Also, because of its early pre-alpha state, I ran into a fair amount of glitches. At one point, I found a deer sinking into the pavement before suddenly warping to the mountain in the distance. Another instance saw my character respawn right next to a zombie, which quickly struck me down again. And charging zombies would often display glitchy movement as they moved towards me. H1Z1 is far from perfect, but at least SOE recognizes that, not showing any desire to rush the game's development and aiming to fine tune the game at every opportunity.
H1Z1's pre-alpha state also ensures that the developers can take player feedback and suggestions fully into consideration. This includes different zombie types, aside from the walkers that already hit like a ton of bricks.
"Currently right now, we just have the basic walkers," said designer Adam Clegg. "We want to have crawlers, we want to have an emergent AI system that creates different types of zombies. Something down the road that we can do is if a zombie munches on a bunch of guys and kills a bunch of people, maybe he gets stronger and becomes a stronger zombie, like a type of evolution. It is H1Z1, it's an infection, a virus, basically. We can build on that. Maybe there's an evolution of the virus down the road and we can introduce different zombies."
One other element that SOE hopes to expand on in the future is crafting, which will allow players to create food, supplies, materials, and weapons for the journey ahead.
"We have a massive crafting system," Clegg explained. "That's one of the big pillars of our game. You have the survival element and with the survival element comes crafting, because how do you survive without the crafting? Our crafting system is actually pretty deep right now and it's not even close to what we're going to be at."
Vehicles are among the items on the agenda for H1Z1