Acho q o problema nem é o serverAndei assistindo esse game e aparentemente sofre do mesmo problema de outros que são os servidores bosta. Uma pena.
Pelo jeito eu vou demorar bastante pra reinstalar issaew.Deadside Roadmap 2022
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Hello friends
Vladimir Savchenko here, I run Demagic Games studio, where we work on Unreal Engine projects, specializing in solving really complicated problems. I’ll be stepping in as the production director for Deadside. Our team is working on Hello Neighbor 1&2 with tinyBuild and a while ago Alex Nichiporchik asked us how we can assist the guys at Bad Pixel with their game’s development. We immediately fell in love with the project and after many hours spent with the game and the team, I’m here now to outline the 2022 roadmap for Deadside.
First let’s talk global. The Bad Pixel team will be rapidly growing to speed up development, shorten updates delivery time and improve the overall stability of the game. Team expansion is never an easy process and we’re hopeful for your support as we build up momentum.
Deadside has an outstanding community, your feedback is extremely valuable for the team and we are working on improving this process. A major part of this improvement will be extended updates staging on Public Test Server (PTS) prior to going live and establishing more convenient feedback channels for you to report issues and suggestions based on PTS, as well as voting for features. All voices will be heard.
Now let’s talk tactics. We aim at delivering 6 major updates throughout 2022 and several minor updates in between. We will be sharing the exact dates and detailed scope for all every update closer to its release, meanwhile here’s an outline of the main points we will be focusing on:
1. Technical foundation and groundwork.
The team did a fantastic job delivering the game in its current state to Early Access, and in Q1-2 we will be focusing heavily on getting the project’s base ready for expansion. We’re talking movement optimizations, death and damage registration improvements, inventory and items storage expansion, support for advanced base building and systems, vehicles, significant increase in encounters density on the map, etc.
2. Spawn system overhaul.
We are working on a design for a new spawn system with custom respawn markers and more control on the way players are spawned on the map. Though being relatively cheap to implement this feature has a significant impact on gameplay and balance. It will take several iterations on the PTS for it to hit all the live servers.
3. Resources and craft system redesign and expansion.
Current state of this system in the game is the first step towards its original design with weapons disassembling, crafting and improvement and during 2022 we’ll be adding a lot of features
4. PvE events, missions, map density and expansion.
The world of Deadside is a beautiful place to live in and we want you to have plenty of things to do in it. Over the course of 2022 we’ll be adding new non-combat mechanics, missions with unique rewards, PvE events, uncharted encounters and much more.
5. Weapons system and content overhaul.
Deadside strikes a great balance between arcade and realistic gunplay, but as many of you mentioned it lacks distinct division between weapon classes for CQB, midrange and long range and the balance across all weapons lineup could be better. We’ll be addressing all of it in the nearest updates as well as adding more depth to the weapon system itself with features like more detailed recoil feedback pattern, progressive spread, damage drop and overhauled ballistics over mid/long range distances. On top of that we’ll be adding improved sound positioning, reworking all guns sound effects and animations
6. Base building system and raiding overhaul.
We’ve got a huge number of requests from you for the late game stages features such as more content for the bases and improved raiding, so we will be addressing these points in 2022 as well. The team has great ideas for electricity, workshops, traps and a whole lot of other handy devices to complete your base in the grim world of the aftermath.
7. Vehicles.
This one is a long time coming and due to the complexity of the feature itself and the colossal impact it has on the gameplay we will be implementing it in several stages throughout all of 2022. First stage - propeller swamp boats and rivers to support it will be introduced in Q2 with land vehicles to follow in Q3-4. We will share more info as we progress with the feature.
8. 100 players per server.
With the proper foundation in place and all the core features implemented the team’s ultimate goal for 2022 is having 100 players per server along with an increased number of NPCs.
9. And more
We have tons of more features and content planned for you that we’ll be sharing the info on starting from January. As for now we’ve prepared the New Year Update that is currently being deployed on all live servers. It marks the beginning of a new era in Deadside development, with super talented guys at Bad Pixel at the helm and tinyBuild as a publisher the game cannot be in better hands.
Stay tuned, friends!
O jogo possui BOTsO site steampowered diz que o jogo é PvP. Daí fiquei em dúvida de como será ou é o jogo PvE.
Sim, entendí. O modo PvE é o próprio COOP.O jogo possui BOTs
Alguns andam pelo mapa
Outros ficam em bases
Bots nas "missões"
No PVE vc não pode matar outro player, fica apenas contra os BOTs no mapa
Até dá, mas vai ser meio sem graçaSim, entendí. O modo PvE é o próprio COOP.
Daí vém a questão: é possível jogar no modo PvE completamente sozinho, só contra os BOTs?
Minha configuração é gamer, então sou um gamer!Até dá, mas vai ser meio sem graça
A partir do momento que vc conseguir mira longa (seja em drop, loot ou comprando) vai facilitar sua vida
Andei assistindo mais um pouco e é bem pegada Scum , pelo menos foi o que achei.0.2.7: Respawn Beacons are here
Hello, friends
Update 0.2.6 is now live on all servers!
Friends, in this update we have prepared a lot of new and interesting stuff for you!
First of all, we will tell you about the main changes that are awaiting you.
Respawn beacons
Cannot be placed in the vicinity of any base. Only one beacon is available (can be replaced by the next one) and can be destroyed by other players. Cooldown after installation or respawn is 5 minutes. Special components are needed to craft a beacon.
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Search for hidden stashes.
The Bearing Finder is used to search for stashes containing various items, including a component for crafting the Respawn beacon.
Hidden stashes can be dug out with a shovel. Currently, the shovels are intended only for digging out hidden stashes and will be available in the inventory immediately after each respawn. The shovel included in the Support Pack will have a custom skin, designed exclusively for the pack.
The search for hidden stashes is a simple yet fascinating process!
In order to find useful items:
The more often the light flashes and the louder the sound signal, the closer you are to the target.
- take the bearing finder in hand
- press LMB to activate it
- move around the world with the bearing finder turned on in different directions to search for a signal
- when the signal is detected, the device will start making a sound and the lamp will flash.
The signal may fade out if you are already really close to the signal, but turn away from it by a significant degree.
As soon as the signal of the device has become stable, without interruptions, you can start digging out the target with a shovel.
This will require a few simple steps:
- take a shovel in your hands
- look towards the ground - the shovel icon should appear
- hold down the “F" key until the action is complete
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Binoculars
The item can be found at various locations on the map, and is also available as part of the Support Pack!
The multiplicity of the binoculars is 4x.
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Universal inventory slots.
Quick slots 4-7 and devices slots F1-F4 are now merged into universal slots, that can store consumables and devices. These items won’t take space in the main inventory
This update brings all weapons rebalance (including sniper rifles) and new recoil system with smooth camera adjustment after shot. This update is the first step towards total weapon system overhaul, next one will feature progressive spread and customized per-weapon recoil patterns. We need your feedback on this one more then ever so let us know what you think on Discord and Steam forum!
New features:
- Respawn beacons
- Due to the appearance of beacons, respawn cooldowns at other locations have been increased to 10 minutes. Base respawn cooldown is set to 5 minutes.
- Hidden stashes and bearing finders.
- Universal inventory slots.
- Binoculars
- New weapon recoil system
- All weapons rebalance
- Breath hold and recover timings changes
- Menu option for disabling teammates names in game (“P” by default)
- Universal inventory slots. Quick slots 4-7 and devices slots F1-F4 are now merged into universal slots, that can store consumables and devices. These items won’t take space in the main inventory
- First-person and third-person view FOV can now be tweaked separately through the game menu
- Cherny Log landscape changes
- Some items (broken flashlight, walkie-talkie etc) can now be disassembled into components
Bugs fixed:
- In some scenarios, players could not connect to the server
- 2-sided material added for rocks and stones to prevent players from shooting from inside the geometry
- Items in quick slots are not stacked at purchase
- Various graphical bugs and glitches
- Items in quickslots don’t properly stack after buying
Scum eu nunca joguei, mas lá acho q a pegada sobrevivência pesa mais, além de ter zoombieAndei assistindo mais um pouco e é bem pegada Scum , pelo menos foi o que achei.
Me diverti com scum mas os servers estragavam demais a brincadeira
Falta players também como sempre . Pensando aqui acho que é o que mais reclamo ultimamente é falta de players em jogos.Scum eu nunca joguei, mas lá acho q a pegada sobrevivência pesa mais, além de ter zoombie
Aqui, por hora, vc apenas come e bebe.
De resto, é dar tiro (pvp ou pve) ou construir base (que nem é tão fundamental, hoje, no futuro pode mudar)
Aqui vc consegue armas facilmente, então o loop para morrer e ir trocar tiro é muito rápido. O que falta mesmo é missão mais elaborada. O jogo vai evoluindo lentamente....
Scum acho exagerado, toda essa parte de sobrevivência me afasta deleFalta players também como sempre . Pensando aqui acho que é o que mais reclamo ultimamente é falta de players em jogos.
Sobre SCUM é cansativo por ter que cuidar para não ficar doente na chuva, não comer coisa errada , precisa cagar, mijar , roupa molhada pode ficar resfriado , etc..... , em resumo é um bichinho virtual.
Sobre armar você precisa achar a arma , achar o carregador e achar as balas.
No final até que a proposta é legal.
QUanto ao deadside vou seguir acompanhando, apesar do preço baixo o chato é novamente a falta de players.