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CaGregorio

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CaGregorio last won the day on December 10

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  1. ** PATCH NOTES **

    Just Survive Live Update 12/6News self.PlayJustSurvive Submitted an hour ago by DGC_Michael -announcement Just Survive is available to patch and play! This update and maintenance did not involve a wipe. A note on cheating - with the renewed interest in Just Survive comes a renewed interest in cheating. The team has been working diligently and putting in extra hours to combat this, as made obvious by the numerous updates to Just Survive since the 11/20 return of Z1. First and foremost, to report a cheater, send an e-mail to JustSurviveCheater@daybreakgames.com. Generally speaking, there are two steps to defeating a particular cheat: Detection - this part happens frequently without requiring code updates - and results in ban waves. For example, the grenade exploit below was immediately detected and all individuals who have cheated in this way have been banned. Prevention - this part requires software updates. After this is rolled out, the cheat is no longer possible and additional bans aren't needed. Alongside the reactive, specific cheat prevention that has been the focus of recent patch notes, there is a larger effort focused on proactive anti-cheat systems. We continue to work on these systems and more of them will be coming online in future updates. When these have player-facing gameplay effects, such as base ejection, they'll be available in the patch notes. For those that do not have player-facing gameplay effects, they get lumped under the ever-present "Updated anti-cheat countermeasures". Many of these systems are already in place or in testing, but anti-cheat is a continual development. We expect additional updates throughout December focused on these systems (as well as new features!) This update includes the following fixes: Fixed an issue that could cause chained doors, shacks, and shack doors to fail to destruct at 0 hit points Fixed an exploit that allowed players to spam infinite grenades Fixed an item duplication exploit Speculative fix for the respawn issue Fixed a serious server crash that could cause the server to fail on automatic restart Updated anti-cheat countermeasures
  2. ** PATCH NOTES **

    Hello Survivors! Just Survive Live has just been updated with a host of anti-cheat and stability fixes. Accompanying these updates is a full server wipe. Wipes are not something we take lightly. We had hoped to avoid wiping player progress while developing this update, but we were unable to publish this update before a particularly nasty duplication exploit went viral. A large number of bans have been handed out and additional bans will follow for abusing the exploits listed below. Remember - if have evidence of someone cheating in-game, you can report them to JustSurviveCheater@daybreakgames.com and a customer service representative will investigate the issue. While many cheats are detected and action taken without requiring these reports, reporting players allows you to contribute to the discovery of new methods of cheating and ensure that action is taken against those that cheat. This update includes the following fixes: Fixed several server crash scenarios Fixed an exploit that allowed players to duplicate thrown grenades Fixed an exploit that allowed players to attack with melee at range Fixed an exploit that allowed players to duplicate items Fixed an exploit that allowed players to respawn on their corpse Fixed an exploit that allowed players to receive items not normally available in the game Adjusted camera collision for foundations to reduce the ability to clip the camera through foundations Fixed an issue preventing the placement of chain door locks in areas where they should be placeable Fixed an issue causing hospital doors to not spawn on Z1 Fixed an issue with incendiary grenades Additional Anti-Cheat countermeasures We appreciate and are humbled by the influx of players, new and old, and would like to thank you for your patience as we work to combat the malicious few who attempt to cheat. While we believe at this time that we have resolved all cheating vectors, we remain vigilant and will continue to combat cheats as they become known. We’d also like to thank the many individuals who have helped us discover and eliminate many of the exploits listed above – your dedication to the Just Survive Community benefits every one of us.
  3. ** PATCH NOTES **

    Greetings Survivors! We’ve got a large update rolling out today, so let’s start with a few highlights, followed by the core notes further down: Choose your map! Servers are now marked for either Badwater Canyon (BWC) or Anywhere USA (Z1) Base Foundations are now free-placeable and snap together Raids are no longer timed, destruction is permanent, and shields have been removed If you’d like to learn more about how all of these changes came about, we recommend you read this article, detailing how our Test Server updated and evolved over the past handful of weeks. We’re excited for all of you to jump into this update for Just Survive. With that, let's get to the bulleted list! Base Changes: Base Foundations are now free-placeable and snap together Snapped Base Foundations are limited to four per player Players cannot build foundations next to other player’s foundations or inside POIs Base Foundations have built-in ramps on all sides Base Foundation placement can be nudged up or down with shift-mousewheel for placement of your first foundation. Later foundations will snap to that height Component crafting costs have been reduced Component hitpoints and damage resistances have been buffed Wood Components are now impervious to melee weaponry Metal Components are now impervious to melee AND firearms Height limits for Bases have been removed – These are now only governed by Piece limits Map Updates: The legacy map, Anywhere USA (aka Z1) is now playable on Z1 marked servers Badwater Canyon is still available to play on BWC marked servers Trees, rocks, and cars on Z1 have been updated to use the Badwater Canyon harvesting mechanics Some exploitable map geometry has been fixed Raiding Changes: Raids are no longer timed Raid Shields have been removed Destruction of Base Components during a raid is now permanent Gameplay Changes: Military Vendors and Golden Eagle Coins are removed Military Base Snipers and Safe Zones are removed Stronghold & Military Base Spawning are removed Players can now choose their respawn location Location-specific quest lines return, with updated requirements and loot Gasser zombies return to Just Survive – these noxious zombies burst into a cloud of poison gas on death Banshee zombies return to Just Survive – these deadly zombies have disorienting, zombie-attracting screams Exploder zombies return to Just Survive – these dangerous zombies violently explode upon death Added firefighter outfits and firefighter zombies near the fire station Increased vehicle storage capacities by 50% Increased storage capacities by 50% Ethanol can be crafted from corn and yeast Added an IED item (Crafting Recipe) - this mid-tier explosive presents an alternate explosive weapon crafting path Added Elite Explorer's Backpack, a 3000 bulk capacity backpack that can be found as a rare quest drop Added Cricket Bat (Loot Item), a powerful melee weapon All tiers of .308 rifles kill in a single headshot through helmets of any quality Bug Fixes: Firefighter respirators now properly counteract gas weapons For Streamers - streamer settings now hides kill broadcast / death screen names Fixed an issue where the crossbow wouldn't show correctly in player's hands Fixed a server crash related to NPC navigation Hammer renamed to Demolition Hammer Fixed an issue where "Share my server" could not be checked/unchecked Free place objects cannot be placed on/near other player's base foundations without being added to permission Removed Ctrl-R reporting function due to abuse. Report cheaters to JustSurviveCheater@daybreakgames.com Fixed a duplication exploit Stronghold art assets are now pre-loaded and won't pop in over time Fixed an issue where metal gateways could render oddly, stretching part of them across the screen Multiple clipping exploit fixes Server stability improvements Improved Anti-Cheat Countermeasure The following Known Issues with this build are in active development and do not need to be reported: Dropping a Worn Letter from your inventory turns it into a trashcan A Worn Letter referencing the visitor's center can spawn in Z1 An exploit exists that allows players to bypass the respawn lockout – abusing this is a bannable offense
  4. Game Updates

    GAME UPDATE: COMBAT ZONE, DAILY CHALLENGES, & MORE! SEE WHAT'S GOING INTO THE BIG NOVEMBER UPDATE. Welcome to the November Update for H1Z1! This update includes the Combat Zone, Daily Challenges, the start of Preseason 7, the all-new Payload Crate, and lots of tuning and quality of life updates based primarily on player feedback. NEW FEATURE: COMBAT ZONE This is an all-new game mode designed for practicing combat mechanics. Spawn in with a full kit ready to go. Respawn after death, no parachuting. Game takes place on a small, more intimate map that highlights various elements of The Arena. Max number of players per game is 55, and games end after one hour. NEW FEATURE: DAILY CHALLENGES We’ve added a Daily Challenge system to the game which primarily rewards Skulls. You’ll be given three Challenges per day; one easy, one medium, and one hard (harder Challenges reward more Skulls). You’ll be able to discard one Challenge per day and get a replacement. Challenges don’t necessarily need to be completed in a single match and won’t be replaced until you complete or discard them. A few examples of Daily Challenges: Halfway There – Place in the top 75 of a Solos match (easy) Domed – Destroy 10 helmets worn by other players (medium) One Shot. One Kill. – Kill an opponent with the .308 Hunting Rifle (hard) With the introduction of Daily Challenges, the Bounty System has been removed and the Skull Store has been updated with several awesome new rewards including the first ever animated Helmet! COMBAT & GAMEPLAY TUNING We’ve made a number of weapons adjustments based on player feedback. Slightly decreased AR-15 recoil reset time to give the user more responsive 2-taps. Reduced AK-47 fire rate to help alleviate close-quarters spammability. Added a fixed, non-rotating pattern for Shotgun blasts including a center pellet. Shotgun damage and fall-off damage have been increased to increase its close-quarters reliability. Bullet drop has been reduced for pistols and rifles. The values are now much closer to what they were before the Combat Update in August In addition, there are several quality of life gameplay improvements in this update. Fall damage should be significantly more consistent now. Height is now the only determinant of fall damage, so forward velocity will not affect you. You should also no longer take 1-2 points of damage randomly when running and jumping over small objects. Explosive arrows are now very effective against vehicles. It is now possible to loot while reloading. The fifth passenger in a vehicle can now reload and shoot (careful!). Fuel is now consumed slightly faster than before when using turbo boost. MATCH PACING & TUNING First safe zone is now revealed after 45 seconds, instead of 2 minutes. Gas begins moving after 2 minutes and 15 seconds, instead of 4 minutes and 30 seconds. First phase Gas moves slightly slower over 5 minutes and 27 seconds, instead of 5 minutes. The first phase will be 2 minutes and 30 seconds shorter but it should be easier to outrun the gas in a vehicle. The toxicity mechanic has been removed. The gas mechanic has had its damage retuned due to the removal of the toxicity mechanic. The airdrop plane and drop itself now move slightly faster. The loot distribution system has been tuned on a per mode basis. Item spawns have been increased in Duos by approximately 15%, and Fives by approximately 25%. Slightly increased AR-15 spawn rate. Slightly decreased AK-47 and Hellfire 4-6 spawn rate. Slightly increased Medkit spawn rate in residential areas. Increased crossbow spawn rate and decreased long bow spawn rate. There will be roughly the same number of total bows (including both types) as before. UPDATES TO THE ARENA We revamped the lighting and colors of The Arena to be more visually appealing. This change came in part from direct player feedback during the Reverse AMA on Reddit. In addition to many general bug fixes, loot balance has been improved at The Dam, barns, and office buildings. GENERAL IMPROVEMENTS & BUG FIXES We’ve made improvements to our file system that reduce the download size of the game. This change will require that previous files are downloaded again to receive the new format; however future downloads will utilize the new format and will therefore require a smaller amount of space. The time of day has been adjusted to improve visibility and enhance gameplay. You can now enter vehicles that are moving slowly instead of only when they are completely stopped. Training & Skirmish have been removed from the UI. Future Skirmishes will be presented through the Events system. Added a “Scrap Duplicates” button that allows you to Scrap all but one of the selected item. Fixed an issue that could cause Twitch Accounts to not successfully link to Daybreak Accounts. Shooting from a passenger seat should no longer result in hitting a teammate in the backseat. You will no longer get stuck after crouching in a truck bed. You can now consistently see other players stand up when they are in the back of a truck. You can no longer throw a grenade and shoot with a single click. Stun Grenade effect will no longer be canceled by exposure to a second Stun Grenade. You will no longer incorrectly go into first person if you enter a vehicle while zooming. AK-47 will no longer appear further from the camera than usual when going into first person while aiming down sights. Camera will no longer rarely veer off target when crouching and quickly switching between first and third person. Reticle no longer slightly shifts when punching. Vehicles will no longer occasionally spawn with two sets of keys. Backpacks that are upright (e.g. leaning against the wall) will now properly show up in proximity. Players will no longer occasionally enter a handgun stance when exiting a vehicle. Different satchel types now give the same number of cloth scraps (2). Leather satchels are now visually distinguishable from plain Satchels. Made Survivor Backpacks a bit smaller. Hellfire 4-6 bullets now properly go through chain-link fences. Fuel (Biofuel) now detonates when hit by molotovs and flaming arrows. One shot from a Hellfire 4-6 now brings Makeshift Armor to 16% condition instead of 0%. Flaming arrows now trigger the on fire animation when they successfully damage a player. Balanced out the effective range of various arrow types. Group members will no longer get stuck in queue if the leader queues while one or more group members are in an unready state. Fixed an issue where a player could queue for a match then join a group, and then be unable to queue for a new match. Fixed an issue where the end screen would not display if your map is open during a win. End screens will no longer display on the main menu when dying with your map open. Leaderboard player list and icon no longer disappear when user clicks on a player profile then switches divisions. Selected skins will properly load when clicking on a locked skin then back. Previewing a locked skin will no longer prevent you from previewing another skin afterwards. Mousing over new items should no longer cause customization to re-sort. Changed text color for carrying capacity in Inventory to be a bit easier to read. Canceling on “Match Found!” will no longer cause “Back” and “Exit H1Z1” buttons to disappear. “Crouch Blocked” message will now always properly play in the appropriate situations. Various anti-cheat improvements and crash fixes.
  5. Test Server Patch Notes

    Hello! As those of you in discord know, we've been working through this weekend to address two major issues: Server Crashes False G202s originating after an update on 11/18 in the afternoon An update yesterday fixed the last of the server crash issues - we've had no server crashes in the last 24 hours or so. Stopping these crashes exposed a second issue - some servers were hitting their (out of date) memory cap and going into automatic shutdown. This is an easy fix and has been administered at this time. Test Server 15, being a popular PVE server, was doing this very regularly, as it is a PVE server with a lot of giant (and pretty awesome!) bases and no one raiding them. This is why we have base limits and base piece caps. We are working to fully resolve the G202 issue, but G202s should start clearing up for afflicted players as of the time of this post. After an update yesterday, a number of players were reporting G202s. G202 errors pop for a variety of fair play reasons, but they are not a ban - they are a temporary kick to remove someone suspected of fair play violations while we perform a proper investigation and determine whether they warrant a ban. If you received a G202 erroneously, you have nothing to worry about and do not need to contact customer service. Because "removed for unfair play" can sound confusing and a little scary (especially if you don't know why!) let's take a moment to review what is considered unfair play: Modifying, removing, or otherwise tampering with the game files. If you saw some guide on the internet on how to remove rain, trees, etc, from the game - that's cheating. Running third party programs that attempt to modify game code, game files, game input, or game communication, aka "hacks," "scripts," "bots," etc. Any third party software you run that interferes with the game function is at your own risk. Purposefully exploiting game bugs that cause game behavior that is obviously against the intended rules of the game - this includes bugs that duplicate items, "clipping" or pushing yourself through solid walls, rendering yourself or a base component invulnerable, etc etc. If you have received a G202 and have not been doing any of these things, you do not have anything to worry about, you won't be banned, don't need to contact customer service, etc. The error will clear up with some time. Note that with every update there are always some folks who get caught cheating, claim they were banned unfairly, etc. These cases are always pretty isolated (because they were actually cheating). When someone innocent gets a G202, it tends to be widespread (as it is right now), and there are no bans issued. This has been a difficult weekend for all of us involved in Just Survive Test - our players and the development team. I'd like to take a moment to thank each of you who have been playing on Test and helping us iron out the issues with this massive update - we know it can be frustrating some times and we appreciate your patience in the face of some severe issues. I'd also like to take a moment to thank the developers who have been working hard this week and through the weekend, burning the midnight oil to help resolve these issues as quickly as possible - there are a lot of great people that go into making this game and their incredible dedication to this community makes it a privilege to work alongside them. Finally, I'd like to take a moment to thank the families and spouses of those diligent folks who have been staying late and coming in this weekend. Again, thank you all for helping us create this massive, game-changing update!
  6. Test Server Patch Notes

    Sudden Death by Environment Appears to be resolved - servers are unlocked! Hello Survivors! Small update today, focused on a few key issues that we wanted to resolve before the weekend hit. There is no wipe in this update. Fixed an issue where items would drop through the world when dropped from inventory Fixed an issue where proximity looting wouldn't work Speculative fixes for a respawn exploit - if you can reproduce this exploit in a video please send it to me - we are having difficulty reproducing this internally. Fixed an issue where metal gateways could render oddly, stretching part of them across the screen Multiple clipping exploit fixes Server stability improvements Updated 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!
  7. Identity

    Agreed. Also if you really do like it, once it is officially released (no date yet) i am looking to run a server and will need staff. Its not for everyone.
  8. Game Updates

    Hey everyone! It feels like TwitchCon was an eternity ago, as the team has been working hard on the next update. We have a livestream planned for Friday (tomorrow) where we'll dig into a lot of the topics from the Reverse AMA and to start the conversation on how we’re going to be rolling out the Z1 Remaster, so keep an eye out for details on that. Several of your favorite devs are likely to show up in that stream. In the meantime, I wanted to give you an update on some of the features that are going to be rolling out in our next major update in November. Some of these will be going to the Test server as early as next week for you to get your hands on and provide feedback. We’ll have a more fleshed out Producer’s Letter coming later that will dive into a lot more detail for each of these topics, but I think there's plenty to digest here. The following is in QA right now and will go on to test ASAP. Combat Practice We’re about ready to roll out the new Combat Practice zone! It’s going to be your destination to get your hands on all the weapons in the game so you practice you skills with other players. We think it'll be a great place to sharpen your skills or just to warm up before you get serious in for an evening (or morning) of Battle Royale. It’s a much smaller map than Z2, designed to highlight each of the locals from our current map so you can practice fighting in the hills, neighborhoods and city areas. When you die, just respawn right back in. There won’t be any parachuting in Combat Practice so it keeps the momentum high. You enter combat practice with a semi-random selection weapons (pistol, rifle, shotty/smg) and some equipment (backpack, helmet, medkits, etc) already on your person. There is no parachute, you spawn directly onto the map in an area determined by the population in the zone. You can then keep looting up or seek out other players to fight. If you die, you’ll have the option to respawn, at which point you’ll go back to the start of this statement. Combat Tuning We’ve made some additional adjustments to the weapons based on feedback from you, the players. AR Recoil Reset reduction- Increased the speed that the AR recoil resets to give the user more responsive 2 taps. AK 47 Reduced Fire Rate - We decreased the fire rate of the AK to help alleviate closer quarters spammability. Shotgun Fixed Pattern - Shotgun now features a fixed, non-rotating pattern. We've added a center pellet. Damage has been increased, but damage fall off has also been increased to make it a more reliable close range weapon. Bullet Drop - We've slightly decreased the bullet drop across pistols and rifles to be more in line with the old bullet drop, prior to the combat update. Fall damage - We’ve also made some changes to the fall damage system to make it more consistent. You will take the same damage from the same heights regardless of forward velocity. You will also no longer take 1-2 damage randomly when running and jumping over small objects. Match Pacing We’re making some pretty interesting changes to the gas pacing early in the game to speed up in initial looting lull. We’re taking out the toxicity system and re-tuning the gas damage to compensate. The gas in the early game will now be easier to see through but much more difficult to see through late game to prevent camping. Also in development, but will show up on test a little later: Daily Challenges We are working on a Daily Challenge system and we want to share some details of it now. Basically, this system offer you 3 different challenges to complete every day. One easy, medium, and one hard. You will have the ability to dismiss one of these challenges each day and get a replacement challenge (we’re still working out the specifics of this). In the first draft of this system we’ll be rewarding Skulls for completing these challenges. Some potential examples: Halfway There - Place in the top 75 in a Solos match (easy) Domed - Destroy 10 helmets worn by other players (medium) One Shot. One Kill. - Kill an opponent with the .308 Hunting Rifle (hard) Magnum Rampage - Kill 20 opponents with the Magnum (hard) When we introduce Daily Challenges, we are also going to be removing the Bounty System and updating the Skull Store with some cool new items. Some of the existing skull store items may be retired as part of these changes. In addition to all of the things listed above, there will be many bug fixes and tuning done to mechanics like loot distribution and vehicle spawns. Also, Pre-Season 7 will be coming with the next major game update and during the season we may introduce a "Beta" score that reflects consistency as well as your top 10. More on that soon. So, look for these changes and more to go onto test in the coming days. It’s important to us to keep you in the loop on things we are currently working on and we’re anxious for you to get your hands on these changes so that you can provide your direct feedback. [edited for formatting] [edit 2] - I forgot to add "improved world lighting/better colors"
  9. Game Updates

    We're currently working on a new build for the Test Server that should hopefully be rolling out later today. This build will include the following: Combat Practice: Lower max population to 55 from 70 Adjust loadouts by doing the following First Slot AR Second Slot AK Third Slot SMG or Shotty Decrease vehicle respawn rate Weapon Tuning AR-15 Slight increase in horizontal recoil tolerance to combat spraying Slight increase in bullet drop from what is currently on Test Should feel like a blend of pre and post combat update AK-47 Slight increase in bullet drop from what is currently on Test Should feel like a blend of pre and post combat update Daily Challenges (First Version) Three challenges that, once completed, refresh every 24 hours. Complete a challenge and receive a set amount of Skulls. (Skulls will not be awarded on the Test Server.) You can discard up to one challenge each day and get a replacement. Bug Fix Can’t ADS with non-scope weapons while reloading. Should be able to ADS now.
  10. Test Server Patch Notes

    Greetings Survivors! This update adds Badwater Canyon back into the mix - some servers run the classic "Z1" map, and some servers run the Badwater Canyon map. Both servers run the same rulesets, so both maps have free-placement, no raid shields, no Golden Eagle Coins, no safe zones, etc. This update contains a number of fixes but there are still several known (but not publicized) exploits that we are addressing. Server stability has been greatly improving this week and we will continue to monitor crash reports and address any remaining issues. We request that you do not publicly post any exploitable bugs not reported fixed here. Send them to us privately (either via PM on reddit, PM on discord, or as a private ticket on dgcissuetracker.com).Publicizing exploits doesn't help us fix them quicker than reporting them privately, but it does ensure widespread abuse and makes it harder to punish those who abuse these exploits. This update won't be ready for live until we have a stable game, running both maps, with all known exploits fixed - but we're getting closer! Please report any exploits privately so we can ensure this launch is a great experience for all players. This update includes the following changes and fixes: Badwater Canyon is now available on select PVP and PVE test servers in both US and EU regions Anywhere USA ("Z1") server population caps increased to 140 (the pre-BWC population cap) Fixed an Anywhere USA map exploit Added Ramps to the side of base foundations Base foundation placement can be nudged up or down with shift+mousewheel to raise or lower your first foundation during placement. Later foundations will snap to that height Fixed a number of server stability issues / server crashes causing player disconnects and rollbacks Fixed an issue that was causing shacks to snap to foundations when placed near a foundation Fixed an issue where players would respawn with a duplicate, unplaceable stash kit Fixed an issue where molotovs, gas grenades, and incendiary grenades did not deal damage correctly Fixed an issue where scrolling down through a full loot bag could hide the contents of a future loot bag by maintaining the scroll position Fixed an issue where firefighter respirators did not properly counteract gas weapons Removed durability loss on items when a player dies Increased vehicle capacities by 50% Increased storage capacities by 50% Added an IED item (Crafting Recipe) - this mid-tier explosive presents an alternate explosive weapon crafting path Fixed a Zombie and Wildlife pathing issue that could cause them to move erratically or rubberband Gasser zombies now drop gas grenades on death Exploder zombies now drop frag grenades on death Banshee zombies have a chance to drop a loot cache key and a large amount of cloth on death Removed Ctrl-R reporting function due to abuse. Report cheaters to JustSurviveCheater@daybreakgames.com Fixed a duplication exploit Known Issues Badwater Canyon only - spawning near a military base will spawn you in the military base Badwater Canyon only - initial character creation spawns aren't randomized properly Badwater Canyon only - foundations are not crafting properly Z1 only - foundation snaps aren't functioning correctly for some players Players are reporting G202 issues 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!
  11. until
    I will be streaming on https://go.twitch.tv/adkgamers All Day
  12. Identity

    CHANGING WHAT IT MEANS TO BE AN MMORPG For over a decade the term MMORPG (massively multiplayer role-playing game) has been associated with grinding and repetitive gameplay. With the help of its supporters, Identity is changing that and restoring the genre to its roots: an open world free of restrictions with a destiny determined by the players. https://www.identityrpg.com/ MASSIVE & DETAILED WORLD Identity takes place in a fictional land in the eastern United States, inspired primarily by the Carolinas and Georgia. The chosen location allows for a huge variety in terrain and environments. You'll encounter dirty cities, beautiful beaches and farmland, snow-capped mountains and everything in between. All of these areas are inspired by real locations in the United States, resulting in one of the most believeable and immersive worlds found in any video game. Traveling throughout the land on foot could take a long time, so you'll find highways, roads and trails to help you along. For those who haven't purchased a vehicle or bicycle, train stations are located throughout the land. The initial world size is expected to be an enormous 200 km2. JOBS AND CAREERS The world of Identity is filled of jobs of all kinds. These are simple tasks which anyone can take on without any sort of commitment. Careers are similar to jobs in many ways, although they're much more in-depth! Careers are complete with rank progression, special character talents and perks and much more. One example of a career is policing. You'll start your way as an entry-level officer but if you do a good job you'll find yourself climbing the ranks, unlocking abilities and even new specialties. In this case a specialty could make you a detective or SWAT officer, each again with their own further progression. YOUR NEW HOME Housing is an important part of your identity. In such a large world, you'll find that every single residential building is available for purchase (and sale) by you and other players, and all of these homes in the world are unique with only one owner at a time. Apartments, on the other hand, can house an unlimited number of players as they are instanced, although generally smaller in size. You have full control over the furnishing of your home, and some of those furnishings have important uses, too! While some things are decorative, such as a painting painted by another player, you can also sleep in a bed, store items in a container or closet, or even grow and craft objects in your home. A new home comes empty so you'll have to furnish and upgrade it yourself. LIVE A LIFE OF CRIME While there are a lot of legal ways to make money, there are just as many illegal routes. Illegal jobs will most often give a better payout but you'll have the police on your trail and risk spending your time in jail or prison. Illegal jobs include everything from drug production, use and sale to robbing people, stores or even banks. Minor robberies can be handled alone, but you'll need an organized and well-equipped team to pull off big heists. If you're planning on a life of crime, forming an organized gang to control turf and cartels might be the way to go. Gangs are just one form of organization you can create or join, with the power to control and change the world through illegal and often violent means. BUILD AN EMPIRE From small business ownership to corporations and a living market, everything is possible for the business person in Identity! The vast majority of items you'll find in shops are created by players either in their home workshops or in large factories. Everything from furniture to weapons and vehicles are crafted by other players. Crafted items also allow for a huge variety in customizations so that few pieces will look the same and they can be branded with your mark or the mark of your company who owns the recipe. Many shops and businesses can be owned and controlled by players, while you're also able to create your own corporations which can own some assets and employees. When it is first released it will only be a module of the game. It will continue to develop and once released you will be able to purchase servers. First Module - What will you find in the Town Square? The Town Square is a social game module. You'll be able to create your character, which may be transferable to the retail game after release, and meet hundreds of other Identity backers in the town square of the clean and quaint city of Ash Hill. You'll be able to talk to those around you, add them to your phone contacts and have full phone and IM support to stay in touch. You'll find a completely functional cinema playing full movies around the clock, a karaoke bar to show off your skills (or see me making a fool of myself), a working restaurant, art gallery, shops and more. The biggest single feature is the housing system. You're getting a taste of the full and complete player housing mechanics that you'll find in Identity. Everyone will have access to a tiny apartment, but those who pledged for higher rewards will be able to check out and decorate their larger spaces. It's a preview of what you'll have in the full game. Invite friends to your place and party it up! After the initial release of the module, we'll continue to add features to the Town Square as they are completed in development for Identity. Barbershops and tattoo parlors will let you customize your character further. A garage will let you sample your vehicles. You'll even get to test your ability with firearms in the police shooting range before the SWAT module is released. For me, one of the most exciting parts of Town Square is just to get inside the game and finally get a feel for Identity and how it plays. Check out a few of the Town Square work-in-progress shots we've released in the past. It's been a long road for the development team here at Asylum, but we're almost there! I will be pushing this game once it releases. All information for this game can be found here - If you are interested in backing the game, you can find more information here (spend at least $30 to get early access) - https://www.identityrpg.com/shop/
  13. Identity

    CHANGING WHAT IT MEANS TO BE AN MMORPG For over a decade the term MMORPG (massively multiplayer role-playing game) has been associated with grinding and repetitive gameplay. With the help of its supporters, Identity is changing that and restoring the genre to its roots: an open world free of restrictions with a destiny determined by the players. https://www.identityrpg.com/ MASSIVE & DETAILED WORLD Identity takes place in a fictional land in the eastern United States, inspired primarily by the Carolinas and Georgia. The chosen location allows for a huge variety in terrain and environments. You'll encounter dirty cities, beautiful beaches and farmland, snow-capped mountains and everything in between. All of these areas are inspired by real locations in the United States, resulting in one of the most believeable and immersive worlds found in any video game. Traveling throughout the land on foot could take a long time, so you'll find highways, roads and trails to help you along. For those who haven't purchased a vehicle or bicycle, train stations are located throughout the land. The initial world size is expected to be an enormous 200 km2. JOBS AND CAREERS The world of Identity is filled of jobs of all kinds. These are simple tasks which anyone can take on without any sort of commitment. Careers are similar to jobs in many ways, although they're much more in-depth! Careers are complete with rank progression, special character talents and perks and much more. One example of a career is policing. You'll start your way as an entry-level officer but if you do a good job you'll find yourself climbing the ranks, unlocking abilities and even new specialties. In this case a specialty could make you a detective or SWAT officer, each again with their own further progression. YOUR NEW HOME Housing is an important part of your identity. In such a large world, you'll find that every single residential building is available for purchase (and sale) by you and other players, and all of these homes in the world are unique with only one owner at a time. Apartments, on the other hand, can house an unlimited number of players as they are instanced, although generally smaller in size. You have full control over the furnishing of your home, and some of those furnishings have important uses, too! While some things are decorative, such as a painting painted by another player, you can also sleep in a bed, store items in a container or closet, or even grow and craft objects in your home. A new home comes empty so you'll have to furnish and upgrade it yourself. LIVE A LIFE OF CRIME While there are a lot of legal ways to make money, there are just as many illegal routes. Illegal jobs will most often give a better payout but you'll have the police on your trail and risk spending your time in jail or prison. Illegal jobs include everything from drug production, use and sale to robbing people, stores or even banks. Minor robberies can be handled alone, but you'll need an organized and well-equipped team to pull off big heists. If you're planning on a life of crime, forming an organized gang to control turf and cartels might be the way to go. Gangs are just one form of organization you can create or join, with the power to control and change the world through illegal and often violent means. BUILD AN EMPIRE From small business ownership to corporations and a living market, everything is possible for the business person in Identity! The vast majority of items you'll find in shops are created by players either in their home workshops or in large factories. Everything from furniture to weapons and vehicles are crafted by other players. Crafted items also allow for a huge variety in customizations so that few pieces will look the same and they can be branded with your mark or the mark of your company who owns the recipe. Many shops and businesses can be owned and controlled by players, while you're also able to create your own corporations which can own some assets and employees. When it is first released it will only be a module of the game. It will continue to develop and once released you will be able to purchase servers. First Module - What will you find in the Town Square? The Town Square is a social game module. You'll be able to create your character, which may be transferable to the retail game after release, and meet hundreds of other Identity backers in the town square of the clean and quaint city of Ash Hill. You'll be able to talk to those around you, add them to your phone contacts and have full phone and IM support to stay in touch. You'll find a completely functional cinema playing full movies around the clock, a karaoke bar to show off your skills (or see me making a fool of myself), a working restaurant, art gallery, shops and more. The biggest single feature is the housing system. You're getting a taste of the full and complete player housing mechanics that you'll find in Identity. Everyone will have access to a tiny apartment, but those who pledged for higher rewards will be able to check out and decorate their larger spaces. It's a preview of what you'll have in the full game. Invite friends to your place and party it up! After the initial release of the module, we'll continue to add features to the Town Square as they are completed in development for Identity. Barbershops and tattoo parlors will let you customize your character further. A garage will let you sample your vehicles. You'll even get to test your ability with firearms in the police shooting range before the SWAT module is released. For me, one of the most exciting parts of Town Square is just to get inside the game and finally get a feel for Identity and how it plays. Check out a few of the Town Square work-in-progress shots we've released in the past. It's been a long road for the development team here at Asylum, but we're almost there! I will be pushing this game once it releases. All information for this game can be found here - If you are interested in backing the game, you can find more information here (spend at least $30 to get early access) - https://www.identityrpg.com/shop/ View full article
  14. Identity Releases to Early Access

    All information regarding this game can be found here -
  15. The time draws near! In the last dev blog I sent out, I mentioned that we were going to announce the release date for our first playable game module, the Town Square. Those of you who follow our Twitter and Twitch streams will have already learned this date. It's a very exciting and important time for Identity; we're fast approaching the time where you'll first step foot in Identity's grand world. We've crunched all the numbers and can now say with fair confidence that the Identity Town Square module will be released, to all backers with a $30 or higher pledge, on this coming March 21st. What will you find in the Town Square? The Town Square is a social game module. You'll be able to create your character, which may be transferable to the retail game after release, and meet hundreds of other Identity backers in the town square of the clean and quaint city of Ash Hill. You'll be able to talk to those around you, add them to your phone contacts and have full phone and IM support to stay in touch. You'll find a completely functional cinema playing full movies around the clock, a karaoke bar to show off your skills (or see me making a fool of myself), a working restaurant, art gallery, shops and more. The biggest single feature is the housing system. You're getting a taste of the full and complete player housing mechanics that you'll find in Identity. Everyone will have access to a tiny apartment, but those who pledged for higher rewards will be able to check out and decorate their larger spaces. It's a preview of what you'll have in the full game. Invite friends to your place and party it up! After the initial release of the module, we'll continue to add features to the Town Square as they are completed in development for Identity. Barbershops and tattoo parlors will let you customize your character further. A garage will let you sample your vehicles. You'll even get to test your ability with firearms in the police shooting range before the SWAT module is released. For me, one of the most exciting parts of Town Square is just to get inside the game and finally get a feel for Identity and how it plays. Check out a few of the Town Square work-in-progress shots we've released in the past. It's been a long road for the development team here at Asylum, but we're almost there! Flexing our new manpower Productivity has skyrocketed with our new office. We're working better and there are now many more of us knocking out code and assets each day. Our programming team has expanded with Charles and we're still hiring more. We've brought three new and incredibly talented 3D artists on board as well as a new technical artist. Brandon, our new Community Manager, has been hard at work keeping you in the loop. These guys are all proving their worth each day and I'm extremely excited about where Asylum is going. Looking to the future With some of our Town Square art wrapping up now, we're beginning to shift a bit of our focus to the second module: SWAT. The SWAT module will be a team vs team competitive shooter using the combat mechanics you'll find in the full Identity release. Expect combat to be slower and more realistic than most similar games. You'll learn much more about this module as work progresses. Above is an MP5 sub machinegun which will be used by the SWAT forces. This particular model was created from scratch in a matter of days by one of our new artists, Dan. The awesome talent of our art team is undeniable! -- John VanderZwet Let's Make Identity Great! Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too. If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!
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