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Deadside News

WIP: Base Building, Trader Levels, and Ground Vehicles

[h3]Hello Deadsiders![/h3]

Now that update 0.12.2 has been out for a while, we believe it is time to share with you what we have been working on in the background. Some of the features we are going to talk about today are still early on in development, so we ask for your patience, and of course, your feedback!

To begin, let's start with some of the base building features that we have been working on. We plan to simplify the base building process overall, meaning that our old placeholder system is going to be replaced by something more elegant, and more efficient. Additionally, this new system will allow us to implement more base features, for example, upgradeable walls! Using scrap metal found across the map, you can upgrade and further fortify your base to keep it more secure from any potential raiders.

And finally, to keep the game more balanced, we have decided to add base maintenance. This will require the player to collect resources in order to prevent their base from decaying. We understand that this isn’t exactly the most exciting feature, but we believe it's important to give players more control over their own base decay.

The last base feature we would like to talk about today is raiding. For a while now, Deadside has used an online only raiding system, unfortunately though, this system has presented some difficult design challenges that we have been unable to solve. Like the use of alt-accounts to make unraidable bases for example. So, we will be moving to a more typical raiding system, where your base is always vulnerable. We understand that many of you may have liked the old raid token system, but we believe that this will keep gameplay more fresh and exciting in the long run.

Next up, in order to expand and improve player progression, we have begun working on Trader Leveling! This means the items available at the trader will now depend on your reputation level with them. To increase your reputation level, just bring scrap metal to the trader, the same metal you need to upgrade your base. This will increase your reputation, and eventually unlock new sets of items each time you increase your reputation level. The highest trader rep levels offer the best gear, but require the most time investment.

We believe that this trader level system will do a lot to help expand gameplay progression in Deadside, as players will no longer be able to immediately purchase some of the best gear in the game anymore. Plus, it will give our players a completely new and challenging objective to work towards and complete, which we believe will help make Deadside a more rewarding, and replayable game overall.

With the implementation of sleeping bags and respawn beacons, players have a lot more control over where they respawn on the map, to the point where it's typical for most players to run back into a fight over and over again. While we do like the faster paced gameplay, we believe that respawning has become too easy and forgiving. So we have decided to remove the ability for players to respawn at towns, meaning that unless you have a sleeping bag or respawn beacon setup, you will randomly respawn somewhere on the beach. This will make the player more responsible for their own respawns, and help PvP feel more controlled and fair.

Of course, we have saved the best for last, Vehicles! Ground vehicles are currently the most important feature we have in development right now, and where a lot of our energy is being spent. This is a huge feature, in both technical complexity and gameplay impact. For those who haven’t seen our last WIP post, we have been working on developing a small motorbike, and a larger car for transport around the map.

We understand that ground vehicles are a very important, and very anticipated feature, so we are taking this time to make sure that ground vehicles are functional and balanced. This means more internal playtests and development time, so we are going to have to ask you all to be patient for just a bit longer.

But, we aren’t going to leave you completely empty handed, check out this vehicle demonstration so that you can see our progress for yourself!

[previewyoutube][/previewyoutube]
[h3]Thank you for reading![/h3]

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Steam Summer Sale 2024 & Price Adjustment

[h3]Hello Deadsiders![/h3]

Deadside and its DLC will be up to -60% off until July 11th! This is the perfect time to upgrade your experience with DLC, or for new players to try out the game. We only do a handful of sales per year, so be sure to take advantage of this opportunity!


https://store.steampowered.com/app/1248380/Deadside_Supporter_Pack/

https://store.steampowered.com/app/2060120/Deadside_Hooligan_Skin_Set/

https://store.steampowered.com/app/2060140/Deadside_Tribal_Skin_Set/


Once the sale ends, we have made the decision to raise the price of the base game for the first time in 4 years to represent the new content that we have made during that time, as well as the features that we are preparing in the near future. We hope that this sale and forewarning will give everyone ample opportunity to get ahead of the price adjustment, to be as fair as we can be.

Thank you for reading, stay tuned for more news coming soon!

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5x4 Map Experiment News

[h2]Hello Deadsiders![/h2]

As some of you may already be aware, during the testing of update 0.12.2, we created new experimental servers to test out this small PvP map. The idea of this test is to see increased PvP density and its effects on gameplay. To do this, we have chosen the most deadly area of the map, and added extra loot into the world so that gameplay can function normally.

Importantly though, we plan to keep the experimental servers open and running until the end of July. So, don’t be hesitant to jump in and do some PvP while you can!


[h2]Stay tuned for more coming soon![/h2]

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Update 0.12.2 - New Anti-Cheat, QoL Improvements, Experimental Servers

[h3]Hello Deadsiders![/h3]

On June 11th, at 9:00AM GMT / 2:00AM PDT, we will begin the release of version 0.12.2!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.



The release of version 0.12.2 to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.

Update 0.12.2 is focused on improving quality of life, game balance, and the health of our community. We have done this by adding better moderation tools, like our new anti-cheat BattlEye, as well as additional admin tools for community servers. This update also sees further improvements to our weapons and armor systems, as well as continued rebalancing. So, let's have a look at 0.12.2 in detail;

[h2]Version 0.12.2 Will Include:[/h2]
  • BattlEye integration
  • Remodeled Mosin
  • Rebalanced Sniper Damage
  • Revamped hint UI on all items
  • Added more admin tools
  • Added “Experimental Servers”
  • Added lootable containers around the map
  • Increased the max stack size of many items and consumables
  • Added a slot to the Stalker Backpack
  • Rebalanced the event rewards for missions, cargo drops, and heli crashes
  • Changed armored vest and helmet prices
  • Minor sound optimization
  • Added some various loot spawns
  • Added a hint to disable the training quest into the tutorial UI
  • Rebalanced some crafting requirements
  • Added a hardcore tag in the server browser UI for hardcore servers
  • Changed the server browser filters to show hardcore servers in the listing by default

[h2]Admin Tools[/h2]

When designing these new admin tools for community servers, we wanted to give server admins the ability to better moderate their servers, while also setting limits to avoid potential abuse. For example, we decided not to give server admins the ability to see players through walls (ESP). Instead, you can see their approximate location on the map.


We understand that these new tools can be used to cheat, and while we have built in some limits, the responsibility of using this power correctly ultimately comes down to our server admins. So, we ask that you please use these tools responsibly. We are hopeful that these new tools allow community servers to flourish, and allow for more unique servers to be created.

[h2]Experimental Servers[/h2]

If you didn’t see our recent experiment on the Public Test Server, these experimental servers have a unique, much smaller map than normal. This results in much higher PvP density, and less travel time. We decided to continue making these servers accessible to the players who enjoyed them during the test.


[h2]Armor Durability & Repair System[/h2]

Similar to our weapon durability system, we have added an armor durability level that drops when shot. After dropping enough durability, the armor will start to provide less damage protection. They can now be disassembled into parts, and repaired. While durability can be annoying to manage, we believe that this system adds some much needed depth into our armor system, and makes armor more valuable overall.


[h2]Armor Penetration System[/h2]

Lastly, we have added varying armor penetration values for each weapon. Weapons with higher penetration values will have less damage reduction when passing through armor. These penetration and armor protection values can be seen in game with the new hint UI. This new system should help better balance our weapons and armor, as well as add even more depth into our weapon variety, with weapons gaining a new stat to further differentiate them.


[h2]Remodeled Mosin[/h2]



[h3]Thanks for reading, enjoy update 0.12.2![/h3]

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Update 0.12.2 Release Date & Wipe News

[h2]Hello Deadsiders![/h2]

We have some important info for you about update 0.12.2;

Version 0.12.2 will be released next Tuesday on the 11th, and will include a full wipe of all servers. This wipe will include your safezone storage, base, and character. On Monday we will announce the specific release time.

[h3]Time to use all of that gear before it's gone![/h3]

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