Sven

Survival - Current Progress

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Hype! Hope everything is more clear now.. Was hard to explain everything in the right words..

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25 minutes ago, Svena69 said:

Dear Players,

 

As we already promised and wrote earlier on forum posts; here's an update regarding the progress on survival (and a little bit on the competitive progress too).
We felt like updating you all so that you guys know more about current progress and have an idea of when what is going to be released. We are very excited with the progress we have made in the past weeks regarding both survival and competitive and we are very excited to share this with you guys. We also would like to answer some common questions from players regarding survival so that you guys know what to expect. Now that the old forums are gone most information about how survival is going to be is lost so we are updating you all here again to make everything as clear as possible.

Since this developer blog is mainly focused on the progress regarding the survival game mode we still want to let you guys know about some little progress regarding the competitive game mode too. We will do this first since this will be short, after that we will jump into more information about survival.

Competitive is currently on a small hold. For the past weeks we have worked a lot on the 'behind the scenes' part for competitive like all the server sided stuff, match-up / queue-up system, UI stuff, ranking system and more. A lot of progress is made here except the actual in-game part has not really been worked on yet. We have most parts of the concept all done but we would like to wait with sharing any of this for now.

With that said we will now jump in the main part of this developer blog: survival. We will first list out everything that's done and not done, then we will jump into a small planning explaining what we want to do when and how and then we will answer some questions you guys have been asking about survival. If you have any more questions after reading this developer blog please let us know in the comments on this forum post. We will do our best to answer all questions as best as we can. Before we jump into this we would like to explain to you all that it's very hard to say when exactly survival will be released. We are working on it, and when we are done we will release it. So please don't ask questions related to dates since we are unfortunately at this moment unable to answer those.

1. What is done and what not?

Done = green
Not done = red

  • Database - enable 5 new characters for the survival game mode.
    Explanation: Players will have 5 characters to play with.
  • Server - disabled groups and clans. (players will be allowed to group up but can't do that with any tags)
    Explanation: This is mainly done to prevent huge clans from over ruling servers. We think doing this also adds an extra 'survival' feeling because when playing with a friend you'll always have to confirm that your the guy you see is your friend or not.
  • Server - make skins work universal. (only clan skins will be disabled - normal skins will work universal)
    Explanation: Skins will be disabled in this game mode meaning you can't find or learn any skins but you will be able to use the skins that are learned on your account through open world.
  • Server - disabled global inventory access everywhere.
    Explanation: Unlike in open world players will only be able to access their global inventory by going to a safe zone.
  • Server - disable game dollar drops.
    Explanation: For this game mode game dollars are entirely disabled for now. Our plan is to add later (probably after release) a new survival currency. Then we might add a new survival marketplace that can only be accessed in the survival servers. For now, game dollars / currency disabled.
  • Server - rework xp.
    Explanation: Players will have their skill tree enabled and will be able to farm up for their skill tree. XP is reworked meaning in this game mode you will get different amounts of XP from killing zombies and super zombies. (The skill tree will be reworked - some skills will be disabled)
  • Server - enable random airdrops.
    Explanation: Just like as in the open world their will be random airdrops. These airdrops will have updated / changed loot.
  • Server - enable random car spawns.
    Explanation: Cars will work different in survival than in open world. In survival car spawners are disabled meaning players can not pick up / place cars. Players will however be able to find and use cars in the server. Cars will use fuel and can break.
  • Server - fix up / finish the map.
    Explanation: In survival we will use the original Infestation Colorado V2 map. This is a different Colorado from the one that we use in the open world game mode. Also loot will be just like original Infestation, snipers will be extremely rare. We will jump into this later.
  • Server - enable object placement.
    Explanation: Players will be able to find lockers and barricades and place them. (They will also be able to craft these probably later).
  • Server - enable super zombies.
    Explanation: Super zombies will be spawning in this game mode just like in the old Infestation.
  • Server - enable custom items.
    Explanation: New custom items that we added to the game will be present in this new game mode but will be balanced out. For example: "Tactical Binoculars" will also be spawning in survival.
  • Server - enable trading.
    Explanation: Players will be able to trade with other players just like as in open world.
     
  • Database - create a separate global inventory. (this is quite complicated so takes a little bit more time)
    Explanation: Players will have a separate global inventory in this game mode. This global inventory will only be accessible in-game by going to a safe zone and accessing the global inventory. (global inventory access everywhere will be disabled)
  • Server - disable early revival.
    Explanation: Players will always have to wait the entire 2 minutes to revive their character. No one will have more advantages. We might make it so that premium has a 50% revive timer but that's not confirmed.
  • Server - rework skill tree.
    Explanation: Like mentioned earlier: we will rework the skill tree and remove the "New Z" skills.
  • Server - crafting.
    Explanation: Even though the UI part of this is done and most of the crafting is already done the entire system is not finished yet. We are not sure if crafting will be enabled / done for release. We will do our best to do so. What still needs to be done regarding this is we still have to make ways how people can farm resources and we still have to finish up a lot of crafting parts / models.
  • Server - re-balance item statistics.
    Explanation: Item statistics will be the same as the ones from open world however will rework a lot of them. We will try to go back to Infestation standards regarding the statistics of items.
     
  • Loot & set up test environment.
    Explanation: As mentioned earlier we will follow the original Infestation loot idea. The test environment will be ready today / tomorrow and from there we will start working with the loot and testing. This is marked in orange since we are literally working on this step and this is almost done. This will be a big step in the progress of the development for survival.

    NOTE: We could have forgotten some points. If so we might add more points above here later.

 

2. Plan of approach and what is next?

You can see above what is done and what still need to be done. All the points marked in red should get finished this week. We are planning on to actual start testing - inside a test server from tomorrow. From there we will have a better time estimation when we are able to release.

Our plan is to finish all the points marked in red and get everything ready. Test as much as we can ourselves with our team and get everything done. When we have the idea 'everything is ready' we will do a separate announcement and beta release survival.

The beta release for survival will be a closed release (premium members only) where players can test the game mode themselves. They will be able to play for around 1 week. We will gather as much feedback here as possible. After the test week we will disable survival and go back to development. Based on the feedback from our community we will do changes and when that's all done we will release survival officially for everyone.

So when to expect a new developer blog with some updates? Like we explained earlier: we can hardly do any statements regarding any dates but we will be able to plan based on our progress. As of the planning is right now: when all the points in red are done we will do another developer blog. This developer blog will be containing the final beta version information for survival. This developer blog will also contain all the information for players that will help us beta testing. Stay tuned for this update, we expect this to be earlier than you all expect.

3. FAQ (Frequently asked questions)

If you have any questions let us know in reply to this post! Questions that are asked we will paste down here including our answers.

 

 

Best Regards,

 

// Infestation: The New Z - Staff Team

I'm excited heeyahhh! :)

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Just curious, will it be like the old WarZ style loot system? With somewhat consistent guns all around or will specific gun spawns be centered around certain areas?

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9 minutes ago, Skye said:

Just curious, will it be like the old WarZ style loot system? With somewhat consistent guns all around or will specific gun spawns be centered around certain areas?

We are aiming to make it just like Infestation: Survivor Stories. If you remember how the loot was in I:SS, that's how it's going to be. We can always tweak things here and there.

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1 hour ago, kazmightONFIRE said:

I can't wait for that ! This is going to be so funny ! 

Funny and an entire new experience. We can't wait for this either! :D

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Would love to see first person only as well as make jumping take stamina.

Current New Z combat is a bunch of bunny hopping corner peekers.   

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Ahm, sorry to interrupt....

whats the difference between the survival and the open world?

I just can't understand.... is it gonna be like PVP all map then loot there loot here,

then for example like us new comers without friends.... we will be easily get targeted....

is there some sort of level you must gain before you can kill someone... example a level 10 character by experience will be able to pvp lvl 10 and above....

well anyways gonna try it anyways, if doesn't work well then its not the type of game for me :) best regards erckDab

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10 minutes ago, John said:

Ahm, sorry to interrupt....

whats the difference between the survival and the open world?

I just can't understand.... is it gonna be like PVP all map then loot there loot here,

then for example like us new comers without friends.... we will be easily get targeted....

is there some sort of level you must gain before you can kill someone... example a level 10 character by experience will be able to pvp lvl 10 and above....

well anyways gonna try it anyways, if doesn't work well then its not the type of game for me :) best regards erckDab

It's a second game mode independent from the open world. It's based on the old war z legacy. Same colorado, same game but new seperate global inventory's. Rare loot & everyone starts from 0 again.

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Thanks for keeping this game alive...

I think this mode should be without any type of inventory just try to keep alive with things for the map...

Should be a hardcore mode...

As other member saied:

"Would love to see first person only as well as make jumping take stamina.

Current New Z combat is a bunch of bunny hopping corner peekers"

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14 minutes ago, bakkasura said:

Thanks for keeping this game alive...

I think this mode should be without any type of inventory just try to keep alive with things for the map...

Should be a hardcore mode...

As other member saied:

"Would love to see first person only as well as make jumping take stamina.

Current New Z combat is a bunch of bunny hopping corner peekers"

I would also like jumping to subtract from stamina, maybe like half of what it takes to vault jump!

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Very nice,looking forward to survival personally and i guess a lot of the old school warz players are too.

You mentioned skill tree has been re-worked and some skills disabled,lets hope "Hardened" has been disabled because imo it made people become too tanky.

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