Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 04/20/19 in all areas

  1. 5 points
    This is a compilation of FAQ we have gotten from the community thus far, mostly from Discord, forums and Facebook. Q: When will the game be available? A: The release date is set for May 15th, 2019 as of now. Q: If I own other Nether titles, do I still need to buy the game? A: Yes, you will. We are a completely new development team working on this game so our work should be treated as such. Though the essence of the game is still the same, a lot of development and time has been put into it so it only makes sense that it is made it as a new game. Q: How much is the game going to cost? A: The game will be sold initially for $15. Q: Will the game still use the same engine (Unreal 3)? A: Yes and there are no plans for this to be changed. Q: Will there be free weekend? A: Though we have nothing specifically planned for now, this is something we would like to do in the future. Q: Will there be the option to host your own server? A: Yes. You will be able to host your own server at will, with up to 64 slots. Q: Since there will be Global Inventories, how will they port among all the servers? A: Initially Global Inventories will be server-based. That means that your GI and the items you collect will only be available on the server you've collected them. Q: What kind of Server Options will be available for people who host their own servers? A: We will announce this soon. Q: Will there be any Pay-to-Win aspects (i.e. buying weapons and PvP gear for real money currency)? A: No. All the purchasable items for real money will be cosmetic only. Q: Will Factions work the same way they currently do? A: For the time being, yes. You will still have the ten factions that you can join and they have their own standing amongst them. Q: Will items be visible while on the ground or will they be in containers? A: They will be in containers for the time being. Q: When a player dies, do their items all drop on the ground or do they have a "corpse menu"? A: Items from players will all be on the ground upon death. Q: Will there be new weapons and monsters? A: Yes to both. Q: What about previous special gamemodes that were released (arena, play as Nether, etc...)? A: We do want to bring these in, but not for the time being. Q: Will you respawn at the same spot you logged out or will you get a new spawn/Safezone Spawn? A: For now we are keeping it logging back where you last connected Q: Will there be Weather? A: Unfortunately for the time being we will not add this. Though it is possible on the engine, we would first need to test how it would perform on your end before putting it in. And since one of our main focus is performance and optimization, we will not add this for now and we have no ETA on when we revisit this, if we do. Q: Will there be vehicles in the game? A: We are in the process of fixing them and readding them into the game. The buggy you get as a reward for capturing areas in the Wastelands is still available. Q: Will Character level port from server to server? A: No. Since every server will have different settings, this would not make sense. Q: Will Account level port from server to server? A: No. For the time being it will be independent.
  2. 4 points
    where is the yawn button??
  3. 4 points
    I dont think so, there is more players playing open world then other game mode i think
  4. 4 points
    There is really no difference compared to OW. I would even say BR gets even less attention and highly doubt they even touched it the last year. OW is all thats left for NewZ. You can never remove it without delivering the final death blow to the game. Competitive was and still is a waste of dev-time. Since Competitive was launched, I never managed to find a game... thats how dead it is from the get go. Not to mention that Competitive is about as fun as doing the loundry lol
  5. 4 points
    Hi everyone! We have been reading all the content from the forums and the official discord, and we thought that we should make a thread showing all the addressed feedback. The objective of this post is to keep a detailed record of all the suggestions and changes applied to the Survival Mode. The goal is to ensure that the entire community follow the changes and can consult the advances. We choose to organize all the information in the same post making easier to check future changes and keep the forum unsaturated, helping the developer team to make efficient and precise decisions that benefit the evolution of the game. Now players will have the leading voice and an efficient mechanism to be heard by our developers. The changes are going to be divided it in the next categories: Done, In progress, On hold and Discarded. Achieved ideas based on your feedback and suggestions: Airdrops: Airdrops are now spawning on different locations on the map. Done Week/Weekend events: There is always new exciting weekend events. Done Official price list for the Survival mode: A list based in community feedback exclusive for the survival mode. Done Weapon automatically switch between compatible magazines: Now weapons will automatically switch between compatible magazines prioritizing ammo and size. Done Airdrops drop faster: Reduced the necessary time for an airdrop to touch the ground. Done New zombie models: A few zombie models got reworked and brought back in to the game. Done Several stability, performance and server improvements. Done New car models: New cool looking vehicles. Done New attachments and gear: New attachments like AR/Sniper barrels, Silencers, stocks and new gear like the ghillie suit and the leather backpack. Done Crafting system: A nice and simple crafting window for those who like farming materials. Done Mission system: A new mission system with new Jobs and rewards each season. Done Model correction: Several models and attachments were improved and corrected. Done Fully reworked Colorado V1 Map exclusive for the survival mode: A small and optimized map adapted to survival experience and player feedback. Done Work in progress: Daily rewards for premium accounts ( Survival ) : Now all premium accounts will be getting a daily reward in the survival mode. In progress Loadouts in survival mode: Adding the loadout system to survival mode, so gearing won't keep you away from the action. In progress Killing another player yields experience: Players Will get a certain amount of experience by killing other players. In progress New weapons: Adding new weapons and variants to survival mode. In progress Rebalancing the craft system: Improving the craft system according to looters feedback. In progress New interesting missions: Adding new interesting and mysterious missions for those who like to complete tasks. In progress Holding territories bring rewards: holding a certain amount of territories becomes more attractive. In progress On hold: Bringing the cars back to the official servers: Cars got removed from official servers according to community feedback, since players didn't like the idea of getting rolled by another person. On hold Discarded: (Discarded ideas will always come with an explanation). More Maps and servers for survival mode: There use to be a lot of different maps and servers for every region, but since many of them were not used and thanks to community feedback we choose to keep a smaller amount of maps and servers, prioritizing quality over quantity. Discarded Discussion thread: External links: Facebook: https://web.facebook.com/Infestation.NewZ Official discord: Discord.gg/thenewz Download the game: https://www.playnewz.com/ Survival Price list: https://goo.gl/wQiukT
  6. 3 points
    Do you play this game? Someone in Staff play the game?
  7. 3 points
    No. He's talking about GD. When it pops up on the screen it indicated GD or XP. And No Steve, not all the zombies drop money. That is an all out lie. I check my GD balance after killing a single zombie that only shows XP. Guess what. THE AMOUNT DOESN'T CHANGE. You still haven't addressed the issue that you are pandering to the PVP half of the community. Sad... very SAD.
  8. 3 points
    What is this math o0 You probably talk about the XP. A zombie can drop between 100 - 10.000 GD and this is totally random and yes, every single zombie is dropping money, sometimes it's just not visible in the popup.
  9. 3 points
    Double GD, but you get 200dollars + 100 dollars and not 200 x2 dollars. Sometimes you make a rich zombie at 19k, but the double is 100 dollars. Sad
  10. 3 points
    Sad. How can you say you get double GD when not all the zombies drop money. One more time an event leans heavily on the PVP part of the community while we the PVE players get little or nothing.
  11. 3 points
    Dear Community, After all the feedback we have received the past half a day from the community and first players of the game we have finished an initial hotfix with some fixes and improvements. We are still monitoring further feedback and we expect to roll out more of these smaller patches in the upcoming period to make sure the game runs as smoothly as possible for you all without any major issues. Now, let's jump into further details. OVERALL The global inventory capacity has now been changed to 600 instead of 300. We have also made further adjustments to some of the items taking up too much slots but you can read more about those changes under the "Items" section of the patch notes. The global inventory slots amount has now been changed to 100 instead of 50. We are considering making the global inventory global and not unique per server in the near future. This would mean players have the same global inventory in each official server. Stay tuned for this. Changing languages in-game no longer requires a full game restart. Added the server name to the in-game menu UI on the bottom left part of the menu. This allows players to see the server they are in. Added a health percentage number to the UI. Fixed a bug related to switching language where it would not always actually switch language. Fixed a bug causing servers to dissapear from the server list after some hours. PERFORMANCE Fixed some major server stability issues. We are monitoring the servers closely to aim for no further issues. (hopefully) Fixed an issue causing the game to potentially freeze when starting up. GAMEPLAY The Landsunk: Residential capture point no longer spawns a buggy (vehicle) when capturing. We have changed this to a weapon spawn for now when capturing. The buggy will be worked on and added back as soon as all the issues are fixed. Fixed a bug related to the flashlight sound where, when the turn on / off sound was playing it could be heared across the whole server. Fixed a bug related to the push to talk icon not always showing. When talking in-game now the icon should properly show. Improved the melee hit box radius detection to improve the melee fighting with Nether. This is still something we are monitoring. FIXES & CHANGES Arachnid Eggs now take up 1 global inventory slot instead of 2. Bandages now take up 1 global inventory slot instead of 5. Pain Pills now take up 2 global inventory slot instead of 5. First Aid Kits now take up 5 global inventory slot instead 10. Rations now take 5 global inventory slot instead of 10. The rest of the food consumables now each take 1 global inventory slot instead of 5. Updated the item description of the glider. The description now explains better how this item works. OVERALL To craft an SVD you now need a 7.62 barrel instead of a .45 barrel. OVERALL Updated some render distances for some objects that was giving players an advantage. (they could look through certain objects and stuff) Updated some render distances for some smaller objects including windows. (to prevent them unloading too early) Fixed some flying concrete parts in the Lakeside safe zone. Fixed some flying objects next to the Lakeside safe zone. Fixed some stairs next to the Lakeside safe zone. These stairs ended up in a dead end. (roof) Fixed a building that was missing collision allowing players to walk through. This building was in the Litchfield area. Fixed the metro entrances at Bridgeport where there was an invisible wall blocking players. Fixed an ambulance loot spawn next to the Bennett Park where were was not always loot spawning when opening the crate. Added missing grass around the Maple Street beach area. Added missing grass next to the Riverside outpost. Overall lowered the amount of golden crate spawns. We will closely watch further community feedback from here and keep working on this. As this is the first time we are opening up the servers for a wide audience there's always a risk of issues and we kindly ask for your patience in case of any unexpected events. Especially given the fact that we pushed the release date to TONIGHT instead of in 1 week. Want to help us out? Have any feedback? Want to share some ideas for the game? Here's what to do: We highly recommend to join us on our forums at http://forums.fredaikis.com/. Just create an account (scroll a bit down on the home page) and you'll find the Nether: The Untold Chapter section. There is all the room for you to create threads about your ideas or to report any issues. You could also share them through social media however it's best for us if you'd use the forums for this. Have a major issue? Have something really important to tell us? Here's what to do: The best and fastest way to get in contact with us is through support. You can do that in 3 ways: 1. Join the Nether: The Untold Chapter Official Discord and PM the bot (see it on the right) called: "Nether Support". - We'll be in contact there. 2. Go to http://support.fredaikis.com/ and create a support ticket under the "Nether: The Untold Chapter" section. 3. You could also send us an email at: [email protected] For now, we wish us all, players and developers, a great release. Hope to see you all in the game soon! Note 1: Patch notes might be changed if we need to fix or add something. Patch ETA: update will roll out any time from now. Patch type: client & server update. Estimated downtime: just a server restart needed. Client will need to be updated. Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers! For any feedback about the game or this patch please let us know in the comments or link us on social media! To stay updated regarding the game please follow us on our social media: Facebook: https://www.facebook.com/NetherTUC/ Twitter: https://twitter.com/NetherTUC Steam: https://store.steampowered.com/app/1010270/Nether_The_Untold_Chapter/ Discord: https://discordapp.com/invite/Zm3hpBB YouTube: https://www.youtube.com/channel/UC5HV4MZx9yq53vogFrrPQwA/ Twitch: https://www.twitch.tv/NetherTUC/ Website: https://nethertuc.com/ Support: http://support.fredaikis.com/ Wiki: https://nether.gamepedia.com/Nether:_The_Untold_Chapter_Wiki Best Regards, // Fredaikis
  12. 3 points
    Nether: The Untold Chapter will be released TONIGHT at 22:00 CEST (1:00 PM PDT) on Steam! During this initial period we will discount the game heavily as a gesture to those who committed to earlier titles. As this is the first time we are opening up the servers for a wide audience there's always a risk of issues and we kindly ask for your patience in case of any unexpected events. A new chapter in Nether's history is starting tonight. A lot has been changed and more is to come in the future with continuous development! An announcement on our forums with patch notes will follow soon with a summary of major changes in the current game and upcoming plans for it in the near future. With much enthusiasm to show everyone what's been occupying our days (and many nights) for the last months, The Fredaikis team Steam: Facebook: https://www.facebook.com/NetherTUC/ Twitter: https://www.twitter.com/NetherTUC/ Discord: https://discord.gg/Zm3hpBB Twitch: https://www.twitch.tv/NetherTUC/ Website: https://nethertuc.com/
  13. 3 points
    The only thing your missing V A C A N C Y is the fact that this weekend event should have been called the 'weak'-end event. Nothing offered for anyone who does not play PVP or who is not a money player.
  14. 3 points
    And just where do all you diehard "PVP" players get all your loot? You damn sure don't get it on a PVP server. You either buy it in a trade lounge or you all pile into a PVE server, farm everything in sight, and then take it to bolster your PVP fetish. If anything, they should split the two aspects and only let the loot gathered in PVP be used in PVP. Conversely, the loot gathered in PVE should only be available for use on a PVE server.
  15. 3 points
    Sooo you want to run off players like me who PAY for PREMIUM accts and RENT SERVERS 90+ days at a time bc we DONT want to play on the survival boards??? You couldn't PAY ME with MILLIONS of GC to play on there, It is NOT MY THING!!. Im barely coming around to the premium servers so don't press your luck. PVE only players are not going to change bc you try to force them to .They will just leave for other games and take their $$$$$ with them.
  16. 3 points
    And for those of us who only play PVE? What then? By only focusing on Survival, Battle Royal, and Competative, this leaves nothing for those who play PVE. The Community is NOT splitted way too much, there are just more people that have different views than you do.
  17. 3 points
    https://www.youtube.com/watch?v=L9epQfALtzc
  18. 2 points
    First off, there are exactly zero likes on your posts so irony much?? Secondly, As far as "moving on" maybe our "private server farming" might not be missed, but the guns, ammo, armors , spawners, ect we sell to the PVP players will be. Then there is the profit the game owners are making from our servers. Bear in mind than I Katryrna and I currently have a private server, and Campers had one. I'm not sure how long Campers had that server but I have had mine about 9 or 10 months now . So do a little math on what my little "farming" server did to help the game owners keep the bills paid and help them expand. Not only do Katryna and I have our server but we each have our premium accounts. Figure out those little bits too... not much overall I guess yet Campers paid for an Extreme acct for God only knows how long. ( That's not cheap BTW) So sure, run off 3 players who actually put money into this game. What a great way to build up this game... by running off players who actually are spending $$$ and give a damn.!!! ++++++++++++++++++++++++++++++++++++++++++++++
  19. 2 points
    Dear Community Are you ready? We are very excited to announce this Weekend Event. Start: May 17, 2019 12:00 PM (CEST) End: May 20, 2019 12:00 PM (CEST) Now, let's jump into further details: Battle Royale Reward You will get 2 Battle Royale XIX Skinboxes by winning a Battle Royale round during this event. Double REP Survival We are going to enable a server perk on the Colorado V2 server in Survival called Double REP (Reputation). Means all earned reputation will be doubled. Double GD Every earned GD (Game Dollar) will be doubled during this event. Extreme Subscription Discount The Extreme Subscription will have a discount of 20% during this event. Only purchasable through our website https://playnewz.com/buygc Only counts for the first month Weekend Event Sale Special weekend event sale is also active during this time. Check the picture below for more information. We would also like to remind players if they experience any issues regarding the game to please contact us. Official Support: https://playnewz.com/support Twitch Drops: https://playnewz.com/drops Partnership Program: https://playnewz.com/partners Last Patch Notes/News: https://playnewz.com/news Feedback: https://playnewz.com/feedback The entire staff team wishes everyone a great weekend! // The New Z - Staff Team
  20. 2 points
    We have had ours for quite a while, paying 90 days or so at a time for out server and had ours paid well in advance of the Easter event. We have seen the message you're referring to a few times since we originally got our server. The times varied but it still was frustrating since we were essentially paying to guarantee ourselves a place to game and arrive to find its not as reserved as we thought. Trust me, we understand.
  21. 2 points
    I couldn't agree more @DNI_Adrian. All poor little @Lauchboy is doing is trying to get some kind of reward from Steve. He's nothing more than a suck-up. Better watch out though, he may post another one of his childish pictures instead of saying what is on his mind. We are stating facts. I did the same experiment that @Katryna247 did and came up with the same result. 50 xp and 0 GD. (I stopped paying for an extreme account a few months ago and only have a standard one now. Also, since that fiasco known as The Easter Event stopped me from playing on a paid private server, I won't ever buy another private server. I still haven't gotten an answer as to why I got the message 'Sorry, There are no servers available in this area'. There weren't even that many servers taken.) I consider it wasted money. Keep supporting your little friend Steve. If things continue the way they are going, He's going to be one of the few players left. BTW @Lauchboy, Your use of sexual innuendo to make a point is surely a sign of your lack of an education.
  22. 2 points
    You wonder why not one of us like your posts. Maybe... just maybe if you could stop being an a##hole for 5 min and check out the facts behind our statements rather than make crude comments that have ZERO to do with the topic you MIGHT have something on here someone COULD LIKE!!!!!!! In simpler terms, how about this, grow up and stay topic.
  23. 2 points
    Steve, I DO KNOW the difference between the 100 XP ADDED pop up and 100 DOLLARS ADDED LOL OMG how STUPID do you think we are?? I am just waiting for one of your live-streamers that are playing this weekend to slow down, check their $$$$$, shoot a single zombie, watch what comes up and repeat until a few come up as 100 EX added... Especially when they realize all those MASS KILLS they been getting... all those 100 EP ADDED ( or 50 EX ADDED for reg players) did not get them a penny, even as you say on here they should have...… I wonder just how mad they'd be?? Probably like me, wondering why im even still here at all!!!
  24. 2 points
    I am not sure what game you are playing, but "yes every single zombie is dropping money," is NOT TRUE. I sniped a few zombies one at a time, and a few of them ONLY dropped 100 EXP! NO MONEY what-so-ever!! I watched and made sure, I also checked my GD balance before and after each and every single shot because I wanted to make sure before I got on here protesting. EVERY SINGLE zombie is NOT dropping money! Even "if" they were, and it "just is not visible in the pop-up" it still should register in my GD balance. No such luck! This whole 'double GD event' is a bunch of BS! Why pay to have premium account (I won't be doing that again!), or even rent a private server (I don't know if I will doing this again either!) when events like these get hyped up and turn out to be a bunch crap. If you asked me, the devs owe everyone a LOT of money, especially if they are saying that ALL zombies ARE dropping money, when they clearly are not!!
  25. 2 points
    Water mechanics are going to change in the next update and will patch these issues, swimming animation will (maybe) come later
  26. 2 points
    I was a day 1 player of the original game and like many others loved when it had come out. It's cool to see this project happen but I really feel like not porting the game to UE4 is a mistake for many reasons (and as an Unreal developer myself, I know it would not be that difficult). A few reasons why it should be ported: -Better Graphics (UDK is old as shit at this point and trying to improve things with an old engine is more labor intensive than just using a modern engine) -Faster Implementation of new and better features -Potentially better/easier tools to improve animations -Better tools for fixing terrain/landscape issues -Could open up the ability for easier modding of Custom Servers (This could add to better longevity of the game) -Better logging of errors for easier diagnosing of issues Also general longevity of the game. This not only would be good for you (the developers) but also the players as well. At some point even if most of the bugs are ironed out and what not, the game and tech used for it are just going to be so outdated and just feel too old. In a way it would be like working out every single bug and issue, add anticheat, etc.. in Counterstrike 1.6 but at the end of the day no one will want to play something that doesn't meet some current standards of quality. Not sure if the team would be up for it but I would like to even like extend my hand in assisting in porting if possible, just for the sake of having a modern version of Nether.
  27. 2 points
    I vouch for this idea. It's 2019 and this is something that Nether needs. Judd has great knowledge in this area. It would be nice seeing him help out of the devs are down.
  28. 2 points
    Yeah that's a great idea it would make the game look better and run better, I have a few friends that can't play because they can only get 30-45 fps on decent rigs also the better terrain is really good because the last dev team looks like they had a problem with that.
  29. 2 points
    Dear Community, Welcome to the first Nether: The Untold Chapter patch notes ever! These patch notes are our initial notes and pretty much sum up many of the things that we have done with the game before releasing it to the public. Please note that these patch notes are a brief summary of the stuff we've been working on in the past months. We will not address each individual fix or change specifically as it would be too much to mention and explain. However, in future patch notes we will of course address each fix and change individually on patch notes. Between the information we will vary with some in-game screenshots to get into the mood for the release! Nether: The Untold Chapter will be released on its original launch date TONIGHT (May 15) at 22:00 CEST (1:00 PM PDT) on Steam! During this initial period we will discount the game heavily as a gesture to those who committed to earlier titles. As this is the first time we are opening up the servers for a wide audience there's always a risk of issues and we kindly ask for your patience in case of any unexpected events. A new chapter in Nether's history is starting tonight. A lot has been changed and more is to come in the future with continuous development! An announcement with patch notes will follow soon with a summary of major changes in the current game and upcoming plans for it in the near future. We're here with much enthusiasm to show everyone what's been occupying our days (and many nights) for the last months. Now without further ado, let's jump into Nether TUC's first patch notes! Just some extra information about the release and how the servers will work. In Nether: The Untold Chapter there are 3 ways of playing the game: Single-Player - Speaks for itself. You'll play alone, offline. Multi-Player: Official Servers - These are the main servers of the game. We expect the majority of players to play here as these servers are officially controlled by us. We also recommend players to stick to these servers especially in the beginning of the release. Multi-Player: Community Servers - These are private servers that are hosted by the community. Players have the ability to host their own servers for their own community as they like. You will be able to see your ping to a server in the servers list. We highly recommend to play in your own region or in a region that you have the best connection to. For now, Fredaikis official servers for Nether will launch in the following regions: North America, South America, Europe and Asia. (See the picture below) Note: HK = Hong Kong = Asia, EU = Europe, NA = North America, SA = South America. PERFORMANCE For some reason there was a frame-rate limit in the original Nether. We have completely removed this and added an option for players to change this limit or unlock it completely. Our goal with frame-rate and performance is to optimize the game as much as possible without damaging the experience and the look of the game. A LOT of performance optimizations have been done to improve the overall frame-rate of clients and loading times. This is something that will vary between different computers with different specs and this is also totally something we'll be keep working on on-the-go. As mentioned above we think that every player should have a non-crashing and playable game available. We will do our best to keep improving this. Loading in a game is NOT as fast as it used to be in the original game. However overall performance should be significantly better in Nether: The Untold Chapter. We'd like to address this as it's definitively something players will notice so that is why. Numerous client and server crashes have been fixed. Also, for those who might host their own servers in the near future; Servers will now automatically restart in case they crash. Fixed some issues related to the water. Although the water/sea was not (as far as we know) causing performance issues there were some weird bugs related to physics which has been worked on and improved. We will keep working on this as it isn't completely fixed yet. LODs have been created for models that were very/too high poly. We started prioritizing those as those fixes make the most impact on performance. This is still work-in-progress and is definitively something you'll see a lot of in future patches. UI The entire UI such as in-game HUD, server browsing screen and pretty much every UI used anywhere else in the game has been completely reworked and improved. Other than that the original UI in Nether (especially the in-game HUD) looked old and weren't very user-friendly. There is a lot of other, also technical reasons the UI had to be completely redone. A good thing to know about the new UI and the systems behind it is that it's all made with an aim towards the future. We are able to add new features, systems or content into it using this new UI with much more ease than we would have been able to with the old original Nether UI. Note: There is a lot more reworked in the UI that's not shown in the pictures below. For further previews we recommend you to just check it out yourself in game. You are now able to change your FOV in the options menu. A lot of other options have been added as well such as: hide the hit marker, hide the cross hair, show FPS and others. Some of these settings weren't even working properly so those have been fixed. Also more options in the main server browser have been added. New languages have been added such as German & Portuguese. English, Russian and French are still available and have been updated to match newer content and features. We are aiming to release even more languages for the game in the near future. The splash screen for the client has been updated and reworked. This one just fits the game better and looks better. The in-game hit marker and crosshair have been reworked and updated. Also shotguns now have their own unique crosshair. We have also made it so that when using snipers or any other rifle with a scope, the crosshair is disabled. Keep in mind that you can still disable crosshairs and hit markers completely if you'd like. We have added Safezone icons to each point of interest in the Safezone. A big problem was that it wasn't really clear where what was inside the Safezones and (as you can see in the picture below) that's why we have added these indications. Note: They only show when being inside and when entering a safe zone and dissapear as soon as you leave it. A lot of spelling mistakes and initial item names and descriptions for items and in-game features have been reworked. Updated UI font. Updated logo and texts everywhere. Fixed a blur bug when respawning in-game. Sometimes the UI wouldn't reset properly. The in-game map has been slightly reworked. You can now hover over the overtake Tribe Points and overall the map is a lot cleaner, making it easier to navigate and see where you actually are on the map. We have also added a compass to the in-game HUD to help players making callouts for their friends. Also, when placing a marker on the map these markers will also show on the in-game compass. The crafting (also known as trading) UI has been reworked to make items in the list more visible. Chat has been reworked. It also now works with commands. Server owners or players in single player can use this now to execute commands. We plan on releasing a list of available commands in the near future. GAMEPLAY A LOT of work has been done around the player and camera movement in the game. I know we have mentioned the words "a lot" many times already but this one is definitely one of the major improvements when you compare Nether: The Untold Chapter to the original one. We have made so many changes here that we'd like to leave this here and just sum it up as a major improvement. Various game-breaking dupes and exploits have been fixed. Thanks to the old Nether community we have pretty much fixed all of these issues. Since there is an in-game economy and rarity in loot it is extremely important that any exploits here are never possible. This is also why we will monitor situations around these exploits very closely. Also fixed a very messed up glitch that allowed players to have infinite ammo. Players now have the option to switch between first and third person. Original Nether has always been first person, however we thought it would be cool for players to have the option to view the game from a different perspective. FPS/TPS can be enabled or disabled per server and server owners are able to turn the third-person feature on or off as they wish. Single player will have the option permanently enabled so it's the players' own choice to use it or not. By adding the third-person option a lot of new bugs occurred, these are all fixed. Jumping, switching weapons, crouching and many other animations have been reworked and improved. Most of these felt very buggy and caused overall gameplay to not be as smooth as it is right now. Also a simple throwing animation has been added when the player is throwing any throwable item. This is still work in progress and will most likely be improved even further in the near future. The buggy (vehicle) is still in the game and still works the same way as in original Nether: when players take over a certain Safezone it will spawn for them. We have done some minor changes to the vehicle but overall not much. However we'd still like to address that this is definitively something we'd like to improve and work on in the future. The tutorial has been reworked a bit. Now, players don't have to actually leave the safe zone to deliver the tutorial package. Based on reports from the community from the original Nether we have decided to do this. We have also made it a bit more intuitive and easy to understand what to do to finish the tutorial. Swimming has been reworked. A lot of issues related to swimming and the animations for swimming have been changed. There was also a lot of sound bugs when swimming/jumping into the water that we have fixed. Note: Players now get forced out of a vehicle when driving into the water. Movement over stairs and edges on the ground has been smoothened for both the camera and player animations. Fixed issues related to the audio engine. New sounds for, for example, the new creatures have been made in a different system. The original Nether did not have a working voice chat system. We have reworked this, fixed where needed and the voice chat system should now work properly in any server. Fixed some issues related to the weather/time system. This is now properly synced between the server and the client. ANTI-CHEAT The "Fredaikis Anti-Cheat" has been fully integrated into Nether: The Untold Chapter. This is a major change compared to the old Nether where it wasn't even possible to ban a player properly from a server for example. In the end we wouldn't like to go deep into details around the Anti-Cheat but just make sure you know that Fredaikis is doing everything to give you all a cheater-free experience in best ways possible. Just know that it was a huge task to port the anti-cheat into current Nether and that it definitively can not go unmentioned. Big props to Fred for doing all this heavy lifting. For further information regarding the Anti-Cheat we'd recommend you to check out the website here: https://fac.fredaikis.com/ OVERALL The icon loading system has been completely reworked. Icons in original Nether weren't loaded dynamically and there was a lot of unnecessary tasks that had to be done in order for an icon to be changed or added. Reworking this system gave the game overall better performance but mostly for us as developer a better workflow to add new items and update current ones. Icons for the weapons, some of the melees, and some other items have been reworked. Overall quality of the old icons was relatively low and most of them didn't even match the actual model/mesh in the game. The plan is to rework all the icons (starting with the incorrect ones first) over time. This is something you can expect to see in future patches. Melee damage range has been increased as in a lot of cases melees would fail to do damage to a creature or player that's right in front of the player. This is more a quality of life fix but could be very frustrating in some cases. FIXES & CHANGES Melee damages have been updated. According to this also the store selling and buying prices have been adjusted and rebalanced. We do plan on adding more and new melees in the near future! Weapons damage (some of them) have been updated. We have also significantly increased the selling prices of weapons. Before players were forced to sell a weapon for around 20$ which would be 1/20th of a doctor's bag (healing item). Keys are no longer stacking in 10. This has been reduced to 1. When buying or selling a key you will do that with 1 instead of 10. Also, keys now drop upon death so be careful with them! Keys are no longer a starting item either. Keys also have a low chance of dropping from Demons and Reapers. Players now also have the ability to sell keys in the Safezone. (For those who don't know but almost every item in the game can be sold for in-game currency in the Safezones.) The Glider has been completely reworked. You no longer have to use the mouse to fly. Also this item does not have to be in your actual quick slot to be used. Players now just have to have it in their inventory and when pressing the space bar twice, they will automatically be gliding. The glider is a very useful item in this game and therefore we have also updated its sell and buy prices in the safe zones. Also fixed and improved some animations related to the glider where the hands weren't properly aligned in the model. (just an example) Also fixed an issue related to the glider that it would not always show the model when gliding. Fixed an issue with the CRU rifle when scoping in there would be a weird transparent border around the scope. Improved the Pipe Sniper scope in zooming. The FOV is now higher so the camera is even more zoomed in. Fixed the third person model (when you drop the item on the ground), for example, the pipe sniper and the heart burner. These had no texture for some reason. We will keep working closely with the community and monitoring feedback regarding the buying and selling prices of items. Based on that we plan to make further adjustments in the near future. ADDITIONS The SVD (rifle) is now available. At first we weren't sure to release this new weapon but after reworking the textures it fits pretty well into the game. The SVD uses 7.62 ammo and has 10 bullets in a chamber. It shoots relatively fast but also does not have the highest damage compared to other rifles. The SVD is relatively rare. The only way to get one is by crafting it at the Gun Smith. You'll need some common crafting items + a SVD frame. This SVD frame is rare and can only be crafted at the Cull using certain Nether body parts. (body parts the Nethers drop when killing them.) The Small Shield (melee) is now available. Some of you might know that this item was already in the original Nether however it was never released. The main purpose of this item is that it gives the player the ability to block incoming damage. Yes, there is a skill that allows players to use any melee to block damage, however with this item you can do it without that skill. You can either block damage or use it as a normal melee and hit enemies. The Large Shield (melee) is now available. Some of you might know that this item was already in the original Nether however it was never released. The main purpose of this item is that it gives the player the ability to block incoming damage. Yes, there is a skill that allows players to use any melee to block damage, however with this item you can do it without that skill. You can either block damage or use it as a normal melee and hit enemies. This is a large variant of the shield. The Nether Potion is now available. This item allows players to "Unlock Creature Mode" which then allows them to spawn as a Nether creature. This item can now be crafted at the Cull for various nether body parts and it also has a low drop chance from Demons and Reapers. Further ideas that we have to initially add back to the game is that you can also be other creatures than the crawler. Perhaps in some DLC or something like that we can give more purpose to this whole feature. FIXES & CHANGES The Mantis (flying creature) has been improved. We have reworked on its AI and fixed some issues related to some animations that were not always playing. The creature should no longer get stuck and should perform a lot smoother now. Fixed bugs related to the "Being a Crawler" feature. (can be done using a "Nether Potion") Also fixed some issues here that were caused by the new TPS/FPS system we have added to the game. Blood particles now align properly to the terrain when killing a Nether creature. Improved the Nether's "get hit" animation state. It no longer looks buggy when getting hit by bullets. ADDITIONS As you might have seen already is that some new creatures have been added. We will go through each one of them below: The Arachnid A small spider-like creature that will come up to you quietly. Aggressive in nature, will chase you for as long as it needs. Arachnids have a chance of dropping "Arachnid Eggs" upon death. - Has unique sounds. - Has unique animations. - Has its own particles and AI. - Has its own unique item, loot tables and appearances. The Creeper A slow and powerful Nether. It usually resides in the subway tracks and is very dangerous in the shadows. This creature does not move fast at all yet is can do a lot of damage if you get too close. Creepers have a chance of dropping a "Creeper Tail" upon death. - Has unique sounds. - Has unique animations. - Has its own particles and AI. - Has its own unique item, loot tables and appearances. The Demon A creature that ironically, among other locations, resides in churches and spits fire. Very dangerous at any distance, so tread carefully. This creature has a lot of health and is very hard to kill. Be careful! The Demon has a chance of dropping a "Demon Claw" upon death. - Has unique sounds. - Has unique animations. - Has its own particles and AI. - Has its own unique item, loot tables and appearances. Our goal in the end is to keep adding more creatures to the game, each with its own unique abilities and characteristics. A LOT more items are now available for crafting or trading. Crafting can also be referred to as trading initially however let's stick to calling it crafting for now. This means the list of available items to craft at NPCs inside the Safezones is now significantly longer with more options. Some (but not many) items and their requirements to be crafted have been changed. Our plan is to, in the near future perhaps, change crafting to trading, as that's what it actually is either way and perhaps add an actual crafting feature that's not necessary inside a Safezone. Also, we figured there were some "hidden" crafting possibilities that would only show if the player had the correct items in their inventory already. Since these have been hidden for years they are no longer a secret so we have made them visible. We do plan on adding new hidden ones with new content. Reworked all the objects and building settings: render distances. In the old Nether pretty much everything in the game either did not have a render distance at all or had an incorrect one. We have gone through every single object in the whole world and set up the correct render distance settings. This is mostly done to improve overall performance for clients. Overall the atmosphere of the map has been improved. Smaller props and missing objects inside and around in the whole city have been added. Next to that, flying, clipping and other object related issues have been fixed as much as possible. Over the last period of time our beta testers and old nether players have helped us report further map bugs especially around the collision of objects and buildings. A lot of collision models have been reworked, updated and improved. Think about situations where players could clip through walls, fall through objects, get stuck in certain places etc. etc. This has been a huge task and is still a big work-in-progress and we expect a lot more reports after release. We will keep fixing and improving this in the near future. We have started to work on expanding the current world like adding more areas. However this is something we are still working on. Our priority was to get the actual playable areas in order before continuing expanding the world. Right now we are at a point that adding new areas will slowly make it into the game soon. We are still working on optimizing and improving the shadows. This is something we really want to get done in the near future as it's a big performance killer if not set up correctly. Stay tuned for further development around this. Overall lightning and the overall look of the game has not really been touched. We have fixed some settings around this but we tried to keep the overall look of the game the same. Grass system has been reworked. Work here is mostly done around the Wasteland area. Some of the actual terrain meshes had grass attached in the model, instead of being painted by the engine. We have removed the grass from the actual meshes and repainted with the engine. The game now loads and 'reacts' to grass the correct way as it's no longer a static mesh. This is mostly done to improve performance. Numerous more LODs for meshes have been added, adjusted and fixed. It is still work in progress and will also contribute a lot in optimizing the game even further in future patches. Terrain blocks have been completely reworked. An issue that's been there since original Nether is that players were able to clip inside and abuse the terrain mainly in the wastelands. With this rework we have fixed that completely. Subway access points have been improved. In some places players would still get stuck while accessing these areas. Nether: The Untold Chapter is now fully integrated with Steam. Achievements are ready. Further content on Steam such as the Trading Cards system will be available shortly after release. The game has to first be released on Steam before the Trading Cards system can be reviewed and published. The private server management system has been improved. A lot more server options have been added including the ability for server owners to turn on and off the third-person feature. Also, there is now an option that the server owners can control the starting items for players. More improvements and options will definitively follow in the near future. The website has been finished and "COMING SOON" has been removed. It's a relatively simple, clean looking web page purely for information about the game. For now, we will stick to this and update later on as needed. The support system for players is set up. Our support will keep updating this pretty much from now on however we'd still like to mention a link to the support page: http://support.fredaikis.com/ or send an email to [email protected] As this is the first time we are opening up the servers for a wide audience there's always a risk of issues and we kindly ask for your patience in case of any unexpected events. Especially given the fact that we pushed the release date to TONIGHT instead of in 1 week. Want to help us out? Have any feedback? Want to share some ideas for the game? Here's what to do: We highly recommend to join us on our forums at http://forums.fredaikis.com/. Just create an account (scroll a bit down on the home page) and you'll find the Nether: The Untold Chapter section. There is all the room for you to create threads about your ideas or to report any issues. You could also share them through social media however it's best for us if you'd use the forums for this. Have a major issue? Have something really important to tell us? Here's what to do: The best and fastest way to get in contact with us is through support. You can do that in 3 ways: 1. Join the Nether: The Untold Chapter Official Discord and PM the bot (see it on the right) called: "Nether Support". - We'll be in contact there. 2. Go to http://support.fredaikis.com/ and create a support ticket under the "Nether: The Untold Chapter" section. 3. You could also send us an email at: [email protected] For now, we wish us all, players and developers, a great release. Hope to see you all in the game soon! Note 1: Patch notes might be changed if we need to fix or add something. Note 2: We apologize if something has been mentioned more than once. There might also be a chance we forgot to mention some of the work we did as this announcement, just like the release came quite sudden. Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers! For any feedback about the game or this patch please let us know in the comments or link us on social media! To stay updated regarding the game please follow us on our social media: Facebook: https://www.facebook.com/NetherTUC/ Twitter: https://twitter.com/NetherTUC Steam: https://store.steampowered.com/app/1010270/Nether_The_Untold_Chapter/ Discord: https://discordapp.com/invite/Zm3hpBB YouTube: https://www.youtube.com/channel/UC5HV4MZx9yq53vogFrrPQwA/ Twitch: https://www.twitch.tv/NetherTUC/ Website: https://nethertuc.com/ Support: http://support.fredaikis.com/ Wiki: https://nether.gamepedia.com/Nether:_The_Untold_Chapter_Wiki Best Regards, // Fredaikis
  30. 2 points
    In the first version of Nether we had account / character persistance across all servers. This lasted from the initial release in 2013 until the game died. Nether:Resurreced didn't had this feature for its official servers but some communitys driven servers re-introduced this feature on their own by synchronising player data between their servers. In my opinion Nether needs this persistance across its official servers. There are tons of good reasons why a player wants to play on a low-pop server on one day and on a high-pop server on another day. Persistance would make the game way more attractive to all returning and new players. This was part of the reasons why Nether:Resurrected failed so quickly - because all players were forced to restart the grind for the important account level bonusses (e.g. more GI space) on every single server they joined. Account level progression is slow ... this takes a lot of hours until you get the really good bonuses (more health, more stash space, etc.). So ... players (we all are casual Nether players now) want to see some progress from every hour they invest in this game. And the rewards for the investment are the account level bonusses (more health, more GI space). But without persistence the majority of players wont ever see the higher tier bonusses. Because the grind for some money and stuff to craft even the cheap guns takes hours before you are actually ready for PvP - which was the driving force for long-term fun in that game.
  31. 2 points
    After 8 days of intense matches and instant classic matches, we are ready to move on to the next stage of the Supercup! From the 30 teams participating, 16 have moved on to the KNOCKOUT STAGE, where each match will decide the team's fate; You win, or you're out! The teams that have qualified were split into two POTS. POT 1 has the group leader from each of the 6 groups, PLUS the two BEST Runner-Ups in those groups. The other Runner-Ups and best 3rds are all on POT 2. The confrontations will be a team from POT 1 versus a team from POT 2. The pots are as follow: Colors: EUROPE, AMERICAS, ASIA On this stage, we will know BEFORE the next opponents you will be facing as it will take a traditional knockout bracket format from now on. That also means that by LOSING a match, the team will be ELIMINATED from the Supercup. We will also be announcing the prizes for the Champions on the stream. Server location, which is a huge question in your guys' mind will also be explained on the stream tomorrow and we will hear your feedback on it. Don't miss it! Where to watch: http://twitch.tv/HeresChupa Stream time: 5PM (Central European Standard Time) 11PM (Hong Kong Time) 12PM/Noon (Brazilian Standard Time)
  32. 2 points
  33. 2 points
    Poor Poor Poor @Lauchboy, Another weak attempt at trying to bend what others do to your liking. TSK TSK TSK. So many brain cells, so much wasted thought. You do, however, make a valid point. THIS GAME IS DYING. It's a slow death, yes, but it is like a turkey in the oven. 'Stick a fork in it, It's DONE.' @GENETICZZ. Like @DNI_Adrian said, You can put a ton of LIPSTICK on that PIG. But it's still a pig. You like to post that little graphic on how many players there are. Funny, from what I can see on your little chart that there are 1500 fewer players around than there were last May. Oh, and by the way, I didn't say that this is a remake of Aftermath, what I did say was the zombies models are the same, the buildings are the same. Oh and also, the terrain features are the same. Artemis Knives would be happy to see that he was copied in this manner. Speaking of Aftermath, this game is going the same direction that that game did. OBSCURITY! Hell, they even did the same thing that this group is doing. Changing their game mode to a PAY FOR PLAY as the new game will have to be purchased to be able to play. Will I bite on that bait? In a word, NO. They have a much better game engine that they are going to use for that game, for which I commend them. Maybe if they had applied that better engine to this game, it would still be viable. As for 'Weakend' Events, They are nothing more than more lipstick on this pig. I laugh when I see the tagline of BUY DOUBLE GC!! BUT YOU CAN ONLY GET IT FROM OUR WEBSITE!! I guess Steam doesn't pay them enough to run that special through that site anymore. Sad. I'm not going to buy anything for this game anymore. I got cheated out of a whole day for the Easter Event because they put up the message 'SORRY! THERE ARE NO SERVERS AVAILABLE IN THIS AREA!' That is a slap in the face of those of us that actually put money into this game. I carried an extreme account for almost 2 years. In that time I also purchased private servers. What a 'thanks for your support' message to get. All I can see now is this game is all about how much $$$ they can get before they pull the plug. I was going to pack up and leave this fish out of water, but I think I will stay in the background and watch this fish flop around on the dock until it is dried up. It's a sad sad thing indeed. OH... BTW @Lauchboy How do you like my color scheme now??? And if you don't like it, I've got 2 words for you. SUCK IT!!! (thank you Degeneration X for that line)
  34. 2 points
    The Survival Initiative Are celebrating Nether launch! - Come celebrate with us! --- TSI are giving away 5 copies of Nether: The Untold Chapter --- First 3 copies are given away at the release day, on my YouTube channel! --- The other 2, the week after! Rules are very simple: 1: Subscribe to my YouTube channel: https://www.youtube.com/user/Benzaducki1 2: Follow me on Twitch: https://www.twitch.tv/arowsky_ 3: Join TSI Discord: https://discord.gg/dSzZqsS 4: Comment on this video with your Twitch & Discord name. Example: Arowsky_ Arowsky#1337 Good luck
  35. 2 points
    Maybe I am not making myself say this clear enough for you to understand, so I will try this one more time in the simplest of terms: I DO NOT want to play survival!! I know where it is. I know how it works. I DON'T LIKE IT. PERIOD. THERE IS NOT ENOUGH LIPSTICK to put on THAT PIG to MAKE ME LIKE IT!!! The devil will put in AC and hand out ice cream cones first!!! UNDERSTAND THAT???? Alll you guys are doing with this push push push to make the game "your way" is run people off. Im sick of hearing what the game was like "back in the day"... things change, times change!! My GOD STOP CRYING ABOUT THE PAST. @GENETICZZ IF WANT to play PVP, I know where it is. I also know where the other games I play are that ARE PVP. I don't need your "help" nor "encouragement" to play them, nor to change which game mode I wish to play. I know plenty more than I played from watching ICE9 's channel on twitch a while back. SO please don't act like I don't understand what survival is, or how it works beyond my very limited play of it. I STILL DID NOT LIKE IT. GET OVER IT. Not every one likes the same things you do., and there isn't a damn thing you can do ( especially cramming it down their throats every couple months) that is going to change their minds!
  36. 2 points
    Its exactly the same to farm on Survival its even more rewarding..
  37. 2 points
    I didn't mean to offend you guys. All I wanted to say is that the game is just losing population and with 4 different game-modes the community is just splitted TOO much. So I thought combining Open World with Survival and getting a fair loot system for both sides would be a change to the game's current state. But if you guys don't like the idea & don't even try to get this game in a little bit better state, your choice. Cheers
  38. 2 points
    For the release on the we are doing a GIVEAWAY of 10 game-keys, all you have to do is visit https://gleam.io/6OKtd/nether-the-untold-chapter-key-giveaway and submit as many entries as possible! Winners will be selected on May 15th!
  39. 2 points
    Open World is for people who like/enjoy to PVP a lot. The removal of OW would be an idiotic move. With the fast growing genre of Battle Royal/Arena games out there taking the gaming world by storm, it would be dumb to limit PVPers to Survival.
  40. 2 points
    Why no add things what gain only for something no GC. Players buy for GC 1 2 3 day and bored. Sophisticated tasks, reward (will not be in shop).
  41. 2 points
  42. 2 points
    POS CLAN PLAYER KILLS 1 NSDZ Gettt 16 2 NSDZ Celin 15 2 WAC 331GO Aimbot 15 4 KID Koli in da house 14 5 KID xxxtentation 13 5 WAC Itsminh 13 Updated as of: Group Stage
  43. 2 points
    Dear Community Are you ready? We are very excited to announce this Weekend Event. Start: May 3, 2019 12:00 PM (CEST) End: May 6, 2019 12:00 PM (CEST) Now, let's jump into further details: Battle Royale Map Change We are going to change one of the Battle Royale maps during this event, Arena will replace Tropico. Lounge PVP You will be able to play the PVP version of our Lounge during this event. Open World -> PVP Server Rocky Ford will get disabled during this time. GD Skinboxes It's time again, the Super Zombies in the game are going to drop GD Skinboxes during this event. Skinbox Discount During this event, you will have 20% discount on all GC Skinboxes which are available inside the Marketplace. Weekend Event Sale Special weekend event sale is also active during this time. Check the picture below for more information. We would also like to remind players if they experience any issues regarding the game to please contact us. Official Support: https://playnewz.com/support Twitch Drops: https://playnewz.com/drops Partnership Program: https://playnewz.com/partners Last Patch Notes/News: https://playnewz.com/news Feedback: https://playnewz.com/feedback The entire staff team wishes everyone a great weekend! // The New Z - Staff Team
  44. 2 points
    I know this is dedicated to Survival, but I will try and suggest a general re-design of clan territories here. To start up lets summarize the biggest problems of the flag system as it is currently working. The whole element is pretty dead outside of casual capturing when you happen to be bored. The big problem is that there is currently no reason to go for flags. Why is this? Well I have listed a few different things that all have an impact. - The reward stinks. In general, 10% shield can be really neat when you actually have pvp. But the radius is way too small and usually you can not force pvp after capturing a flag anyways. The clan territory ranking thing is also lame af - There are way too many flags. You dont need to compete for a flag if there is about 100 others to take for free. - Capturing is about as un-fun as it can get. 10 Minutes of intens standing still. - As soon as a flag capturing is contested, there is no chance to finish. You have to stand in that small circle, nowhere to hide and no way to withstand the attackers. You can not fight for flags. You either "steal" a flag uncontested or you dont stand a chance. So as I am not just known for my high level of complaining, but also as a genius in making incredibly intelligent suggestions while looking extremely handsome, here is my Lauchboy-Deluxe Rework Extravaganza to solve the problems mentioned above: To start off, lets cut down the number of flags significantly. I am thinking about 2 max for each map. I can also see a system in place where these flags rotate on a regular basis or spawn and despawn the way radiation does. The goal is to turn a clant territory into an objective. If a clan is holding a flag, you should be incentivized to go there and contest. So if there is only one flag per server, this is the place to go to. It will also make it impossible to get too many flags uncontested. Also we need to think about a general re-design of the flag radius and capturing process. For this I have prepared a short example in the ridgeway airport. The process of capturing Currently you have to stand in the red circle for the entire capturing process. This is not just ridiculously unfun as there is nothing to du, but also makes you very vulnerable. You can`t hide and as soon as there is somebody arround, you are basically food. Those 10 minutes of pure waste are as boring and wasted as it can get. On the other hand 10 minutes of capturing is really not enough time for anybody to react and come to compete. This is why I suggest increasing the circle to a size of approximately the green one while also increasing the capture time to 30 minutes. That is a long time, but at least you can move arround the area looting at least hiding. On one hand it will be more of an effort to capture a flag while being less boring and on the other hand it creates an opening for other players to actually come in and compete for the flag while not making it too easy as you can really hide and build your little stronghold. After you captured the flag This is also a vital point of the territory system. as soon as you captured a flag and got the shield bonus, why should anybody come in and fight you? There is nothing to gain. There is then also no reason for the defending clan to stay, the flag gets abandoned and the party is over. This is why the rewards have to be adapted and new rewards need to be added. The defending clan: - The shield bonus is fine. Never change a working line of code, Especially in newZ lul - You could also gain an advantage in terms of farming when you stay inside your little clan empire. I am thinking about more experience or higher gains in reputation if you defend the area from baddies. Those bonuses could also increase over time. If you manage to hold your territory for the whole evening, you deserve a bigger reward - an indication if enemies are approaching The competition: - You get an easy entrance to PvP, because the map shows you where a clan is waiting for you - Why not give people a bonus when killing defenders. Double Rep, double GD is possible. - If you (and) your clan manage to de-throne the defending team, why not get another bonus and/or a global server announcement. " ISP has just raided the clan territory of RWL7" - by staying in the area of an enemy clan, you can disable all the bonuses on Xp and GD through zombies so the defenders have to actively search for you and hunt you down. The way to hold and take over teritories: Right now you capture a flag and regardless of whats happening, it stay there for a certain time. This honestly just sucks. This is why I came up with a vital change that will encourage players to stay to defend and others to come and challenge. As soon as a certain flag is captured, a timer appears. I suggest making it 10 minutes. If the timer is at zero, the flag is automatically back to neutral. As long as there are more defenderss in the area than other players, the timer is frozen. Additionally every kill the defending clan makes will increase the timer by a minute and every death will decrease it. This is really important as you need to stay in the area of lets say ridgeway to keep your territory and it also kinda guarantees the other players that there is somebody in the area. it also adds value to the battle for a territory as successfull defending will only increase the time you can hold the area. On the other side you can actually cleanse a clan territory without having to keep all the defenders out. all you need to do is kill them more often than they kill you and the timer will go down to zero even if they keep spawning back in. This is my general concept, numbers of course can be adapted and discussed, but overall i think this could work pretty easily and finally turn territories into what they were intended to be from the getgo Here is also a list of additional ideas that did not make it into the original concept, but are also interesting. - A PvE element for the process of capturing. Maybe have zombies agro you from a far running to wards you while you capture a flag or maybe spawn a lot of zombies (maybe even a super) in the area so you have something to do. - A global notofication when somebody started capturing a flag. This will help draw more people in and make it harder to "sneak" a flag - Changes to the area so pvp in a territory becomes more balanced. Especially the airport hangars are a paradise for campers. maybe another entrance needs to be added somewhere in the back to make camping harder. Small map changes can enhance pvp even more. - maybe a feature for defending clans to automatically spawn to your own territory so it is easyer to call for reinforcements. - A ladder with "high scores" for time you held a territory or for kills within those areas instead of a simple "how many flags do you have" ranking Please discuss with me you nerds, Lauch. still here still D.R.E
  45. 2 points
    Schedule May 1st - 8:00PM (European Time): BoS 2-1 CUBE May 1st - 8:30PM (European Time): CupRu 0-3 KID May 1st - 11:00PM (6:00PM BRT): UNKZ 2-1 RR May 1st - 11:30PM (6:30PM BRT): UNKZ 3-0 REI5 May 1st - 12:00AM (7:00PM BRT): RXSS 0-3 GOD May 1st - 12:30PM (7:30PM BRT): BRZK 1-2 NSDZ May 2nd - 3:00PM (9:00PM Hong Kong Time): WAC vs OTS May 2nd - 3:30PM (9:30PM Hong Kong Time): 24HR vs CN May 2nd - 4:00PM (10:00PM Hong Kong Time): HIGHAS vs ISAED May 2nd - 4:30PM (10:30PM Hong Kong Time): 3BBZ vs FLOY May 2nd - 8:00PM (European Time): 331 vs GOSU May 2nd - 8:30PM (European Time): GPSG vs BoS May 2nd - 12:00PM (7:00PM BRT): RXSS vs LT May 3rd - 3:00PM (09:00PM Hong Kong Time): HACK vs WAC May 3rd - 3:30PM (09:30PM Hong Kong Time): CHM vs HIGHAS May 3rd - 4:00PM (10:00PM Hong Kong Time): CN vs HACK May 3rd - 5:30PM (10:30PM Hong Kong Time): FLOY vs CHM May 3rd - 6:30PM (European Time): HIGH vs UDEAD May 3rd - 7:00PM (European Time): GOSU vs TS May 3rd - 01:30AM (8:30PM BRT): JUNIOR vs UNKN
  46. 2 points
    Dear players, Due to some personal issues, the stream with the Group Stage Draw had to be postponed and should be happening tomorrow (Wednesday, April 30th) over at https://twitch.tv/HeresChupa at around 7PM (European Central Time) Remember, guys. If you still haven't confirmed your team, please do so before tomorrow at THIS LINK.
  47. 2 points
    When enemy is hit on the head (ideally face), there should be a chance to destroy the enemy NVG. Therefore K-Style NVG will become sample K-Style helmet. Black Helmet with NVG will become sample Black Helmet. The helmet may or may not fall down. What I expect is when I shoot 2 hits in enemy face and he/she is not dead, at least to have a chance to destroy the NVG goggles. During the night this will also enhance the PvP chances since you may leave your opponent blind in the night's dark.
  48. 2 points
    Dear Community, It's almost Easter and that means time for a patch! This time we have added a lot of Easter content which is all part of the Easter 2019 event that is starting soon. Next to that we have made some improvements overall and we have done some performance optimizations. Overall a nice patch! Now, let's jump into the patch notes. Easter 2019 event: With Easter upon us, we will be doing a week long event to celebrate this special date! New theme skins (which will be limited) will be brought out! You will be able to hunt for Easter Eggs on the map and also have Easter Egg wars with friends and enemies. There will also be a special character model given to all players during the event to celebrate this Holiday. In addition to all these goodies that you'll be able to find in game, you will also be able to farm and farm and farm as we will also be having Double XP and Double GD during the week. More information about the Easter 2019 event can be found at: http://playnewz.com/event or go to: http://forums.fredaikis.com/index.php?/topic/7632-easter-festival-event-2019/ Overall Updates: EVENT: Every map now has Easter 2019 areas which are specially made for the Easter 2019 event. These areas are placed in the maps and will be filled with special loot, zombies and more event related stuff. More information will come soon in a separate Easter 2019 event announcement. GENERAL: Fixed an issue with server passwords and the recent / favorite games list. Fixed an issue where it was not working to hide your missions in the screen with "L" (default). Fixed an issue in the Russian language which was causing crashes. Fixed an issue in the Chinese language which was causing crashes. MODELS: Fixed the LODs of the office building. These LODs were added the last patch and were causing some issues. Fixed the Convention Center and created LODs for it. Item & Skin Updates: ADDITIONS: Added a bunch of Easter content for the Easter 2019 event. More Information about the Easter 2019 event will come soon. New grenades have been added: Easter Grenade Yellow. Easter Grenade Green. Easter Grenade Blue. Easter Grenade Light Blue. Easter Grenade Red. New consumables have been added: Easter Egg Yellow. Easter Egg Green. Easter Egg Blue. Easter Egg Red. Easter Egg Orange. Easter Bunny Chocolate. More. (Announced soon) Also added some cosmetics, skins and sprays for the Easter 2019 event. 8 new Sprays have been added. (more information follow on the release date) Around 10 skins have been added. (more information follow on the release date) More information about the Easter 2019 event can be found at: http://playnewz.com/event or go to: http://forums.fredaikis.com/index.php?/topic/7632-easter-festival-event-2019/ Added a new Riot Shield for the clan called v5k. Added a new Media Riot Shield for the streamer KoolKid Edgar. Added a new Media Riot Shield for the streamer 37Frauen. Added a new Media Riot Shield for the streamer Kill3r. CHANGES: Updated the Custom Guerilla UNIT textures because it looked too similar to another skin set. Updated the Heavy Armor UNIT textures because it looked too similar to another skin set. Updated the MP7 Banana Kong skin. FIXES: Fixed the materials for all the Infinity skins which were too bright. This was mainly in the Caliwood map. Fixed the skin recipe of the Custom Guerilla Helix and Rapido. Open World Updates: Trading Lounge (Open World): The trading lounge is now in Easter style! This for the Easter 2019 event. Updated the shadows on ultra quality settings. Caliwood (Open World): Updated terrain settings to improve performance. Updated depth of field settings to improve performance. Fixed the small military area under the bridge which was completely flying. (Reported by the community) Colorado V1 (Open World): Updated terrain settings to improve performance. Rocky Ford (Open World): Added back a red house to Rocky Ford. (Requested by the community) Competitive Updates: Maps: We are going to update the available maps in the PVP Servers section. The map "Hangar" is going to get removed and the map "West Oaks" is going to be added. We will see how this rotation is received by the community and based on that we can implement further changes & improvements. GENERAL: Players can now see the amount of players queuing in that region when queuing. Hopefully this will motivate players more to stay longer in a queue; before players would leave when queuing for 5 minutes because a game wasn't starting. This is a very understandable behavior but unfortunately that has lead to not a lot of games starting and a lot of players not being able to play this game-mode yet. (Here is how it looks BTW:) Village (Competitive): Contest point B has been moved more towards the defending team's spawn. Fixed the camera of the end screen for the attacking team. (Team that ended attacking in the final round) Smallville (Competitive): Added more smaller props and objects around the map to improve gameplay and give more cover for players. Fixed the flying objects in the mechanic buildings. Clearview (Competitive): Added more smaller props and objects around the map to improve gameplay and give more cover for players. Removed the big truck at contest point B. Players could glitch inside this truck and abuse that. Survival Updates: Maps: We are going to update the available maps in Survival. Based on a poll and feedback from the community we will change the available official maps. This means that after this patch only Oregon and Colorado V1 will be on the official list. Colorado V2 will still be available but only as private server. Note: Content of the lockers that are placed on the disappearing servers will automatically be moved to the player's global inventories. Oregon (Survival): Fixed the terrain under the bridge. Players were able to glitch inside of the terrain at some places and abuse that. Colorado V1 (Survival): Updated terrain settings to improve performance. Colorado (Survival): Updated terrain settings to improve performance. Cliffside (Survival): Added a Survival version of Cliffside for upcoming events. More information about this and the release will come soon. Battle Royale Updates: Arizona V2 (Battle Royale): Fixed the new open buildings and also added interior props and loot to them. Fixed some flying rocks close to the school. Removed all the big rocks from the entire map. (There was some issues with them) Estimated patch size: around 250 mb. Patch ETA: Around 9-10 AM (CEST) on Tuesday April 16. Estimated downtime: Around 1 hour. We will try to keep the downtime as little as needed. Pre-patch notes might be changed if we need to fix / add something. Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers! For any feedback about the game or this patch please let us know at http://playnewz.com/feedback To stay updated regarding the patch and server downtime please follow us on our social media: Facebook: https://www.facebook.com/Infestation.NewZ/ Twitter: https://twitter.com/infestationnewz Discord: https://discordapp.com/invite/thenewz Best Regards, // Infestation: The New Z - Staff Team
  49. 2 points
    You get a 10% health shield which, in theory, can be very usefull as you can tank more bullets. Just as about everything in the game, the territory feature is about as raw as a dead cow. The newZ playerbase is dominated by a small amout if individuals organized in clans. They wanted a new way to compete and clan territories semm like a nice idea, an objective to fight for. Turns out just putting random flags to conquer was not enough of an objective and from the getgo only like 2-3 clans really competed for most flags until in the end everybody lost interest. I am not sure, but my left nipple's lazy programmer sense is tingling. The flag capturing is basically the same for competitive so my best friend left_nipply suggests they just pushed out the same feature twice. Because profit. And because you can say "new stuff" The gameplay design for flags sucks. There are way to many, It takes way to long to capture compared to the "intense gameplay" of standing still. Yet nobody can really react as you need to run for ever and even pay for a bus. If you are on a different server, you dont even realize your stuff gets taken. There is no real reward that makes holding flags worth it. I have created a ridiculously long post about whats wrong with flags and how to make them better, but there was no answer and the post drowned in the masses of "buy amphetamines here" and "im streaming guys come join" posts that this forum basically consists of. Yes I am salty FreddyD is my spirit animal The other global map events (airdrop, radiation) are about the same. Nobody cares except for beginners for the first 2-3 times. And they struggle too much or arrive too late. Lauch over and out still sending love
  50. 2 points
    Without further ado, we are here to finally announce the starting date for the Supercup and some additional details! First thing is first. ALL clans need to confirm their presence by having a member reply to this topic with the clan tag, region and the primary contact. The deadline for confirmation is FRIDAY April 19th at 11:59 (European Time) The Cup will start on the following WEDNESDAY May 1st at a time to be determined. There will be many matches happening and in DIFFERENT REGIONS THIS TIME (more details to come).
×
×
  • Create New...