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Jump to: Page 1 Page 2It’s a zombie-eat-man world out there, newbie. Follow this guide and you may survive to see the sun come up. H1Z1 wants to be the new DayZ. Whether or not it has the depth to truly compete is yet to be seen, but first impressions are solid. You may be here for some time. That’s assuming you’re capable of surviving, obviously. Anyone with any experience of this type of game will know how important it is to get beyond the stage of fumbling around trying to light fires with a tin can and drinking puddles as quickly as possible. H1Z1 lets you get relatively well-equipped reasonably quickly, but, as is the case with DayZ, there’s little in-game help. Here’s how to get to the intermediate stage of H1Z1 survival, beyond which you’ll be thinking about building a semi-permanent base. Immediately after spawning, you need to do the following. Opinions differ somewhat on how exactly to go about these first steps, but the outcome’s always the same.

Step 1: Shred your clothes. Right click on your t-shirt and jeans. Shred them both (you’ll have to drag some stuff into your BELT POUCH to achieve this). You’ll get eight SCRAPS OF CLOTH as a result. Step 2: Craft a SATCHEL. Click on the Discovery tab at the top of the inventory pane. Click on the SCRAPS OF CLOTH. Now go to the Crafting tab. The SATCHEL should be coloured green. Select and craft it. It’ll appear on the right side of the window and give you a bunch of extra carrying space. Step 3: Collect WOOD STICKS. Now walk around in the woods and search for small trees of the type shown in the screen below. You can also collect them from low bushes with broad, green leaves. See the second shot. Simply walk up to them and press E. You’ll collect WOOD STICKS. Step 4: Craft a MAKESHIFT BOW and WOODEN ARROWS. Go to the Discovery tab and add the WOOD STICKS and SCRAPS OF CLOTH to the boxes. Now just add the WOOD STICKS and, again, learn the recipe.

When you go back to the Crafting tab, you’ll see MAKESHIFT BOW and WOODEN ARROW are both green. Make the bow and then craft a bunch of arrows. And lo: you’re armed. Servers are quieter during the day. If you’re lucky enough to be able to work from home or you’re a student, then you’ll be able to put some of your game together when everyone else is at the office. By far the most dangerous enemies on an H1Z1 server are other players. Avoiding busy periods means you’re able to get your post-collapse life together in relative peace.
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Blackberries are your main form of sustenance in the early game. To harvest them, simply walk into a blackberry bush and press E. To eat them, press TAB to open the inventory, right click on the berries and select EAT. You’ll start finding more nutritious food as you play further, but you’ll always need to keep a stack of blackberries on your person. Head over to the second page to learn how to find your location, build fires, purify water and loads more.It’s been courting controversy ever since it started, but does Sony’s new zombie survival game have what it takes to be the new DayZ?
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So far H1Z1 has been fairly quick to react to its technical issues, but it also has deeper problems that won’t be so easy to patch. H1Z1 is a massively multiplayer online (MMO) game. MMOs almost never work on day one and this isn’t even the finish product, but merely an Early Access alpha – one that is quite upfront about the fact that it is likely to undergo significant changes as it works its way toward a release version. When it is finally finished the idea is that it will be free-to-play, and yet the alpha costs £15 for the privilege of being an unpaid bug tester.
deadpool costume hoodie hot topic Whether or not that sounds like a good deal to you is largely irreverent, as many of the early problems seem to be simply because there are too many people trying to play at once. We do wonder how many of those have played DayZ before though, and how much they were bothered by the fact that H1Z1 steals almost all its ideas and yet doesn’t do any of them half as well.

Set in the rural heartland of America, the game dumps you in the middle of a zombie apocalypse with nothing more helpful than a torch to aid your survival. As with DayZ there’s no goal more complex than surviving, meaning your main priorities are finding food, shelter, and something to defend yourself with. Once you’re dead you’re dead and there’s a considerable learning curve to working out how to survive for more than the first 60 minutes. Surprisingly zombies are amongst the least of you worries, and although they’re certainly persistent they’re much easier to deal with than other players (or wild animals). There is a PvE (player vs. enemies) mode if you want to remove the human factor, but that should really only be an option for your first few hours of learning the ropes. The unpredictable, and usually inventively immoral, actions of fellow players has always been the best part of DayZ, and H1Z1 also works as a giant laboratory experiment for budding psychologists.

Trust no one is the phrase you must live by, as well as ‘kill anyone you see and steal their stuff’. It’s a good job there’s a psychological edge to the game, because the action itself is deeply uninteresting. The gunplay is flat and unsatisfying, and worryingly reminiscent of Fallout, while melee combat (for some reason you can punch zombies to un-death) is even more lily-livered, with terrible collision detection. In fact everything in the game is clunky and awkward, with no sense of feedback or tactility. They’re bland and unintuitive, but we can forgive the fiddly inventory and the cut price searching animation (basically just a timer countdown) because the game’s not finished. But the combat and movement is the game and it should never have been made public in this way unless it was going to try to offer at least a modicum of entertainment. DayZ started off as a personal project and a mod, and yet despite its many different versions and continued rough edges it’s still a much better game than H1Z1.

Even the graphics are better, despite the fact that SoE presumably has a much bigger budget to work with. The scale is somewhat impressive, particularly in the bigger towns, but otherwise this has no real advantage over any of the many indie-made zombie games. What it does have over DayZ in particular though, is that it’s a lot less difficult. You’ll still die dozens of time in your first hour, but it’s much easier to craft a useful weapon (a bow and arrow made from the shirt off your back and a twig) and generally easier to kill zombies (thanks to the aforementioned punching). Injuries and exhaustion are also largely ignored. But if you’re waiting to hear about all the new features that differentiate H1Z1 from DayZ we fear you’re going to be disappointed, as the only obvious one is also the game’s most contentious element: airdrops. These are paid for with real money, and the primary reason players have been so upset about them is that last year SoE promised that the game wouldn’t have microtransactions.

But airdrops are also a pretty frustrating gameplay mechanic in their own right, as their contents are not only random but they can easily be stolen by other players. But as we say, SoE were quick to respond to the complaints and airdrops have already been made easier to steal and less likely to contain guns – the intention being to deflect criticism of a pay-to-win element. It still feels like trying to craft a silk purse out of a sow’s ear though, and given that the one part of the game everyone hates the most is the biggest difference between this and DayZ you have to ask yourself why you would ever want to play H1Z1 in the first place. Or at the very least why you’d want to pay £15 for the privilege, rather than waiting until it’s actually finished and free to play. The game might not be finished yet but if it’s already playable it should be offering some glimmer of its future potential, and some reason to consider it over the game it’s so obviously trying to copy.