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WIP: Base Progression, Raiding, & Trader Leveling Details



[h2]Hello Deadsiders![/h2]

Today we are able to give you all the juicy details on some major upcoming features, some of which you may have seen in our last post. Many old systems like Building and Raiding have been completely overhauled, with a focus on more player progression, and freedom during gameplay. We also have cars, trader leveling, decorations, and a whole lot more to talk about as well! The team has been working hard to make these ideas a reality, and we are very excited to be able to present our progress to you today. So, lets not delay anymore and get right into these new features;

Progression 2.0


One of the most exciting aspects of this update is Progression 2.0, a complete overhaul to gameplay progression within Deadside. We want to provide clear long term objectives that our players will want to work towards, while still giving them the freedom to play however they like. All of the features we are going to talk about today were designed with this goal in mind, but please remember that everything is still subject to change.

[h2]Scrap Metal[/h2]



When it comes to progression, the most valuable resource will be the new Scrap Metal item. It can either be used to level the safe zone traders, or used to upgrade base structures to metal tier. Meaning that even in the late endgame of Deadside, Scrap will always be a valuable resource.




Collecting Scrap Metal is simple, it can be found nearly anywhere around the map, sometimes even in large heaps laying on the ground. This means that roaming around the map and looting like normal now directly contributes towards your overall progression. Plus, the safezone trader doesn’t care where the scrap comes from, giving our players the freedom to play however they like in order to progress.

As players start to fill up their free safezone storage, eventually they will want to construct a base to store additional items. Bringing us to one of our largest features in development; Base Building 2.0!

Base Building 2.0



The first thing you may notice with this new building system, is that the structure support logic is completely different. Foundations are no longer huge wooden cubes, now they are a square block that acts as the bottom floor for your base. The new foundation will provide the support needed to build, but if that foundation is destroyed, any base objects left without support will come crumbling down with it!

Designed to work well with our new model of progression, base building will follow a three tier system, starting with stick structures, then planks, and finally metal. To start building, all you will need is a knife to collect sticks, and a hammer to access the build menu. Stick structures are very simple and easy to create, but don’t provide very good protection . Axes and firearms will break through them reliably, leaving you pretty vulnerable to raids at this early tier.

Another interesting aspect of this new base building system, is that base structures placed on their own will now start to automatically decay. In order to prevent this, players will need to construct the new Resource Vault object. Players will need to place the required items inside of this new vault to prevent their base from slowly decaying over time. The amount of required items depends on the size and tier of your base, with larger upgraded bases requiring more expensive upkeep. The vault essentially replaces the old base claim object, but with a few pretty cool differences that allows for much more player freedom.

For example, unlike the old base claims, players can place as many Vaults as they like. The limiting factor now is upkeep, meaning that players will be able to have multiple bases! Most importantly though, Resource Vaults can be destroyed and replaced by raiders, meaning it will now be possible to completely take over someone else’s base! This opens up a totally new dimension of base raiding, with players possibly fighting over high tier base locations, or hunting down decaying bases for a quick snowball.

[h2]Base Upgrades[/h2]


In order to progress to the next tier, we have taken the opportunity to implement a highly requested and anticipated feature, electricity! Players will now be able to construct and place a base generator that can be fueled using fuel cans. Electricity is spread throughout the base automatically, and requires no manual wiring to function. Once the player has access to electricity, they can use it to power a woodworking machine, which consumes logs in order to progress into the plank tier. An important detail here is that Axes now have durability, so trees will no longer essentially provide infinite logs.




Electricity can also be used to power base lighting, which you will need at night in order to see all of the fancy new base decoration items included in this update! Players will be able to customize their home with these items, making each base look more visually distinct and personalized. This is our first iteration of these decorative items, with future iterations providing passive buffs for nearby players.




Along with multiple tiers of structures, we have also added a new explosive, Dynamite! This new item will be more common than your standard plastic explosive, at the drawback of dealing less damage. Additionally, the fuze on Dynamite can be unreliable, potentially not even detonating at all. Dynamite is better suited for early to mid tier raiding, with Explosive Charges becoming the rarer high tier raiding tool.




The last tier of base structure is sheet metal, which has the highest stats, and price tag. You will need to feed the already valuable Scrap Metal into a Metalworking Machine, in order to create Sheet Metal. Sheet Metal is needed for the initial upgrade of structures, and for future upkeep. Being the max level upgrade, metal structures provide the best protection from raiders, requiring multiple explosive charges to take down a single wall in its current state.




While building with metal is expensive, it will be worth it to protect your base and all of the utility that it will provide. Especially considering that resource vaults will now prevent vehicles from despawning! You will be able to store and protect your own personal vehicles for use later, which we are really excited about. The added utility provides a really useful endgame objective to work towards, while making raids potentially much more exciting and profitable. That brings us to another major change with this update, Raiding 2.0!

Raiding 2.0


In this new system, players will be able to raid any base at any time, provided that they have farmed up enough explosives. While we liked our previous raiding system, a raid would only start depending on your PvP activity, and random chance. This enables players to construct huge bases, without much fear of their base being fully looted, or even seriously damaged due to its sheer size. The result heavily impacts server performance over time, caused by the abundance of base objects, and items stored within them.

With Raiding 2.0, we are able to give our players a lot more freedom with their own gameplay, while they naturally self regulate the buildup of items and structures across the map. Plus, allowing players to raid much more frequently will make the endgame of Deadside more exciting and engaging overall.

Respawns


Keeping with the theme of better balance and progression, this update also sees some major changes to our respawn system. We will be removing the ability for players to select towns on the map to respawn at, as it causes various balance issues, and makes stream sniping way too easy. So, unless you prepared a sleeping bag, your only option will be to randomly spawn on a beach,

Beach respawns are very important for the balance of early game progression, where players will be constantly fighting over Scrap Metal. If we allowed players to still respawn at towns, the early game could be dominated unfairly by squads, using their town respawns to farm scrap from new solo players. Plus, this respawn system will help evenly spread players across the map, leading to more unique player interactions across many different locations.

If you would like even more details on what you can expect from these features, we have created a video for you demonstrating them in action!

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

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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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