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Major Update Preview & Private Testing



[h2]Hello Deadsiders![/h2]

Over the past few weeks, we have been covering various major features with standalone posts. Now it’s the time to take a look at the bigger picture!

Today marks the beginning of closed testing, which is being done by our private test group. While we aren’t ready for a large public test, your input is still very valuable during this period. So we have decided to allow our private test group to share as much information with the community as they like. They can even live stream their testing! Be sure to check out our community discord, where testers will be sharing detailed information for everyone to discuss, and give feedback on.

This test is absolutely packed with new content, it's by far our largest to date! So, let’s take a quick look at what will be included, to get everyone up to speed:

  • Cars - Found primarily in Kamensk, the North Island Military Base, and the new Airfield
  • Motorcycles - Found all over the map, typically in garages, or on the side of the road
  • Map Expansion - Opens a large area in the south east, adds the Airfield, new towns, and more events in the southern areas of the map
  • Added many new points of interest throughout the map - ruins, villages, caves, abandoned cars on roads, and more campsites
  • Scrap Metal - an incredibly important resource at all levels of progression, required to level up traders, and to upgrade your base to the highest metal tier. Spawns in most areas across the map, and will undoubtedly be fought over
  • Trader Reputation Levels - Requires the player to collect and deliver scrap to the trader, in order to raise your reputation level, and unlock better gear for purchase. Has 4 levels total.
  • Changed the distribution of loot across the map - now starter loot is placed primarily in the center of the map, with the best loot located on the outskirts
  • Removed the weapon storage limit in backpacks, allowing you to carry as many weapons as you like. Does not apply to the M99, or craftable backpack
  • Respawn System Rebalance - Removed town spawn points, raised the sleeping bag limit to 15, prevented sleeping bags from being placed inside of POIs, and removed the respawn beacon
  • Base Building 2.0 - Remodeled structures that can be upgraded to stronger materials
  • Improved Storage - Upgradable storage crates that can be upgraded to stronger materials, added a new craftable safe, vehicles can now be stored at bases
  • Raiding 2.0 - Will feature 3 server raiding game modes: raiding enabled, raiding disabled, and raiding enabled on decay. Closed testing is currently being done on the first option, raiding enabled
  • Base Decorations - Provides a comfort level that gives your player a buff, higher levels have better benefits. Buff can be retained after leaving your base for a short time
  • Small Chests can now be locked and upgraded, but can be disassembled if they are placed inside of your base claim area
  • Rebalanced the stack size of some items
  • Increased the consumption speed of food and water
  • Wells no longer dry up, and will always be active
  • Added music during gameplay
  • Made the MG36 less effective
  • Added Formalin to campsites and buried caches, is required to craft some comfort items
  • Added a wolf and deer heads, required to craft decorative stuffed trophy heads
  • Many various bug fixes and QoL improvements

Please keep in mind that these are only the features that were included in the current closed test. This is an intermediate test, the full version will be even more feature rich!

[h3]Thanks for reading, stay tuned for more updates![/h3]

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WIP: Airfield Map Expansion



[h2]Hello Deadsiders![/h2]

Today we would like to show you the largest point of interest in Deadside so far; the Airfield! This huge location will be included in the next update, as part of a map expansion in the south east. So, let's take a quick tour of the area!


Starting in the outskirts, we can see that the airfield is surrounded by steep hills, and dense forest roads. Sniper towers are very common, and can be seen dotted around the perimeter of the base. Moving in closer to the airfield, we can see that this location is so large, that it extends way past our render distance!


The airbase is filled to the brim with military hardware and infrastructure, with separate installations dotted around the base that each serve a different purpose. Many of these installations will feature new custom made structures, like these underground hangars for example. Each area has been made with PvP in mind, with the goal of turning the airfield into a dangerous, but very fun high risk location.


The airfield will offer a variety of loot, anything from weapons, materials, equipment and more. You can even find large dumps of scrap metal in a few locations! Additionally, the airfield will be one of only a few locations to spawn new cars, making it potentially one of the most rewarding areas on the map.



That’s everything we have to show for today! We will begin testing with our private test group as soon as we are able. But unlike most private tests, we have allowed our testers to share much more information with the community. So you may see some gameplay streamed live directly from the test servers! Just remember that you may see some unpolished content still present, as we are testing slightly earlier than normal, with more tests planned to follow in the future.

[h3]Thanks for reading, stay tuned for more news![/h3]

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WIP: New Storage Crates & Decorative Flags



[h2]Hello Deadsiders![/h2]

The team at Bad Pixel has been working hard on our next major update, so we have some cool new work-in-progress features to talk about today! But before we begin, we know that a lot of you are probably hoping for a release date, so let's touch on that first.

This update will include some huge features that continue to be complex to develop, for example; our netcode architecture for vehicles is completely original, created in house. This requires research, experimentation, and lots and lots of testing to be done in order to create a viable system. It’s entirely possible at this stage in development for time consuming problems to pop up during testing, so it wouldn’t make sense for us to confidently give out a release timeframe just yet. But in the meantime, we will keep making posts like these, your feedback is very helpful! So, let's dig into the new stuff!

As you may know from our previous posts, we are currently in the process of reworking base building and raiding from the ground up. One aspect of this rework that we haven’t touched on yet though, are storage crates!



Just like our other new base objects, all storage crates can now be upgraded to different tiers of material. You start by building out of weak sticks, then you can upgrade to wood, and finally metal tier. Each material upgrade will make your crates tougher, and more resistant to explosives.

Additionally, storage crates can now be locked! This means raiders will now need to break into each storage box, giving your items another layer of protection. You could also use locks on small crates that you have hidden in the open world, creating a locked cache for later. Storage crates are unlocked using a custom code that you set, just like the front door of your base. But what would happen if a locked storage crate of yours unexpectedly explodes? Well no need to worry, storage crates with items inside will drop everything on the ground when destroyed.

Next up, let's talk about flags! We have created a handful of different flag designs that can be put on a flagpole, or placed on a wall. These flags have lots of potential, they could be used as a symbol for an in-game faction, or as a warning for passing players. Combined with the other decorative base items that we have shown in the past, you will have lots of ways to personalize your base.


But maybe you are the type of player who would prefer a sneaky low profile base instead. Well, we have created exactly what you need, camo netting! These camo nets can be used to help your base blend into the foliage of the world, keeping it hidden from potential raiders. It also makes you much less visible through windows at longer distances, making your windows safer overall. You will be able to craft a camo net by using items found in the open world


So those are all of the new features for today, but if you aren’t following our socials, you may have missed these motorcycle teasers that we posted a couple days ago. While we can’t post the video clip here, you can see that we have added a sidecar for an additional passenger, as well as 6 different color variations. This means you will have 12 possible motorcycle configurations to find in the open world!


[h3]Thanks for reading, stay tuned for our next post about the airfield![/h3]

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Raiding: New Server Options



[h2]Hello Deadsiders![/h2]

Over the past couple weeks, we have been experimenting with ways to improve our new raiding system based on recent feedback. We want to thank you again for your detailed ideas and suggestions, they’re valuable input when working through these types of development challenges.

The team has been working hard to create a system that provides offline raid protection, while keeping gameplay fair and lag-free. So today we have three new server options for raiding that we would like to test out, and discuss!


Please keep in mind that these server options are not final, and are still actively being tested and iterated upon. It's important to us that the community is involved in this process, so be sure to send us your thoughts! Here are the three server raiding options that we are currently working with:

  • Raiding enabled at all times
  • Raiding disabled
  • Raiding enabled on decaying bases

We believe that these three options provide the most balanced and exploit free gameplay, while giving our community more ways to customize their experience.

The third option is the most complex, allowing our players to get raid protection by maintaining their base. For those who are unaware of our new WIP building system, materials will need to be placed in a central resource vault to keep the base from slowly decaying away. This will be very important to test with the community so that we can correctly balance base upkeep, and the gamemode itself.

Settling on these three options hasn’t been easy, especially considering the many good ideas that we have gotten directly from the community. Exploits though, specifically alt accounts, typically challenge our favorite raiding ideas. Server resource management is also an important factor to consider, as any system too complex could cause performance issues.

So, let us know what you think! We will begin testing these options with our private test group soon, with possibly a public test to follow in the future depending on how fast we are able to make progress.

[h3]Thanks for reading; keep an eye out for teasers dropping soon![/h3]

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Online Raiding & Offline Raid Defense

Hi everyone,

Alex from tinyBuild here. Thanks for voicing your concerns regarding the upcoming updates. Heard loud and clear. Offline raiding isn't something you're interested in, and I can totally see why. I am also very happy about the feedback we're getting regarding other in-dev features.

TLDR We need to find a way to allow players to secure their bases when logging off -- while controlling the amount of player created structures on each server.

Will be prototyping a few ideas on this, and want to hear what ideas come from the community.

The challenge is 3 factor:

  1. How to protect your base when offline
  2. How to make online raiding clear, intuitive, risky, and rewarding
  3. All while keeping the server lag free


Feel free to chime in your own ideas in the comments, we'll be reading