H1Z1 significantly overhauls its map plans and development schedule

    
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How hard could it be, indeed.

Back in July of last year, H1Z1 players learned that the game’s engine could support a landmass of more than 16,000 square kilometers. At this point, however, development on that large-scale map is not happening. Two posts by the game’s developers on Reddit have confirmed that the team as a whole is refocusing its efforts and taking both the city-style map and the extremely large map off of the table.

According to the posts, the team is refocusing its efforts on squashing bugs, finishing the existing map, and providing a better overall play experience within the game. The senior environmental artist Devin Lafontaine explains:

We feel it’s best to actually finish our map to a polished, shippable state before trying to build something 1000x bigger. I can’t say if or when that tech plan might resurface, those conversations happen on a level above me. It’s safe to say you won’t hear about it for awhile. We feel what’s best for H1Z1 right now is to finish what we started and make it great.

The current goal for maps is to finish the existing map and fully flesh it out, completing the forests and rearranging locales that weren’t central enough to be interesting before. Once the revised map is live and working properly, that’s when the team will start worrying about things like expanding the map.

Source: Development Update, Let’s talk about the new map, Twitter; thanks to Kinya for the tip!
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syberghost
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syberghost

FlyinDutchman I just can’t bring myself to be disappointed with “we’ve decided to fix the bugs and polish the game first before making the bugs 1000x larger”.

It’s what the vast majority of the community have been demanding.

FlyinDutchman
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FlyinDutchman

That’s pretty disappointing. I thought we might end up with something truly epic in scale, and get the first next-gen quasi-mmo. 

instead we get another zombie-game clone on a small map, with a couple cities, and So-So mechanics. 

Granted, I think it’s the best polished Zombie game out there ATM, but that’s not saying much, as most of the others are half-finished buggy messes, and it doesn’t even come CLOSE to ark.

Shame to see another game pushed out to start generating income way before it’s where it was originally promised to be.

agemyth
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agemyth

The current map works for something like Battle Royale, but I find it entirely lacking in the size and scope I expect from a game in the same engine as Planetside 2 and EverQuest Next. I can accept that they want to spend some time making this map better for some time, but I still expect larger maps and higher population caps in the future.

cald
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cald

H1Z1 was promised to be an zombie survival MMO instead what we got was a mix of rust and dayz..
They promised a server with 1000s of players on in a very large world.. now they have decided not to bother.
There are better games out there so sorry SOE you wont be getting any more cash from me because the selling point of the game was that it would be an MMO.

RaulAnthonyGonzalez
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RaulAnthonyGonzalez

H1Z1 looks like every other Zombie survival game. And I’m just over like so when does State of Decay get multiplayer? haha

Zyrish
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Zyrish

ihatevnecks Zyrish Cik Yeah I really wish it was more popular, it’s so much more fun than normal BR imo. Plus you get better rewards for winning.

ihatevnecks
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ihatevnecks

Zyrish ihatevnecks Cik Ahh nice, I haven’t seen that. I guess nobody streams it because it’s too far from the normal BR model :P

Zyrish
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Zyrish

ihatevnecks Zyrish Cik Hardcore BR has zombies, it also ends at night so you need nightvision.

ihatevnecks
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ihatevnecks

Zyrish Cik ihatevnecks They had the opportunity to actually make it more of an H1Z1 version though, rather than just copying that mod. For one – where are the zombies? Why not toss them into the mix? I mean, it IS a zombie game, so that would be an easy thing to set themselves apart. But then I guess they want the Arma 3 copy.

sfrees80
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sfrees80

SallyBowls1 sfrees80 Overall, I would rather see the game stay alive.  Maybe it’s that I feel the spirit of SOE lives on in DBG and other developers might treat the IP as a step child.