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Zero Hour | Player Feedback

Greetings everyone!




As you all know, the full release of Zero Hour is around the corner. To prepare and give you the best possible experience, we've started conducting a couple of surveys to gather your thoughts on the game.

[h2]▶️ This time, it's all about PvP [/h2]
🔗 Check it out Here
  • This survey consists of 19 questions and should take 5-10 minutes to complete.

[h2]▶️ Here is the previous survey Report[/h2]
Check it out 👇https://store.steampowered.com/news/app/1359090/view/4178856668733931778?l=english

Thank you for being a part of the Zero Hour community and helping us improve the game.

~ M7 Productions

Major Patch (9.9.8) | Survey Report

This update includes the highly requested survey results along with the improvements made using the feedback received. The survey results include how satisfied the players are with the gameplay elements and logistics, how they have found out about Zero Hour, whether they would like to participate in a PvP tournament, and most importantly whether the game is ready for launch. This patch includes improved planning table, addition of sniper’s nest in a few maps, improved Squad AI behavior, breaker box improvement, kill feed improvement, and animation canceling.
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Survey Results

The results of this survey are based on 60% co-op players and 40% PvP players. Next month, we plan to conduct another survey, and we hope to engage more PvP players to gather a broader range of feedback. In this report, we have highlighted the requested outcomes and addressed the major concerns raised by the community.


How did you find out about Zero Hour?

Originally posted by author
Due to popular demand, we've added a statistic regarding how players discovered Zero Hour.


How satisfied were you with the logistics?

Originally posted by author
Players expressed the highest satisfaction with the gunplay in Zero Hour. Specifically, 35% of the players rated it a 5 out of 5, and 40% rated it a 4 out of 5.


Originally posted by author
The map layout and weapon selections received mixed reviews, but overall leaned towards highly satisfactory. The majority of respondents (approximately 34%) rated them 4 out of 5, followed by around 28% who rated them 5 out of 5.


Originally posted by author
Movement, equipment availability, and mission briefing and debriefing also received mixed reviews, leaning towards satisfactory. The majority of respondents (around 31-33%) rated these aspects 4 out of 5, followed by an average of 26% who rated them 3 out of 5, and approximately 20-25% rating them 5 out of 5.


Originally posted by author
Objective variety received the most average reviews, with approximately 37% of players rating it 3 out of 5. This was followed by similar percentages (around 22%) for both 2 out of 5 and 4 out of 5 ratings.


Originally posted by author
Squad AI Behavior received the lowest satisfaction rating, with 30% rating it 3 out of 5 and an average of 27% giving it 2 or 1 out of 5.


Improvements

We've received valuable feedback regarding clunky movement, which has helped us identify many related issues. We've addressed these concerns in the latest patch, improving the overall experience. Key updates include smoother and faster transitions between walking, running, and idling in first-person view, enhanced crouch and prone transitions, and a slight increase in fast walk speed for more optimal movement.

In this patch, we've improved Squad AI behavior. We've addressed the issue of squad AI blocking players' paths; they will now properly move aside. Additionally, the unpredictability of Squad AI has been enhanced to make encounters more dynamic and engaging.

We're working on enhancing objective variety by introducing "Arrest Only" and "Hostage Bomb Defuse" objectives in Co-op mode. Additionally, we are considering a new PvP game mode similar to "Secure the Area" to further diversify gameplay.


Did the game offer enough variety in terms of gameplay elements?

Half of the respondents were satisfied with the diversity and engagement of the gameplay elements and the other half believed there were certain elements that could be improved.

Players suggested extending the planning phase and adding more diverse mission objectives to enhance strategic depth. They also wanted AI behavior to be more unpredictable and dynamic. Increased equipment and weapon customization options, along with missions that include stealth objectives or the freedom to eliminate hostiles, were highly requested. Additionally, players called for more varied gun options, clearer effects of attachments, and enhancements like sniper spots and improved riot shields to enrich the tactical experience. Overall, there was a strong interest in boosting mission variety and gameplay dynamics.

Improvements

The planning table will be improved in the upcoming patch, providing more time and flexibility for strategic preparation. The unpredictability of Squad AI will also see significant enhancements. We will be increasing the customization options in future patches. The other feedbacks have been taken into consideration and we will be looking into them.


Would you participate in a PvP tournament?

Originally posted by author
When asked about participating in a PvP tournament, 60% of respondents answered negatively. However, we believe this is largely because a majority of the survey responses came from co-op players rather than PvP players.


Do you think the game is ready for launch?

The majority of respondents believe the game is ready for launch. Those who responded negatively highlighted concerns primarily related to squad AI and other specific aspects. Many of these issues have been addressed in the current patch, and further improvements will be included in the full release.

Some players have requested more weapons, maps, and utilities, while others feel there are already too many weapon options that are confusing. These demands are more related to personal preferences rather than a necessity for a 1.0 launch. Regarding controller support, it's challenging due to the extensive control inputs required by the game, but we are exploring possible solutions.


Conclusion

We would like to thank all the players who took the time to fill the survey and provide us with valuable feedback. It has helped us tremendously in identifying and addressing specific concerns. We hope you are satisfied with the improvements we have included with this patch.


[h2]Patch Details[/h2]

[ IMPROVED PLANNING TABLE ]
The planning table has received various improvements based on the feedback we received from the community. We have added more functionality for using this tac map through out the session for PvP and PvE players.

Co-op players will now be able to see the last suspect alive in the planning table as long as the target is not part of an objective and no other suspects are alive. During the preparation phase, all objectives will be shown as an interest point icon in the planning table. NPC locations will also be shown later on after all suspects have been dealt with. Of course all this will only be available when playing in regular difficulty only.

PvP players will now be able to see their last 3 death locations and the locations they were killed from (note the killer's location will only show up in the next round). It will also show locations of your last 3 kills.



[ NEW SNIPERS NEST ]
Snipers Nest is a new way to approach your missions, giving you the ability to snipe for targets or gather intel for your team mates. You can approach the entry point showcased in planning table and get transported to the snipers nest. Only one player is allowed to be present in the sniper's nest (not available in DM FFA mode) and you will be teleported back to the grounds as soon as you are the last one alive and there is only 2 minutes left on the timer. You will also not be able to go to the sniper's nest if you bring in your K9 to the mission. The snipers nest if available for both PvP and PvE players.



[ KILL FEED IMPROVEMENTS ]
Auto Kill feed has been added as an option for custom match players, while playing with this option on the kills will be auto reported. We have also added color codes to the feed to further improve the experience.



[ ANIMATION CANCELLING ]
Animation cancelling has been added to the game and this is our first iteration for it. You will now be able to cancel full body animations. Note that you wont be able to cancel the animation once it reaches a core action ( for example, the door rammer being pushed forward ). Along with animation cancelling we have also added the ability to move slowly while performing certain full body animations such as using the medkit and door rammer. We hope to improve further with the next patch.



[ SQUAD AI IMPROVEMENTS ]
The Squad AI has received a significant improvement on detecting when they are blocking the player's way. We are aware of how frustrating the experience was for people using squad AI and we are glad to say the squad AI now has better detection to avoid blocking the player's path.



[ NEW BREAKER BOX LOCKER ]
The Breaker switch is now a 2-step action, you will now have to open the locker to use the lever to affect the operation building's lights. This was done to increase the risk of interacting with the breaker switch, requiring a more tactical approach.



Update Log
  • Added Snipers Nest to Residential House, Hotel Trouble, Prison Break, Show Time, Bank Heist
  • Added Breaker Switch as a locker, meaning its a 2 step action
  • Added New coop objective , arrest suspect (not neutralize)
  • Added Help Tip Prompt ( 1st iteration )
  • Added Auto Kill Feed option for custom matches (PvP)
  • Added Color code to Kill Feed (PvP)
  • Added Co-op story bot amount randomizer
  • Added Co-op Interest points display in planning table during prep phase only for regular difficulty
  • Added Co-op last suspect(non objective) remaining display in planning table only for regular difficulty
  • Added Co-op NPC location after no suspect remaining display in planning table only for regular difficulty
  • Added Planning table show player related data like death location and during prep phase you will get killer location + your kills location
  • Added Auto join previous team when rejoining previous match (PvP)
  • Added Sniper Trade prompt in Snipers Nest
  • Added full body animation cancelling ability
  • Added full body animation with movement while using UT3
  • Fixed Squad AI blocking player's way ( final iteration )
  • Fixed Squad AI move to command error log
  • Fixed NVG staying over round ( final iteration )
  • Fixed Defenders not being able to close outside doors during spawn protection (PvP)
  • Fixed several light flickering caused by light optimization
  • Fixed M4 charge handle not moving during draw animation
  • Fixed Utility 3 not saving for Defender
  • Fixed Double bomb/hostage (PvP)
  • Fixed being able to shoot and sprint with certain weapons
  • Fixed scope glitch for Acog and Sniper Scope
  • Fixed AS Val using the wrong SFX
  • Fixed M.V Meghna map LOD issue
  • Fixed Residential House table collider
  • Fixed SKS fast walk animation glitching
  • Fixed Dockyard getting stuck between Containers
  • Fixed Queue quick-match with auto weapon ban toggled on in custom match settings enables auto weapon ban for quick-match (PvP)
  • Fixed Terror house suspect spawning inside procedural prop table
  • Fixed SW11 gold skin texture issue
  • Fixed interacting with breaker switch while facing away
  • Fixed M.V Meghna VIP door error
  • Fixed stamina going down when walking down stairs
  • Fixed Hotel Trouble chair behind reception blocking movement
  • Fixed Auto weapon ban not showing ban icon for defender selection menu
  • Fixed crouched suspect AI not reacting
  • Fixed weapon positioned wrong when using universal animation ( final iteration )
  • Fixed grenade exploding again after resetting
  • Fixed rappel assign error log
  • Fixed UT3 mesh stuck in hand when triggered by rappel
  • Fixed suspect arrest animation desync
  • Fixed suspect dead trigger delay at times
  • Changed Planning phase time duration for Co-Op from 60s to 125s
  • Changed Planning table switching floors with mouse scroll
  • Changed bomb defuse to be required after 120s is remaining instead of 90s (PvP)
  • Changed Spawn protection to be turned off for the entrance the attackers will use to enter operation building (PvP)
  • Changed Custom match join-ongoing toggle to be turned on by default
  • Changed Hotel Trouble 4th floor balcony rappel height to 5th floor for better approach
  • Improved Suspect detection if player is running
  • Improved lighting optimization even more
  • Improved NVG effect
  • Improved fast walk speed
  • Improved crouch transition speed
  • Improved prone transition speed
  • Improved Walk/run transitions
  • Improved Hotel trouble garage more cover
  • Improved Residential house 2f hall lighting
  • Improved Muzzle VFX high volume probability
  • Improved Co-op score required to unlock missions
  • Improved weapon firing stamina usage per weapon based
  • Improved Planning table prompt


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Thank you for your patience, please make sure to report toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Zero Hour | Upcoming Patch Details

Announcement The upcoming patch will be the last one before the 1.0 release (the date will be announced very soon). We are excited to bring some cool new features along with many improvements to gameplay and polish. We have added sniper nests to a few of the maps (available in both PvE and PvP), allowing for a new type of gameplay. Additionally, we have made many improvements to the Squad AI, which will no longer block your way (we apologize for the wait). The breaker switch is also finally receiving an update; it will now be a two-step action to turn the lights on or off.

We have also taken into account much of the feedback received through the survey. We have made attempts to fix the clunky feel that many players complained about. These were some highlights for now; we can't wait to show you more of what we have in store for the 1.0 release later this year.


- Zero Hour Team

[h3]The Sniper's Nest[/h3]

[h3]New Breaker Switch[/h3]


Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Zero Hour | Player Feedback



As we're moving closer to the release, we wanted to conduct an official survey on the current state of the game to gather your thoughts on it. Your input, combined with feedback from all our social platforms will help us get the game ready for release.

Thank you for staying with Zero Hour, we'll be looking forward to your answers!

Click here for the survey

Patch 9.9.5 (Silent Patch v1)

Change Log
  • Added dynamic tutorial card in pause menu (updates based on game modes, match phase & player inventory)
  • Fixed misaligned sights for several weapons ( Thank you itsarmond for the detailed report )
  • Fixed M.V. Meghna map scene occlusion issue
  • Fixed Storm Harbor getting stuck between containers in specific spot
  • Fixed sight magnifier model clipping glitch
  • Fixed defenders not being able to see through scopes when using Enfield
  • Fixed exaggerated sway animation for several weapons
  • Fixed bullet impact for armor simulating in local space and not world space
  • Changed Utility 3 to be saved every time even in PvP




Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France