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      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

CaGregorio

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CaGregorio last won the day on October 15

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About CaGregorio

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  • Birthday 05/09/1981

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    Cagregorio

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  1. ADK OFFICIAL NEW BF4 SERVER

    @CodySteedREX No need to provide anything we can see that, i will speak with our Web developer and AOB about that, and see if that can be fixed. Currently it only pulls from donations and not donor packs. Thank you for you continued support to ADK, give me some time to look into this and i will get back to.... Also if you are apart of our Discord Send me a message to remind me if i dont responded back to you soon.
  2. Guns of Glory - JOIN US!

    We are on kingdom 7. You will need to switch to it before you hit level 5 stronghold hold. To switch you click the kingdom button on the button right then click on the world button, find kingdom 7 and click on somewhere on the map. It will then ask you if you want to join kingdom 7. Once you do that message me or search for ADK and ask to join the alliance. Hope to see you guys in game soon. Sent from my LG-H910 using =ADK= Gaming Community mobile app Edit.....sorry only got part of the article on my phone did not see anything about our kingdom information.
  3. BEGINNING OF A NEW ERA Wow, what a month; busy and exciting and full of promise! While the developers have been hard at work getting the Town Square module ready to go, I've been preparing our new office space and interviewing potential Asylum developers. We've raised almost $800,000, allowing us to expand in a big way and bring on loads of new talent. Asylum Entertainment's new home If you read my last dev blog you'll remember that we had just scouted out office space and had narrowed our search to one. Now we have the keys and I've been working hard to get it operational. I never want to see another hex key again! It's almost hard to imagine that we've been working on Identity with a team spread out around the world. The talent of our small team has astonished me. It's exciting to consider how finally working in a formal setting is going to boost productivity. Not only is working in an office such as this going to make it easier to work together, but we've been on a hiring craze. Having sifted through hundreds of applications over the past few weeks and interviewing dozens of skilled individuals, we've selected most new developers to join our team. Our programming manpower is now three times stronger. Finally, after all this time we're now able to afford a full-time community manager. Joining our team at the new office location next week is Identity's community manager, Brandon! You'll be hearing from him very regulary. We're committing to keeping you in constant contact with the development team. Keep an eye on our website as well as social media! TOWN SQUARE ON THE HORIZON! With our new studio starting up next week and the new programming talent coming on-board, our goal of the Town Square release is getting nearer. It's big news: the official Town Square release date will be announced in the month of October. With all of the changes affecting our productivity in such a positive way, we need to see how everyone works together over the next few weeks. This will allow us to give our fans a date with which we can be confident. WE'VE GOT THE TWITCH We wanted to give you a glimpse of the game development process and have been streaming on Twitch to show you how it's done. Four hour (or more) long streams have gone live since my last dev blog; keep an eye on Identity's Twitter for future stream announcements. We try to have at least one development stream per week. As a fan of Identity, one of the things you're going to enjoy most is the flurry of videos which will be coming soon showing off the social features of the Town Square. For a simple social module, there's a good bit of fun things to do! NEW IN THE TOWN SQUARE Our lead programmer, Henrik, has been hard at work these last couple of weeks refactoring our housing system to make it more stable and better performing for the Town Square module release. Everything's looking great at this point and he's very excited to get a bunch of new help over the next couple of weeks. With more great talent joining our art team, we're producing assets and new environments at an astonishing pace. Interiors we only hoped to have in Town Square by its release have gone from concept to reality very quickly. Last dev blog I showed you the concept art pieces produced for the police station. The police station was something we didn't expect to be available in the initial Town Square release, but with our art team hard at work we're getting a lot done. Below you'll find the lobby as it is in-game. The police station in Town Square will be a place for you to learn about the policing career, but it will also eventually feature a shooting range for you to test the weapon systems in Identity. Police station lobby in Town Square Our character and clothing team has also been adding a large variety of things to wear in the Town Square. Both clothing and accessories are being added all the time. Note the attention to detail and excellent quality of the clothing pieces in Identity. New sweater clothing WHAT'S TO COME In summary, we've been moving along with Identity's development at a great pace considering the size of our team; however, our team is growing in a big way right now. New developers are selected and some are starting at the new office as early as this coming week. Once the new guys have been oriented and we get an understanding of their work, we're going to be able to analyze the tasks remaining and give you a release date for Town Square. This is a big deal; Town Square isn't all that far off now and we're already preparing and planning for the next module: SWAT. I hoped to release a video showing combat systems already, but most the remaining work for that falls on myself as the other developers are busy with the real systems for Town Square. I've not had much time over these weeks from preparing the office, so that's on hold a bit; my priority is getting the Town Square module into your hands as soon as possible. Because we're getting further along now, and with the added manpower, we're going to soon start releasing small gameplay videos showing off the different aspects of Town Square. Finally, Brandon is joining Asylum as a dedicated full-time community manager! Brandon will be keeping you up to date constantly. Our silent days are soon to be over! -- John VanderZwet Deja Vu! (I've just been in the place before...) Salutations again! This time it's Brandon talking. John's been too busy to update the site, so I'm here to finally add the 10th Developer Blog to the corresponding section of the forums! You've most likely seen this update if you've been active in "The Town Square" section of the site, so I apologize for not having anything new to share in terms of screenshots or stuff like that. D: No need to get the pitchforks out though! I might have a few things to tide you guys over! (Please don't poke me aaa.) Charles (the game developer sitting beside me in the office) is currently in a skype call with another programmer on the team getting the 411 on the current build of Identity. They're walking through some stuff in regards to the Unreal Engine and talking about all sorts of things that are t o t a l l y beyond me. I took some java and C programming courses as electives when I was in University and MAN, I've had a newfound appreciation for coders ever since. I'll see if I can get some tangible information about the specifics of what Charles is working on after the call, because all I see is a mixture of math and player models! In other news, I've been hanging around in the discord, answering questions where I can and seeking advice from the higher-ups when I'm stumped. It's been going quite well actually! There seem to be a lot of fans enthusiastic about seeing more of the office, so I'm going to try and get a picture or two up on the @Identityrpg twitter. Charles has a 3 monitor setup that looks pretty sick, the lucky dog... Oh! Have I mentioned that there's a channel dedicated to posting small WIP models and other treats in the discord? It's #new_media! Check it out when you get a chance! The fiber internet for the office has also finally been installed! Like, completely! No more router issues or anything, I'm typing this up from a wired connection right now! With this, I should be able to join the stream later today so I can finally speak with the other developers. I'm very excited, and I hope to see some of you there! I don't think I'll actually be playing a game (I'm absolutely trash at most shooters but I swear I'm gunna train up for module two), but I'm very interested in getting my voice out there and meeting some of the developers that I haven't had a chance to speak with yet! Thanks for sticking around everyone! I'll get more information to you ASAP! Have a good one! -B
  4. ** PATCH NOTES **

    JS Test has been updated, and is now available to patch and play. We have updated JS Test. There was no wipe performed on JS Test at this time, and we will continue to monitor JS Test to see how this performs. We've added a tremendous amount of new content in this update, including the second quarter of the map, Resolution Ridge. We're seeing some issues with prox chat on certain servers, but felt it prudent to unlock while we are continuing to investigate this issue so that players could take a look at these new features. Added Resolution Ridge, the North West Quarter of the Map Added second Military Base and moved initial spawn to the new Military Base Added Fast Travel via Helicopters in the Military Bases (500 GEC to use) Added Tier 3 and 4 weaponry as follows: Added Double Bit Axe (Loot) Added Antique Cavalry Saber (Loot) Added Katana (Loot) Added Bowie Knife (Loot) Added Spiked Pipe (Loot) Added M1911 TX-Poly (Loot) Added M19911 Black Hawk (Loot) Added M9-A3 (Loot) Added M9-MCMXV (Loot) Added R380 Thunder-5 (Loot) Added R380 DZ-Tec (Loot) Added .44 Magnum 18-K (Loot) Added .44 Magnum Viper (Loot) Added Alpine-R Shotgun (Loot) Added Boomstick 12 Shotgun (Loot) Added .308 Pinpoint 700 (Loot) Added .308 Tactical Sniper X (Loot) Added AR-15 1-Defender (Loot) Added AR-15 Governor (Loot) Added AK-47 Saga 77 (Loot) Added AK-47 S-MAG5 (Loot) Added Walkie Talkie (Loot) with Radio Support Added Tier 2 Helmet - Blue Football Helmet (Loot) Added Crafting Recipes to combine partial Gas Can items Added Crafting Recipe to create glass from sand Added basic Clan Support (Ranks, Grouping, Voice Chat) Added Stronghold Tab for Viewing Build Limits and Raid History Added player constructed door locks (limited to 2 per player) for locking in-world doors while barricading and fortifying non-player buildings Tuned health and damage resistances for in-world doors and they now display a health bar when they are below 95% health Consuming Dirty Water (bottled or straight from a water source) or Rotten Food now damages player immune systems. Continuous consumption will have an adverse affect on the player health. These effects can be mitigated with both Immunity Boosters and Antibiotics, the effects of which have been updated to work with system Minor reduction to global food spawns Added Military and Police zombie variants Higher Tier Chest and Leg clothing have improved storage capacity and NPC damage reduction New Wolf behaviors - wolves now move, attack, and retreat more naturally Shacks and Shack Doors repair damage over time. Shacks and Doors do not regenerate if fully destroyed. Fixed an issue where picking up an ammo box from a Stronghold pad could delete its contents instead of correctly dropping them to the ground Fixed an issue with the display of raids on the map that were not initiated by the player Stashes now display a health bar when they are below 95% health Fixed an issue where dew collectors filled bottles more rapidly than intended Fixed an issue where players wouldn't take fall damage after dying Fixed an issue that caused zombies to stand around and ignore nearby players Fixed an issue where the firefighter respirator would not reduce gas grenade / gas trap damage Fixed an issue where window barricades could not be placed on certain buildings Fixed an issue which that caused harvestable vehicles to take damage from unintended sources Fixed an issue that prevented proper damage reduction for Painkiller buff Fixed incorrect rarity on T3 Repair Kit Sleeping bags no longer auto-pickup after being used Fixed an issue where FPS would drop while placing Stronghold shutters Added additional fuel sources Minor increase to loot respawn time Fixed an issue that prevented the Showdown T-Shirt skin from working correctly Replaced campfire recipe component Stone with Fiber When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) Please use this thread to report bugs and issues found on JS Test!
  5. FAQ's Are the modules Alpha or Beta? The Modules are not any kind of beta but serve more as a Alpha! The Beta will be the closest thing to the full game. When is the Beta going to release? The current ETA on the Beta is Early 2018 but no official push back point yet. (Early 2018 / Quarter 2 2018 is my estimate) When is this Game going to release? This game is Currently targeted to release Early 2018 but no official push back point. (My Estimate will be Mid 2018 Release) I have no clue as there is NO ETA on this. This module is in the works and should be done very soon (Pushed back from Early 2017 and now I estimate Late August 2017 so Q3). I would estimate it End of July - Mid August (My opinion). Due to delays of the module development with the devs going to GDC and PAX. I estimate the devs have been delayed by at most 3 weeks but I think it will come around Easter weekend. When is there going to be game play footage? The next video is said to be on Gun Mechanics, and I would hope to think it will be shown before the S.W.A.T. Module. Why has there only been 3 Dev-Blogs? MoTown has two jobs, he is the community manager and also a 3D artist, so he has been busy with other work and got side-tracked from finishing it after starting it. Also he has been working more on other parts of the map. What will the size of the "Town Square" be? The "Town Square" module will be as stated a Town Square and there is no "Figure" on the size of it as of yet! Will this game be released on Consoles? No this game is exclusively for PC however after the full game release the Developers will look into console porting. MoTown's Answer to a post on the forum: Our official answer on the topic of consoles is that we have no current plans to release Identity to console platforms, but have promised to do our research into what it might require after our PC launch. This is not a promise that Identity will be available on console, simply a promise to look into it. At the moment, it would be fair to say that it is outside of our scope and budget. Will this game be for MAC and Linux? Yes it will but I don't know if it will be shortly after launch of the game. Will there be AI (Artificial Intelligence)/ NPC's be roaming the map? No, this game is a player run game, but will have a few NPC's filling up the boring jobs which you and I would not do for hours on end e.g. standing at the tills of a shop, also they will be in the un-ownable shops too and they will be around in back-alleys to represent a (Black Market Dealer and Drug Dealers). Will there be any aircraft in this game? No there will not be aircraft in this game but the developers did mention a glider and possibly in the very far future they could still add them but that's not certain. Will there be Undercover cops? No, The reason why there won't be undercover cops is because the developers want a distinctive difference between cops and civilians/ criminals. How many buttons will be in the game? Probably more, but there will be radial menus for some things that will cut down on buttons. What steering wheels are supported? So far the Thrust-master ones are confirmed. ( if its a popular steering wheel, it'll work) Will this game be VR supported? Yes, the developers are working on it and want to be able to have VR supported because they want to use it too when playing the game. Unfortunately they don't think it will be supported at full game release. Is this game Subscription based? No! You buy the game (passport) and then you can play anytime with no more paying. Is there in-game Purchases? (read next question and the answer) Yes. Is this game Pay to Win? No, You can only buy cosmetic items. (Items which don't give players advantages). What are the system requirements? There is no official knowledge yet as its too early to say, but if you can run games like GTA V, Arma 3 and Ark you should be fine. How is in-game money going to work? Money will be as close and realistic to the USD. What are the names of the 3 cities? Ash Hill, Roseport and Turtle Beach. Can you break in/ raid someones home? No, police cannot raid your house and also no one can rob your house. In correspondance to police not being able to raid your home, it is that you cannot enter your property if wanted either. What age rating will the game be? This game will be Rated 18+. Can you live with someone? Yes you can but you have to have a bedroom for every person who lives in your house. This even includes if you marry someone! Can you Marry? Yes, you can marry both sex. ~~~~~~~~~~~~~ Reddit and Exclusive interview questions and answers Below ~~~~~~~~~~~~~~~ Weapon Customisation? Weapon customization is quite detailed. Some weapons have more room for changes than others of course, but things like stocks, grips, sights and even paint/finish can be customized. Weapon actions are one of those things that don't work well in video games, mostly because no matter what you have in the game you're still firing with a mouse, and it will feel counter-intuitive making it over-complicated. For example, if you have a double action pistol and pull the trigger, your mouse click is all the same no matter if the hammer is back or forward so we need to design around the peripherals people are using to play. Weapon jams are something you can encounter. Our weapon physics are incredibly advanced and was one of the first systems completed long ago. We can create magazines of any size which hold physically accurate ammo. Calibre and even type (holopoint, FMJ, etc) have an effect on trajectory. Our programmer on the weapon physics read a lot of papers to get proper formulas, and they function off the same math used by real-world forensics. A bullet fired in Identity will travel almost identically to the same being fired in the real world, even when it comes down to things like stopping power versus penetration. Will there be physics to shoot through walls or boxes? Things that a bullet would usually go though in real world situations. Absolutely. Bullets are influenced by the material they hit. If it's wood, it will pass right through it with very little change to velocity, but a thin sheet of metal may still allow the bullet to pass through, yet reduce velocity enough that it may not kill, or do much damage to its target on the other side when it impacts. 1. What is in game prison like? 2. Is it like real prison with guards, rec time, shiving, and keeping a tight grip on the soap? 3. How does the drug manufacturing and trafficking work? 4. Can I get methylamine? 1. Identity's prison is very much a game within a game. As a prisoner, you can join one of three prison factions and battle for territory, or just hang out in the recreational room and chat and interact with other prisoners while you wait out your time. You'll be able to craft a crude shank and attack others, or attempt a prison escape as a group that the police will be forced to respond too from across the map. There are no player prison guards though. The decision for that was mostly just because we couldn't find a way to keep it engaging and fun. We don't want people to be forced to sit and watch other players. 2. For those in prison however, when they've served their time, they may simply exit the prison through a series of corridors that only they have access too, or if they just have a lengthy prison sentence, they can request a trial which will notify random players across the map to report for jury duty, in which case they will plead their case, and have their fate decided on by a vote whether to be released early, or spend the rest of their time behind bars. 3. & 4. In the outside world, there are a number of drug manufacturing processes, including the production of meth, heroin, cocaine, and marijuana. Each has its own unique crafting process. For instance, in order to cook meth, which is the highest paying and most valuable drug in Identity, it will require the player to purchase a mobile RV, convert it into a meth lab, and then steal all of the ingredients from across the map in certain factory locations. They'll then have to spend time cooking the meth through a series of time-based processes that determine the quality of the product before finally selling it to an NPC drug dealer for a big payout (or you can consume it if you feel like cutting into your hard-earned profits). 1)Price when the game releases 2)Will there be realistic payments for the jobs(on official servers)? I really hate it when you deliver a huge track full of diamonds and get 10k for it just breaks the immersion 3)Will the items take physical space inside the car not only for furniture but with job items as well (Weed, diamonds,etc) and will you be able to put more staff in the car if Let's say you have a 4 man vehicle but its only you and a friend inside so you have 2 sheets left will that mean extra space? 4)Will the things you buy have realistic prices? For example if you buy a Ferrari it will cost you something like 150k? 5)Will there be real life cars in the game or unlicensed cars like in gta v 6)Will there be any A.I cops or enemies? 7)Will i be able to raid other players houses? 8)Will there be a report system so you can instant report someone if he rdm's/vdm's you 9)Will there be an in game recorder so you can have proof for rdm ? (something like plays.tv lets say) 10)will there be a casino? 11)Any micro transactions? (not for cosmetic items) 12)Can you compare the driving to another game so we kinda know how driving will be like ?(i hope not like arma) 13)Will you be able to shoot while inside a vehicle 14)will there be rebel items like armored(extra armor and guns)vehicles, helicopters, jets. 1. Currently, you can pre-order, or pledge early for Identity for as low as $15 (without beta access) or $30 (with beta access) from our website @ identityrpg.com - however, we expect the price of the game to jump up to about $45 when it hits steam, as steam takes a pretty large chunk of income from each sale. 2. Expect Identity's currency to be realistic in value, so your pay will also be realistic. A pair of shoes may cost about $40, and a decent car around $30,000. A lot of games reward players with such high numbers in currency and damage though because there seems to be a psychological attracting to larger numbers, so we can understand why games do it but it won't be that way in Identity. 3. Items will take up physical space inside the trunk of a car. When a player accesses the trunk, there is a 2D grid placement system in which each item takes up a number of squares on the grid depending on its shape and size. The largest items will not fit inside the trunk of a small car, so a big semi-truck with a trailer may be necessary. 4. Oops, I answered this with #2 as well. 5. There won't be real-world cars or brands in Identity. We can't afford the license fees to include real brands in our game, and we're almost certain these companies would not want their brands associated with vehicle damage, or some of the criminal and illegal elements also featured in the game. 6. There won't be AI cops out in the game environment, driving police vehicles, or paroling streets. If there are any, they will simply stand behind a desk at the station recruiting new player officers or providing information. 7. You will not be able to raid another players house, or enter their house without their permission. We want player homes to be your personal space, safe from any outside influence. Players are going to put a lot of effort customizing their homes, and we don't want to jeopardize or disturb the work they put into it. 8. RDM/VDM isn't an enforced rule on official servers, but there will be a tool for reporting these actions on private servers who create rules for these actions. Instead, on Official servers, we have a stress system in place to discourage random attacks or griefing. 9. There won't be an in-game video recording tool, but you can use 3rd party video recording software like OBS, Fraps, or Shadowplay. 10. There will be casinos in Identity, but they are not player owned. 11. Micro-transactions exist for cosmetics, some vehicles, and some apartments, and will be claimable across all servers (hopefully including private servers). We will not sell weapons. 12. Expect driving in Identity to be realistic, much like Grand Theft Auto IV, not V. Players won't be able to survive crazy stunt jumps in Identity, and enough damage could disable your vehicle. Unfortunately however, we cannot easily do a damage model like you might expect to see in BeamNG. Damage has to be networked across the server, and we feel transmitting that much damage data could hurt performance. 13. You won't be able to shoot from inside your vehicle. We want to discourage random acts of violence for the sake of roleplay. 14. There won't be any armoured vehicles in Identity, apart from maybe SWAT trucks. We don't want to give anyone a PVP advantage based on vehicle armor. Aircraft are also not present in Identity, as it is important to us that players do not skip over potential encounters they may have gotten into while driving, and of course because we don't want the world to feel smaller by flying quickly from point A to point B.
  6. Test Server Patch Notes

    JS Test has been updated, and is now available to patch and play. We have updated JS Test. There was no wipe performed on JS Test at this time, and we will continue to monitor JS Test to see how this performs. This update has a major server memory / crash issue that was preventing us from bringing this update to Live - we will continue to monitor this issue on Test to ensure it does not crop up again. Additionally, this update adds the following features and fixes: Fixed a server memory issue that could cause server crashes and Stronghold items to duplicate The map function (M) has been updated with the correct grid coordinate Fixed an issue where some new items could not be skinned Fixed some issues with clan information not updating correctly Fixed an issue where the helicopter transport would sometimes drop players into the quarantine zone Fixed an issue where the mouse would not refocus correctly after exiting the Clan screen Updated names and location information for all Zone 2 Strongholds and POIs Added a /stuck command - typing /stuck into chat will attempt to safely relocate the player to an exterior region above the ground
  7. Test Server Patch Notes

    JS Test has been updated, and is now available to patch and play. We have updated JS Test. There was no wipe performed on JS Test at this time, and we will continue to monitor JS Test to see how this performs. We've added a tremendous amount of new content in this update, including the second quarter of the map, Resolution Ridge. We're seeing some issues with prox chat on certain servers, but felt it prudent to unlock while we are continuing to investigate this issue so that players could take a look at these new features. Added Resolution Ridge, the North West Quarter of the Map Added second Military Base and moved initial spawn to the new Military Base Added Fast Travel via Helicopters in the Military Bases (500 GEC to use) Added Tier 3 and 4 weaponry as follows: Added Double Bit Axe (Loot) Added Antique Cavalry Saber (Loot) Added Katana (Loot) Added Bowie Knife (Loot) Added Spiked Pipe (Loot) Added M1911 TX-Poly (Loot) Added M19911 Black Hawk (Loot) Added M9-A3 (Loot) Added M9-MCMXV (Loot) Added R380 Thunder-5 (Loot) Added R380 DZ-Tec (Loot) Added .44 Magnum 18-K (Loot) Added .44 Magnum Viper (Loot) Added Alpine-R Shotgun (Loot) Added Boomstick 12 Shotgun (Loot) Added .308 Pinpoint 700 (Loot) Added .308 Tactical Sniper X (Loot) Added AR-15 1-Defender (Loot) Added AR-15 Governor (Loot) Added AK-47 Saga 77 (Loot) Added AK-47 S-MAG5 (Loot) Added Walkie Talkie (Loot) with Radio Support Added Tier 2 Helmet - Blue Football Helmet (Loot) Added Crafting Recipes to combine partial Gas Can items Added Crafting Recipe to create glass from sand Added basic Clan Support (Ranks, Grouping, Voice Chat) Added Stronghold Tab for Viewing Build Limits and Raid History Added player constructed door locks (limited to 2 per player) for locking in-world doors while barricading and fortifying non-player buildings Tuned health and damage resistances for in-world doors and they now display a health bar when they are below 95% health Consuming Dirty Water (bottled or straight from a water source) or Rotten Food now damages player immune systems. Continuous consumption will have an adverse affect on the player health. These effects can be mitigated with both Immunity Boosters and Antibiotics, the effects of which have been updated to work with system Minor reduction to global food spawns Added Military and Police zombie variants Higher Tier Chest and Leg clothing have improved storage capacity and NPC damage reduction New Wolf behaviors - wolves now move, attack, and retreat more naturally Shacks and Shack Doors repair damage over time. Shacks and Doors do not regenerate if fully destroyed. Fixed an issue where picking up an ammo box from a Stronghold pad could delete its contents instead of correctly dropping them to the ground Fixed an issue with the display of raids on the map that were not initiated by the player Stashes now display a health bar when they are below 95% health Fixed an issue where dew collectors filled bottles more rapidly than intended Fixed an issue where players wouldn't take fall damage after dying Fixed an issue that caused zombies to stand around and ignore nearby players Fixed an issue where the firefighter respirator would not reduce gas grenade / gas trap damage Fixed an issue where window barricades could not be placed on certain buildings Fixed an issue which that caused harvestable vehicles to take damage from unintended sources Fixed an issue that prevented proper damage reduction for Painkiller buff Fixed incorrect rarity on T3 Repair Kit Sleeping bags no longer auto-pickup after being used Fixed an issue where FPS would drop while placing Stronghold shutters Added additional fuel sources Minor increase to loot respawn time Fixed an issue that prevented the Showdown T-Shirt skin from working correctly Replaced campfire recipe component Stone with Fiber When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) Please use this thread to report bugs and issues found on JS Test!
  8. =ADK= Becomes A Twitch Affiliate!

    Special Thanks to @FeistyTV for spending so much time streaming on our Channel. Without the continued dedication we would not be were we are at. Thank you again. We are going to continue to push our Twitch account. Please if you have not already, follow us and help support us when we go live. Thank you.
  9. Test Server Patch Notes

    JS Test has been updated, and is now available to patch and play. We believe this to be the final JS Test update required before we go Live. It is considered fully functional and feature complete - there are no known issues, so please report any issues you find with the update in this thread. When this update comes to Live, we will be wiping the Live servers. We expect to update Live by the end of the week. Increased Pipebomb damage Minor bleed now has a chance to heal itself over time Metal Stronghold Components have destruction FX now Increased health for many of the Stronghold Utilities and Decorations to avoid accidentally destroying them with a single attack from a high damage melee weapon Increased zombie damage to armor Zombie damage through armor can inflict bleeding Large wood piles can now be harvested for wood Metal Barricades can now be destroyed Fixed an issue where zombies could walk through Metal Gates Ground Tillers can now be picked up Added Weapon Chest (crafting recipe) Added Ammo Box(crafting recipe) Added Freezer (crafting recipe) Added Tool Chest (crafting recipe) Nails now drop sometimes from destroyed crates and barrels Ongoing anti-cheat countermeasures Additionally, this test update includes all of the previous fixes found here:https://www.reddit.com/r/PlayJustSurvive/comments/705ybl/js_test_update_914/ When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) Please use this thread to report bugs and issues found on JS Test!
  10. New In-Game Containers

    Just Survive posted today that they will be adding new containers to the game for organizing Weapons, Ammo, Tools and Food. What do you think - I think the Tool bench is a good thing along with the what appears to be a freezer for food is cool, the other two not sure about.
  11. ** PATCH NOTES **

    Greetings Survivors! JS Test has been updated and wiped, and is now available to patch and play. This is the first of several test updates before we publish these features to Live. This Test update is considered fully functional and feature complete with the exception of the following known issues: VFX/SFX for Metal Stronghold Component destruction are placeholder VFX/SFX for Metal Barricade destruction are placeholder Icons for Metal Stronghold Components are placeholder Metal Barricade collision meshes are out of date Zombies can path through Metal Gateways (and only Metal Gateways) This update includes the following features, fixes, and improvements: Added Metal Stronghold Components (Crafting Recipe) Added Metal Barricade (Crafting Recipe) Added Dynamite (Loot and Crafting recipe) Added Dynamite Bundle (Crafting Recipe) Added Pipe Bomb (Crafting Recipe) Loot auto-cycles to refresh loot areas Reduced zombie damage to body armor Relocated Military Base spawns so that players can't grief other players with the tent entrances Handcuffs have been optimized and return to Just Survive (Loot and Golden Eagle Coin Purchase) Removed the map item and gave all players permanent map access (default key M) Fixed an issue where airdrops would destroy Stronghold components that they landed on Increased the number of available vehicles on the map Fixed an issue where PVE servers would not properly display the out of bounds messaging Fixed an issue where players were unable to bandage themselves after going out of bounds and then returning to the play area Trashie, the Aerial Trash Can, has landed Numerous map updates and bug fixes for Pinemill Reservoir, the northeast region of Badwater Canyon Fixed an issue where stamina could get stuck in a state where it would not regenerate Player now regens health when severely hungry or thirsty (previously these status prevented health regeneration) Reduced steel yield from pistols from 5 to 3 to match other weapon bulk Blankets can be salvaged for cloth and twine. Minor balance tuning to firearm and weapon repair kit item caps. Ashes no longer spawn in the world. They can still be obtained as a by-product from burning things. Oil is now a possible drop from vehicle harvesting. Updated wood yield from harvesting trees Wood piles are now destructible objects that yield wood upon destruction (previously they acted as containers) Crates and pallets yield wood upon destruction Updated wood loot model to be a jagged plank rather than a log Added unique loot model and icon for Deer Head and Antlers Added unique loot model and icon for Saline Added unique loot model and icon for Wolf Head Added unique loot model and icon for Zombie Head Added unique loot model and icon for Fiber Compress Lowered use time for Fiber Compress Several skin updates and fixes for items Weapons that break through durability loss now correctly eject their unused ammunition Punji sticks now yield the correct amount of wood upon destruction (less than the cost to craft them) Items from recursive destruction and demolition will no longer float Player Inventory now allows for Multi-Category Sorting Fixed an issue where a party leader's party UI would remain after they disbanded the party Fixed an issue where the hover text for a crafting recipe wouldn't show the rarity correctly Flashlights now project light farther Improved zombie pathing and behaviors Fixed an issue where zombies were near-invincible while eating corpses Fixed an issue that could cause zombies to be scarce for players Animal traps can now be picked up Workbenches now require you to hold E in order to pick up (previously tapping E would pick them up) Players can no longer pick up an object (like a table) that has items on it. If it has no items, then it may be picked up. Fixed an exploit where players could stack tables on top of each other indefinitely Updated physics collisions for vehicles to reduce the possibility of an instantaneous death caused by a multi-frame collision stacking damage each frame Fixed an issue where some objects couldn't be placed in front of a doorway Fixed an issue that caused landmines to be destroyed without exploding in certain cases on or near a Stronghold Fixed an issue that could cause traps to fail to trigger for players or zombies Fixed an issue where a stash could be permanently removed if a player built it near a Stronghold and then lost ownership of the Stronghold Fixed an issue where base components could be rendered invisible / non-blocking upon respawn, creating holes in bases Fixed an issue where Strongholds from deleted characters wouldn't always be returned to the available Stronghold pool Abandoned Strongholds now correctly revert to unclaimed after 7 days Ongoing anti-cheat countermeasures When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) Please use this thread to report bugs and issues found on JS Test!
  12. Assassin's Creed Origins - Coming soon

    Looks pretty good. Just might jave to preorder. Sent from my LG-H910 using =ADK= Gaming Community mobile app
  13. ** PATCH NOTES **

    Just Survive Downtime, Update, and Wipe Incoming Today SEPTEMBER 1 - DGC_MICHAEL Greetings Survivors! We are taking the servers down at 10:45 PST (35 minutes from time of this posting)to publish an update to Just Survive and wipe the servers. While the decision to wipe was not an easy one to make, we felt it prudent in light of some issues that occurred after yesterday's maintenance. However, this is more than just a wipe - ahead of schedule, we've got a few new updates rolling out today. I mentioned in the Producer's Letter this week that "we see no need to hold back individual features to a specific date or patch wave."[www.justsurvive.com] As such, this patch is short, but these improvements were ready to rock and roll and I think especially in light of the wipe you'll find them exciting. Reduced the cost to construct all Wooden Stronghold Components Increased Wooden Stronghold Component resistance to melee weaponry and rebalanced Wooden Stronghold Component resistances Added 180 PVE Servers to Just Survive - 60 each in the US, EU, and Asia regions Fixed a crash that could be caused by reloading while using various interacts (ie, opening doors) Fixed an issue that caused missing Stronghold Components on a server reset Ongoing anti-cheat countermeasures We apologize for the lack of notice on the wipe, but we felt it was important to get this update out ASAP so that everyone had the opportunity to play with this update over the holiday weekend.
  14. Here is a brief window into some of the work the environment art team is doing right now. This post is the first of what I hope are semi-frequent snippets and updates of what the artists are producing currently for the next expansion of the map. http://imgur.com/a/mjo1J Part of the newer quadrant of the map will be a large visitor center and ranger station at the entrance to an area we’re theming after a National Park. This also includes firewatch towers scattered throughout the area. Remember all these buildings will be supported with barricades, so you can make a pretty great hidey hole on top of one of those.
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