpha will be more of a way to find what will be fun, what to add and stuff, and beta will be where the bug hunt happens.
server player amounts not determined yet
types of servers still being determined, as in PvE focused Servers or vice versa
still playing with loot. doing it like the DayZ mod where it'll respawn in randomish intervals.
the goal is massive amount of massively sized servers, but will start with a few massive servers
big issue is how to get around things like stream hunting because there will probably be less servers than most
going for modern guns, going for realistic gun spawns based on location. some places(the south) could totally have a lot of guns in the houses, where the opposite could be true in other places
right now there is both med packs and healing based on eating
working on the bodily harm/injuries system
crafting bandages can be found and crafted, saline bags were just added
rust level crafting is "the goal"
they are working on getting a bow and arrow in there.
ATM cars are just kind of there in full condition, but they could easily add the "this car is missing ______ component(s)" system
Character customization is very basic ATM, will expand later, should be easy to expand.
Anti-Cheat is transferring over from Planetside 2, and is very successful over there.
Dynamic weather is being added. rain is just getting to the point of actually making the ground wet, character shining a bit, bushes wet, etc.
containers and inventory system can be complicated: how to present it in the UI, how many default spots on spawn, how many to have on different clothes/gear
debating how hard it should be to switch guns, ie: carry 3 guns at all times, or multiple clicks and in inventory management just to swap from one gun to another.
debating on equipment weight being accounted for, can be tricky, must feel right.
again, fun is a main concern here
proximity chat confirmed
has whole Planetside 2 back-end, so they can add components from that very easily
still debating how playing with friends will work, sending an invite that needs to be confirmed so you can see where our friends are.
arson is gonna be a thing. needs to be figured out still though.
Performance is the #2 priority behind fun. Taking it VERY seriously
not sure if suicide will be an option
too early to tell if Mac version will be a thing. might make it if there is demand.
unsure if planting crops is going to be in it.
feedback will be a huge factor, this sub will be pivotal.
it is surprising how short the development cycle has been so far.
micro-transactions will never directly effect PvP combat. probably not even things like bandages will be buy-able.
craftables/ingredients/anything gatherable will probably not be buy-able.
biggest thing ATM is just getting the game to a stable, playable state
micros could be things like boosts in things happening, like in PS2
definitely working on getting around the combat logging problem
trees destructible, best tree destruction, ie getting them to fall when chopped down
live stream of current build next week, possibly monday, the 14th.
early access via steam roughly 4-6 weeks from now for $20
small, 20-ish man dev-team
day night cycle. it is accelerated.
not sure how climate will be handled when game becomes as big as it could be
placing items uses physics(PhysX?)
ragdoll bodies confirmed.
possible feature: pissing and shitting (Detta är bekräftat vara ett skämt från personen som intervjuades)
air vehicles are possible(the engine) but not sure if it will be there in the end
PS4 version is pretty much confirmed.
official H1Z1 twitter: h1z1game
Lite mer info angående själva kartan, Postat av Smedley på Reddit:
I've seen a bunch of people asking questions about the Map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple - we're building the core of "anywhere USA". When we first open it up to users the map will be huge, but nowhere near as big as it's going to be in short order. Our Map Editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On Planetside 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter.
When we open up the Early Access there will be a massive map for players to enjoy. Over time (very quickly) they'll magically just be able to keep going further than they've gone before. It's a very unique way of doing it, but we actually think this is a better way to go.
So not to worry. Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super crowded. We want remote.. haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse
So how many players per server? Who knows. As we add more land the number of people we can hold on a server goes way up. So we're excited. We have a ton of zombies for you to fight too. You'll be seeing hordes oh yes you will.
Q&A med en av utvecklarna:
-Will combat be as fast as was shown during the live stream? No, there are a few features coming online that will allow me to start tuning for slower combat. This includes things like 1:1 head movement but slower arm movement, ready states for melee (just right clicking), and weapon specific melee anim sets. Weapon/tool swap times will also be drastically slower than shown.
-Will zombies die from 1 headshot from a gun? Right now, sure, but if you've got a .22 or .380 it may not.
-Will there be free-look/alt-look/head turning? Yes.
-Will there be military spec weaponry in the game? Right now our focus is getting weapons that you could feasibly find in a civilians house. You'll find some nice AR-15s (semi-auto), shotguns, 1911s and the like. Not saying we wont eventually add some military weaponry, I'm not naive enough to assume people wouldn't have made their own modifications or stolen equipment during the events leading to our games state of the world.
つ ◕_◕ ༽つ give H1Z1
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