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CaGregorio

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  1. New Survivor Collection Available! A new Crate system has just made its way to Just Survive with our most recent game update! With this new system, you will notice our entire Crate offering is now consolidated into two distinct options. Starting today, you’ll be able to purchase the most recently released Crate as before (currently the Outlands Crate), but all other available items can now be found in the Survivor Collection. What this means is that the vast majority of items from every previous Crate are in just one place! That’s not all - if you're looking for value, we’ve dropped the price on our most recently released Crate to 200 DBC, and the Survivor Collection will be available for 100 DBC. The most recently released Crate will provide one item for each Crate, but the Survivor Collection will grant two! Here are a few of those classic items you may want to grab: Gorilla Warfare Helmet Red Bone Helmet Toxic Body Armor Do you have locked Crates in your inventory? Now is the time to crack them open, because we’ve lowered the unlock cost to just 50 DBC! Head to the Marketplace to take advantage of these new prices and Crates!
  2. JS Test has been updated. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. Patch Notes Last Updated 6/22 22:59 In addition to all of the new features found in this update, we've also fixed many recent/legacy bugs: 6/21 @ 17:35 Cars are no longer infinitely harvestable Fixed "drone" exploit Fixed "snaking" exploit Fixed an additional navigation exploit Fixed loot spawns not respecting loot caps (ie, over time, dozens of laminated armors would spawn instead of the desired number) Fixed loot spawn "creep" or "repopulation" (ie, loot quantities do not change or increase the longer a server is up) Fixed an issue where cars would fall through foundation decks and be buried under bases Fixed an exploit where players could punch trees to harvest them Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person Fixed an issue where vehicles could be boosted while their engine was off, draining their gas Fixed an exploit with wrenches Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it Fixed an exploit where certain emotes could be used to clip the camera through a wall Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind Fixed an issue where players jumping on bases would sometimes be killed by bad collision intersections with the roof Fixed several CTD scenarios Performance optimizations Ongoing anti-cheat / anti-exploit countermeasures 6/21 @ 23:01 Fixed an issue with Proximity Chat stretching across servers Fixed an issue where items could be stuck in your Stronghold Blueprints container 6/22 @ 22:59 Items at 0 durability after respawn are destroyed rather than remaining at 0 durability Fixed an issue where laminated armor could get into a glitched state where it would render the user invulnerable Strongholds now expire after 24 hours unless you build a Stronghold piece on them (wall/gate/etc) Purchasing Messaging now mentions this expiration timer Adjusted various prices for items that were more valuable than their crafting components Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player Reduced zombie damage to player owned vehicles Updated numerous text prompts throughout the game for clarity and accuracy Added ammo boxes to military checkpoints that spawn more ammo Nails now spawn in the world 3 times their previous rate, and those spawns now include 1-4 nails, for 7.5 times the previous amount of nails found in-world Rock harvesting provides much more zinc per rock harvested (each rock provides more minerals, has a greater chance of providing a cachet of zinc, each cachet of zinc can have more zinc in it than previously) for ~6.75 times the previous Zinc rate Nailed it Known Issues Include: Some harvesting effects missing Some map objects are floating/clipping (please help us track all of these down by reporting with location-specific screenshots) Some locations have strange zombie behavior (walking on water / floating / getting stuck on invisible walls / losing track of the player - these are location specific, please help us track these down with location-specific screenshots) Stronghold / Fortification death effects are sometimes missing or misaligned Undo doesn't work for some base objects (like Tank Traps) Some loot item visuals are incorrect (ie, a green shirt may be orange on the ground) Various other graphical / audio effects are incomplete Swapping inventory items to your active weapon slot will require you to change active weapons (ie, press a different number key) to use the weapon Some crafting or item balance inconsistencies (ie, bear sandwiches require 2 bread instead of 1) Some base objects (ie, beeboxes) cannot be built in areas where it is expected they can be built / other items can be built Extra / ghost weapons will appear on people's backs after dying or re-equipping items Trap damage zones not matched to their models correctly (ie, barbed wire may take damage when nearby barbed wire without touching it) In-world beds can't be used for sleeping in PVE servers Sometimes the military base defenders get a bit over-zealous and fire a warning shot into new player spawns Additional issues not listed here - while we are tracking hundreds of bugs and feature updates internally, we need your help to find them all! Please use this thread to report any issues you find. 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?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  3. JS Test has been updated. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. In addition to all of the new features found in this update, we've also fixed many recent/legacy bugs: Cars are no longer infinitely harvestable Fixed "drone" exploit Fixed "snaking" exploit Fixed an additional navigation exploit Fixed loot spawns not respecting loot caps (ie, over time, dozens of laminated armors would spawn instead of the desired number) Fixed loot spawn "creep" or "repopulation" (ie, loot quantities do not change or increase the longer a server is up) Fixed an issue where cars would fall through foundation decks and be buried under bases Fixed an exploit where players could punch trees to harvest them Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person Fixed an issue where vehicles could be boosted while their engine was off, draining their gas Fixed an exploit with wrenches Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it Fixed an exploit where certain emotes could be used to clip the camera through a wall Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind Fixed an issue where players jumping on bases would sometimes be killed by bad collision intersections with the roof Fixed several CTD scenarios Performance optimizations Ongoing anti-cheat / anti-exploit countermeasures Known Issues Include: Some harvesting effects missing Some map objects are floating/clipping (please help us track all of these down by reporting with location-specific screenshots) Some locations have strange zombie behavior (walking on water / floating / getting stuck on invisible walls / losing track of the player - these are location specific, please help us track these down with location-specific screenshots) Stronghold / Fortification death effects are sometimes missing or misaligned Undo doesn't work for some base objects (like Tank Traps) Some loot item visuals are incorrect (ie, a green shirt may be orange on the ground) Various other graphical / audio effects are incomplete Swapping inventory items to your active weapon slot will require you to change active weapons (ie, press a different number key) to use the weapon Some crafting or item balance inconsistencies (ie, bear sandwiches require 2 bread instead of 1) Some base objects (ie, beeboxes) cannot be built in areas where it is expected they can be built / other items can be built Extra / ghost weapons will appear on people's backs after dying or re-equipping items Trap damage zones not matched to their models correctly (ie, barbed wire may take damage when nearby barbed wire without touching it) In-world beds can't be used for sleeping in PVE servers Sometimes the military base defenders get a bit over-zealous and fire a warning shot into new player spawns Additional issues not listed here - while we are tracking hundreds of bugs and feature updates internally, we need your help to find them all! Please use this thread to report any issues you find. 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?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  4. OMG its finally here....... [UPDATE: June 20th - 6:47PM PST] Hi! I said I'd post the release notes the day before we unlocked Test. And I am. As the most comprehensive release in Just Survive's history, this update represents our new direction for what's to come in the many months ahead and we’re thrilled to finally show you what we’ve been working on. Before I discuss all of the new features, there are a few things to point out about this update: Our new map, Badwater Canyon, represents a more focused approach to design and overall layout. The entire map was built meter by meter with multiple styles of gameplay in mind. Because of this new crafted approach, we are spending extra time on every single part of the map and we’ll be rolling out the first region at this time (Pine Mill Reservoir) which focuses on a drained reservoir and a devastated hydroelectric dam. Pine Mill is rather remote, given that it’s located in a National Forest, so expect to see POIs such as Ranger Stations and Campgrounds. The goal is to have each portion of the map feel significantly unique, so you can expect urban density and a variety of brand new POIs moving forward. This initial release allows us to get things in your hands sooner and allows you to provide feedback now while we continue development. Given this, population caps have been taken into consideration per server and will change based on what we see in initial testing. In addition to all of the new features, we've fixed many recent (and legacy!) bugs in this update. Snaking is gone. Droning is gone. Melee weapons now render in first person. We’ve improved how the bow works. Overall performance has been improved, too. In other words, this truly is a comprehensive update. There are some known issues (please keep in mind that this is a Test update and not a Live release) and we will start a new thread to detail those things separately once we unlock Test. We need your feedback on everything here so please report in either thread with anything and everything you find. This is still very much a game in development - your feedback matters and absolutely influences the end result. I've said it before and it bears repeating that we welcome ALL feedback. Debate is healthy. Critical feedback (when delivered in a way that's not disparaging or nasty) is healthy. I do hope you keep it up...we read every single thing posted here. Alright! Let's get into the nitty-gritty details! Strongholds Our goal is to empower you to put down roots, form strong communities, and challenge one another to build and attack increasingly complex and challenging Stronghold configurations. New features for this first iteration of the Strongholds system include a Full Modular Building Set, Purposeful Attack/Defend Gameplay, Stronghold Respawn, and Crafted Building Locations. The Modular Building Set includes a number of new pieces for increased creativity. We've also overhauled existing pieces like gates which are now completely self-contained. Beyond that, we’re introducing a timed Attack/Defense cycle to encourage scouting, force creative problem solving, and limit the amount of loot that can be gathered in an attack, especially with offline raids. When the timer reaches zero, attackers will be pushed out of your Stronghold by poison gas allowing your base to physically reset and rebuild itself while being shielded for a period of time so that you can safely modify your defenses. In other words, the blueprint you carefully design will now remain intact. Example 1; Example 2 Badwater Canyon Ultimately, none of this works without an environment that’s custom built for Just Survive’s new direction and that’s why we’re introducing this brand new map, Badwater Canyon. This environment is specifically crafted with targeted loot distribution, verticality, and exploration in mind. We felt it was critical to create crafted building locations for Stronghold construction that serve unique gameplay needs and provide progressive desirability. As a result, there will be hundreds of these easily identifiable basepads across Badwater Canyon, with the larger pads providing increased loot and interaction opportunities while the smaller variety provide a hidden, more tactical approach for those who prefer to avoid conflict. Example 1; Example 2; Example 3 Life & Death Significant changes have been made to both spawning in the world and how you experience death. You now begin your journey as a rescued survivor with limited equipment in a makeshift Military Base. Here, you’ll have the opportunity to interact with the Supply Liaison (Corporal Moran), pair up with other survivors, or perhaps even cross paths with a future foe. If you perish, you’ll have the option of respawning at the nearest Military Base or at your Stronghold. The Death Screen itself has also been updated to help clarify the cause of your death. Most importantly, only unequipped items (weapons/items/loot) in your inventory can be looted from your corpse. Anything still equipped (items or weapons on your body/in your hotkey slots) will return with you on respawn, but in a broken state. This way, the high-tier Shotgun that took you days to find won’t simply disappear but you will have to spend a little effort to make it functional again when you revive. Loot Previously, loot was represented in a way that didn’t meet the standards of a game where you’re constantly in search of meaningful resources. That’s why we’ve completely re-itemized JS, adding dozens of new items and giving each of the existing ones clear representation in the world. The days of picking up a striped shirt only to discover it’s actually an orange tank top are over. We’ve also completely overhauled containers and loot placement for Badwater Canyon so that the items you need are spread out in more meaningful ways. Additionally, several containers will still grant loot, even in picked-over areas. We’re also introducing a Rarity system that clearly differentiates the valuable items from the standard fare. Be on the lookout for those Purple items…even if you don’t see an immediate need, they might be worth their weight in gold! Harvesting Breaking down objects in the world for loot desperately needed refinement and expansion, because 1) breaking things is fun and 2) Stronghold pieces have to be built from something! With this update, the actual process of gathering materials from Cars and Trees looks and feels significantly better. Additionally, we’ve expanded what you’ll receive from interacting with these objects and added the ability to harvest Rock by using a new item, the Pickaxe. Example 1 Combat Defending yourself against zombies and other survivors is a critical part of daily life in Badwater Canyon, and that’s why we’ve rebuilt all of our weapons from scratch. We’re introducing Tiers to each weapon type that tie directly into item Rarity. Additionally, each weapon was given a tuning pass so they now look and feel unique. For example, you can find a basic rusted AK that serves a purpose, but it’s not nearly as lethal as the Tier 2 variety. Additionally, melee has received significant upgrades with an all-new hit registration system and a complete animation overhaul. The same Tiers system we’re introducing with firearms has been applied here as well, along with new surprise or two... Example 1; Example 2; Example 3; Example 4; Example 5; Example 6 Currency Creating true value for each item in the world and tackling the problem of item hoarding have both been addressed with the creation of an in-game currency, called Golden Eagle Coins, which is earned by exchanging items found in the world with Corporal Moran at the Military Base. At launch, this currency can only be used to purchase Stronghold locations but we have plans to significantly expand its usage over time. Currency is tied to your character and cannot be looted off your corpse. Little Details A number of core features in the game were functional, but desperately needed refinement. Barricades have been rebuilt and tuned to allow for reasonable fortification of existing structures. Likewise, Loot Stashes got a makeover and are now granted as part of your Starting Equipment. We are also slightly changing how skins are applied to items with two goals in mind: integration with the new item tiers, and increased value for our players. With our new system, applied skins can now target any item in their core category – they simply alter its appearance, allowing them to inherit the qualities of their target item. For example, a Crimson Grin Satchel skin, previously only applied to other satchels, can now be applied to any backpack and it will inherit the associated carrying capacity of the converted item. Dust in the Wind With such a sweeping update, there were bound to be a few casualties. Sci-Fi Weapons, Pastel Zombie Clothing, Weapon Dismantling, Outdated Tool Functionality, Shacks, Special-Case Zombies and the Spear were all cut in the pursuit of a cleaner experience. When will all of this make it to Live? Not before it's ready is the short answer here. There's a ton of new content here and a lot of new systems to shake down and it will be several weeks at least before we're ready to make that move. Our dedication to publishing solid Live updates will continue as it has over the past 6-months and we will make sure the Live promotion is something all of us, the community and devs, are comfortable with. We'll be updating Test frequently during that time, however, which means your test feedback is going to have a direct impact on the state of the game for the near future. Thanks again to every single one of you for your continued support and patience these past six months. We can’t wait to see what you think and I truly hope you enjoy Badwater Canyon as much as we do!
  5. This month in development Wow, what a month. It's been busy here at Asylum as usual, so let's get down to the interesting stuff! As expected, our current focus is on the Town Square so that we can get it out to you as soon as possible. We're finalising the interior of the library and art gallery (shared within one building) and adding polish to the environment. Once the clothing store interior is complete following that, the Town Square environment is ready to go. We'll continuously be adding more art after release though; specifically for house furnishings, decorations and clothing. In addition to the environment art, Miroslav (character artist) has been creating all sorts of hair assets which allow us to show hair appropriately when wearing a hat or helmet. This is a big task for him as it means making variations to match the hat options for each length of hair, but in the end it'll ensure your hair always looks as you'd expect when wearing headgear. Hair under a hat; work in progress Right next to the clothing shop you'll find a bicycle store where you can get a sneak preview of some of the bikes you'll be able to ride around in the full Identity release. We showed you a bicycle work in progress last blog post and now you can see the finished result of that below. This image will give you a rough idea of the detail level you'll see in Identity's vehicles. Ridable bicycle With more final systems coming online for the Town Square release, we now have functioning phones. Each player will start with a cellphone, although you'll be able to upgrade it with three mobile OS options available. The phone OS' each have a unique and interesting style. Characters also have a designated phone number assigned when they're created; you'll be able to get a custom number for a fee. These phones work just as you'd expect. You're able to dial up another player and speak with voice remotely. Businesses can even get a business line which, when called, will contact a member of that corporation who's online. Shot from an internal system test: advertising While the art of the billboard above isn't final, it gives you a very good idea of what you can expect in Identity for advertising. That's right, you can really publish messages around the world through billboards and other means. Corporations and those running for government office can purchase billboard space to help get their message out. You'll select a graphical template from a large list of options and then attach a brief message or other customization to make it your own. These billboards can also be moderated by the server operators. There are other similar advertising systems, too. For example digital road signs can be made to show custom messages by the current government. We can't wait to show you more of Identity, and we'll soon have that opportunity with the release of an overhauled website. Those current pledge packages are about to go away forever, and some of the rewards won't be available for purchase again after the new website changes. Also, follow us on our Twitch channel if you'd like to stop in and ask questions of the developers. On Tuesday, Wednesday and Thursday you'll find a few developers playing a random game from 4pm EST to 5pm EST. Ask any questions and they'll be happy to answer on stream. Catch some of Identity's developers hard at work and see how they make the magic happen: we'll be providing development streaming dates and times on Twitter, soon! -- 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!
  6. Identity's development has been moving at a pace we've never experienced in the past. With added full-time programming and art talent, we've been able to produce more content in a shorter time than expected. With all of the base features of Town Square in place, we've now been building up the supporting systems; the menu interfaces, server selection systems, character creation and more are well underway now. You'll get a good preview of the character customization soon! Ridable bicycle; work in progress Some exciting progress is also being seen beyond the Town Square! Our vehicle systems are starting to get fleshed out. We found the integrated Unreal Engine vehicle subsystems to be inadequate for the realism and fidelity we seek, so Identity will run on an entirely rebuilt vehicle physics engine. With this you can expect extremely realistic handling of bicycles, cars, vans, motorcycles, semi-trucks and more. We've got the Twitch Game development is an exciting career that many gamers aspire for. Just a couple of weeks ago we had test run streaming our development live on Twitch. In our first stream, our character artist Miroslav added different eyebrow varieties to Identity character head models. These are some of the eyebrow options you'll be able to choose when creating your characters; get an inside look at the work which goes into even a small detail as this. While the task Miroslav had at the time might not have been the most exciting, we're in the process of setting up a schedule for very regular streams from a variety of development departments. Keep an eye on Twitter and Facebook for stream time announcements. Click the preview below to watch the recorded stream. It runs at just under an hour in duration. Identity's first Dev Stream: Miroslav's Eyebrows You can find our Twitch channel at Twitch.tv/IdentityRPG. Follow us there to get notified when an Identity developer starts streaming! Path to the Town Square Town Square early revision; work in progress A lot of Town Square work has been accomplished since the last dev blog! From interface to animations and more feature polish, the Town Square is shaping up into a genuinely interesting social environment. We've been making everything we can in the environment interactive. If it looks like it would have some sort of purpose in reality, we're making it useful (or at least entertaining) in Identity, too! Grab a newspaper for the latest happenings, toss a coin into the fountain or grab a can of soda from the machine. Visual dynamics have been added as well. Simple things bring immersion to the environment. The clocks on buildings and towers show the real in-game time, the cinema marquee sign shows the movies playing with real times (which can be adjusted by owners of community servers in retail Identity) and more. We're making the Identity environment, and thus that in Town Square, feel alive and interactive.
  7. PRODUCER'S LETTER Team Scoring, Pre-Season 5, and More! 6/9/17 4:38 PM SHARE TWEET SHARE TWEET Our next large game update has some really great changes in it, and we’re excited to bring it to the Test server! This update brings improved dynamic gas rings, adds scoring for team games and a lot of improvements to grouping, brings new POIs to the Arena, and more. Team Scoring Scoring in team games is now ready for testing. Each time you play in duos or fives, you will see a score for you and each of your teammates. Your team score goes up whenever a full team gets eliminated, a team member gets a kill, or a team member gets an assist. Individual kills and assists are tracked and shown at the end of the match for all team members. The badge that becomes part of your top 10 is the total team score and an accumulation of all kills and assists the team got as a whole, as well as the highest position the last person who was alive achieved. Once you have filled out 10 scores, you will be placed on the leaderboard for that mode just like in solos. We will continue to tweak the score system from season to season until it is balanced. Keep an eye out for a more in-depth article regarding team scoring and more features coming in the future. Pre-Season 5 We are going to start the next Pre-Season (Pre-Season 5) when this update goes to the Live server. In addition to team scoring mentioned above, we are making larger changes to scoring and leaderboards that you will notice once Pre-Season 5 begins. There will be a new leaderboard tier in between Diamond and Royalty, called Master, which will make the Royalty tier even more elite. On the scoring side with this update, players will receive a flat score for each kill no matter when it occurred during the match. Currently the value of a kill increases over the course of the match. We’ll be sharing more details about these changes in the coming weeks. Gas Changes The biggest change you will notice during your matches on Test is how the gas ring system works. We wanted to create a system that is more dynamic and utilizes the entire map, so we completely rewrote this from the ground up. You can now expect final rings all over the map, including further to reach locations that are currently rarely visited, like the dam. The spawn system has also been updated, and it will now take into consideration where the game will end and adjust how far you spawn from where the initial ring will appear. The rings are still randomized; now they will just utilize the entire map. Now that you have some context of the system and a visual to back it up, let’s look at some details: The match can now end almost anywhere on the map rather than the middle like it used to. We’re saying "almost" in this case because the far edges of the map just don’t allow for good combat due to topography. The spawn system has been refactored and takes the initial gas ring into consideration so we don’t start you too far away. There are server volumes around all of the points of interest on the map, these have been flagged with a “type”. This will allow us, if we want to, to run Events/Skirmishes/Seasons that have a higher chance to end in specific types of areas. Control is very important to us, and with the new system we gain a ton of it as it allows us to dynamically change gas wave timing based on remaining players. As always we love data, and to back it up we’ve added a bunch of data hooks. This will allow us to collect more data than ever before on the gas rings, mechanics, and pacing. Randomization is key for us in H1Z1, and while this system has more structure than the old one, it maintains the random feel and you never know where the match is going to end. Topography is very important when it comes to gameplay, so as mentioned before there are a few places, mainly on the edge of the map, that have been excluded from the system to increase the overall quality of our end zones. Overall replayability has dramatically increased with this new system. The ability for matches to end in so many new places adds excitement and rejuvenates the map when it comes to gameplay and exploration. We will also be using the Test servers to tune the timing of each gas wave, with the goal of speeding things up a bit. No specifics to share just yet, but keep an eye on Test as we will be tuning continuously before it goes to Live. You’ve spoken, we’ve listened. Bombs will no longer spawn in after the top 20 players are left. Now, to be clear, if bombs are in flight and the “Players Remain” hits 20, they’ll still drop, they will just stop dropping after that. So, with that being said, you still may see bombs dropping when there are 20 or fewer left, but with the new setup, you shouldn’t see bombs dropping by the time the top 10 are fighting to the death. The Arena Three additional POIs have been added to continue to fill out the space around Pleasant Valley. Coy’s Car Salvage – Nestled up on a large hill just west of Pleasant Valley (D6) you will find a large salvage yard dedicated to the collection, dismantling, and shipping of unwanted vehicles. Ponyvale Equestrian Estates – A rustic community for the most hardcore horse enthusiasts can be found on a large peninsula just West of Cranberry (D7/D8). Country living at its finest. Emerald Hydra, Site 7 – East of Cranberry (G8), this repurposed Romero’s grocery store was taken over and fortified as a military HQ during the zombie outbreak. Several smaller POIs have been sprinkled in to provide more areas to land and loot in. The in-game map was modified to improve the accuracy of the gas rings drawn on the map. To make it even clearer, we added text to the HUD that will let you know if you are currently in the safe zone or not. If you are really trying to just creep into the edge of the safe zone and are worried you are not in the correct location, then the text on screen will be 100% clear as to your position. We will be spending more effort on the in-game map in the future as well. A small change in terms of overall impact, but one that I love, is that trees now look like trees from above! User Interface Updates Cleaning up the user interface continues with all of the enhancements targeted at making it easier to play the game. This starts with improvements to forming a duo or fives group in game. Now, there is a section in the group panel that lists the players that you have recently played with. Want to play with that player again? Go ahead and invite to your group and keep playing. If you are part of a group but not the leader, you can suggest someone from your friends list to the leader to invite into your group. Invites received through Steam will also persist longer. So, if you receive an invite before launching the game, you will have time to launch the game and accept the invite. If you played with a group of random players and want to keep that group together to play more, there is now an ability to stay together and go into another game. All of the end game information will now animate in piece–by-piece on a single screen (the animation can be skipped with a single click). This change was necessary to get a “Play Again” system in place, which is something that you will see in a future update. A new panel has been added to the main menu to make it easier to discover Events, Skirmishes, and anything else going on in the game. Pro tip: the panel is linked to the area in the game that it is referencing. So, if there is news on a Skirmish in the panel, clicking on it will take you straight to the play menu for Skirmishes. We finished work on the inventory back-end for the in-game inventory screens. The most obvious change from this is that the inventory will now NOT auto-sort while it is open. If you remove an item from your inventory while trying to manipulate it or loot, a blank spot will remain there for consistency. Only when you close and re-open the inventory will the items re-sort to fill the empty spaces. Lammies After a lot of consideration, we have identified the next set of changes we will be going with for laminated armor. We heard a lot of feedback about removing them completely, but it was clear that the loot system itself wasn’t working as we intended. Finding a laminated armor in the world should be a treat and a very rare moment - right now it is far too common and laminated armors are normally found in groups. So, with that being said, here are our changes and some context as to why: We will be keeping the current laminated armor spawn cap of 155. This is the absolute cap of how many laminated armors can spawn in a match, not how many will spawn every match. We have reduced the chance of spawn per spawner from 10% to 5%. We have reduced the chance to spawn by 50% - this will help make laminated armors rare and special. We enabled a radius check so that laminated armors can’t spawn within a 250 meter radius of each other. Grouping is a thing of the past. With these changes, if you find a laminated armor you can be sure there isn’t another anywhere near you. With these numbers we are looking at a MAX of 3 laminated armors per square of the map. NOTE: The current build on Test will have a 150 meter radius check, but the next build has already been adjusted to 250 meters. Increased the bulk of the laminated armor from 500 to 1000 to combat the ability for people to carry multiples in the now-rare case they do find them. The most common place to find more lammies will be to get them from bodies or airdrops. All airdrops will have laminated armor. 50% will have a laminated armor. 50% will have a laminated armor AND a hunting rifle. For both scenarios they will have 2 laminated armors in fives games. Vehicles Pick-Up Truck The Pick-Up Truck now suffers zero, yes zero, damage and slowdown from destructible objects so feel free to smash through backyards with a bit more freedom. We also reduced the amount of damage the truck takes from non-destructible objects (buildings, trees, etc.) by 50%. It has also received a significant engine and transmission overhaul and the acceleration and top speed are now more in line with the Off-Roader. Its 1st gear acceleration is actually a little better than the Off-Roader and it pulls longer before having to shift, while the top end high speed is a little lower than the Off-Roader but much closer than it used to be. Some center of mass and handling adjustments have been made so that it’s still reasonable to drive now that it goes faster. General handling characteristics should be intact from the way it used to drive – just not as slow. The Pick-Up Truck's hill-climbing capability was left as it was so it loses 25% of its power on slopes steeper than 40 degrees. Off-Roader The angle the wheels turn with full steering input is now sharper. At low speeds its turning radius is tighter and more responsive. When it gets going, we do have a speed-sensitive turning factor that has been adjusted so it’s not hard to control or likely to get out of hand. We have a system to throttle the vehicle's hill-climbing ability which we’ve disabled on the Off-Roader. It now enjoys full power on slopes and is only limited by the simulation's calculations for tire friction and drivetrain. Before, it used to lose 25% of its power on slopes steeper than 40 degrees - now, it loses none. There are still slopes it cannot drive up, but it’s no longer artificially limited by the system. Police Car The hill climbing of the Police Car was adjusted very slightly so that now it loses 30% on slopes steeper than 35 degrees. This means it can still climb the same hills it used to, just slightly slower. Parachute We have added dampening to the acceleration, deceleration, and maximum speed of the parachute once you are less than 150 meters above the ground. This is being done in order to give you a more controlled landing while removing the “snapping” that you do when trying to land in a specific spot. We will continue to tune and tweak these values until it feels right. What's going to Test is just our first pass. Other Items of Note Spamming hip fire is a hot community topic and one that we do plan on addressing. We are working on larger changes to the overall weapon balance that would include changes to hip fire and recoil here. Pushing these changes out right now without everything that goes with it would create more unbalanced gameplay. We believe players are really going to like these future changes, and this becomes our biggest priority after getting this update pushed out to the Live servers. We look forward to seeing everyone’s feedback on these changes. Jump into the Test server and let us know what you think!
  8. Hello Survivors! You have probably seen our stream last week showing off the new Stronghold system, and you probably saw that Landon promised we'd have our mega-update (featuring Badwater Canyon, Strongholds, and a whole lot more) up on JS Test before the end of the month. It's all true - soon we'll have JS Test updated with a bunch of new features for Just Survive - the first of many large updates for the game. We know you're just as excited to play with these new features as we are, and so we will be locking JS Test this week to increase our server capacity for JS Test globally. JS Test will be down this entire week and will continue to stay down after this week until the new update is ready to show up on JS Test. While we will definitely have JS Test updated and unlocked before the end of June, we aren't able to guarantee a date yet. Be aware that we expect to be iterating and polishing on JS Test for quite a while after the update is initially published, and during that time you can expect large patch files as the map and core assets continue to be updated. Thanks for being such wonderful fans - we can't wait to get Badwater Canyon in your hands.
  9. I will definitely be there. Cant wait.
  10. Armor Changes & More SHARE TWEET The servers will be coming offline on Thursday, June 8th at 1PM PT and will remain down for approximately 6 hours. Live servers are being updated with the latest build changes. This patch is focused on bug fixes and quality of life improvements to Laminated Armor and crafting time. Bug fixes: Fixed at least one major cause for vehicles appearing to sink into the terrain and explode when approached. We will continue to monitor this once it goes Live to determine if there are still any lingering edge-cases and address them. AK-47 sound effects should no longer continue to play after dying Fixed an issue where incoming body shots could be silent when getting shot from behind Adjusted several roads and POI icon locations on the UI Map to be more accurate based on their locations in the world Kill notifications should no longer occasionally omit the player name Removed redundant text from the Kill Streak notification Twitch Prime off-roader skin should now properly persist between games The missing color from the UK shirt has been fixed Added debug text to loading screens to help identify issues causing infinite load screens. A few cases have been fixed and it is still a top priority for the team to address. Tuning changes: Laminated Armor has been added to the Airdrop Crate loot table Every Airdrop will contain either armor (47.5%), a hunting rifle (47.5%), or both (5%). In Fives, there will be two Laminated Armors in Airdrops Decreased time required to salvage a helmet from 3 seconds to 1 second Server Updates: Infrastructure improvements to better balance player load Changes in preparation of some upcoming new features Slightly decreased ping restrictions for the Australian servers to increase the number of available matches. Hosted Games: The following communities now have access to Hosted Games, more to come. RevengeEU Brazil Arena Champions Outback Arena
  11. H1Z1: JUST SURVIVE New Map - Badwater Canyon Strongholds: Up to three levels Several Strongholds per map, in different sizes and shapes. Strongholds will start out as a platform (foundation) and players will need to build them up. Traps in side and around Strongholds Free placement of parts and items allowed on the Stronghold pads. Doors, Gates, walls, window wall, roof, half walls, knocked walls, stairs (multiple types), supports for additional levels Unclaimed Strongholds can be claimed by people (groups) with an in game currency. Looking at several HUNDRED Strongholds on the map in all different sizes. In destroying pieces there will be a resource recover system so you get some parts back nails, screws, wood..... Can be built with 3 types of materials (will start with just wood in the beginning). Wood Metal Concrete - Stone Attack / Defense Cycle Timed event depending on the size of the pad. started by a part being destroyed or entering a base At the end of the period it goes into a shield state so that nothing can be broken or destroyed. The base will be brought back to its first state with all parts. Attackers will be killed by gas while defenders will not. Explosives will be hard to make and craft. Shielded will be visible so you know you cant attack it. Visual or Audio clues about it. Test Servers will be updated before the end of the month (June) All Details can be found here: https://www.twitch.tv/videos/150690730 Remember ADK also has their own H1Z1: Just Survive Server (A Different Kind). If you have a key we are hoping to see you in-game soon, if not make sure to jump over to our H1Z1 Section and put in an application. If you have any questions please join us in our Discord and look for CaGregorio. Thank You.
  12. H1Z1: JUST SURVIVE New Map - Badwater Canyon Strongholds: Up to three levels Several Strongholds per map, in different sizes and shapes. Strongholds will start out as a platform (foundation) and players will need to build them up. Traps in side and around Strongholds Free placement of parts and items allowed on the Stronghold pads. Doors, Gates, walls, window wall, roof, half walls, knocked walls, stairs (multiple types), supports for additional levels Unclaimed Strongholds can be claimed by people (groups) with an in game currency. Looking at several HUNDRED Strongholds on the map in all different sizes. In destroying pieces there will be a resource recover system so you get some parts back nails, screws, wood..... Can be built with 3 types of materials (will start with just wood in the beginning). Wood Metal Concrete - Stone Attack / Defense Cycle Timed event depending on the size of the pad. started by a part being destroyed or entering a base At the end of the period it goes into a shield state so that nothing can be broken or destroyed. The base will be brought back to its first state with all parts. Attackers will be killed by gas while defenders will not. Explosives will be hard to make and craft. Shielded will be visible so you know you cant attack it. Visual or Audio clues about it. Test Servers will be updated before the end of the month (June) All Details can be found here: https://www.twitch.tv/videos/150690730 Remember ADK also has their own H1Z1: Just Survive Server (A Different Kind). If you have a key we are hoping to see you in-game soon, if not make sure to jump over to our H1Z1 Section and put in an application. If you have any questions please join us in our Discord and look for CaGregorio. Thank You. View full article
  13. Were kicking out a Test Server Update with some bug fixes today. The team will be jumping online at 4:15pm PT and running some solo matches on the Test Server if you want to join us. The Test Servers will be unlocked daily between these windows. The times indicated below are in Pacific Time, you can use this handy tool to see what that is in your own local time. EDIT: European: 8:00am - 12:00pm North America: 4:00pm - 8:00pm Asia/Pacific: Coming very soon! Please use this thread to provide any feedback from your experience on the Test Server. Tuning changes: After some internal discussions and speaking with the community we have decided to make a change to how players acquire armor. We have removed all laminated armor spawns from the Arena. You can find them in airdrop crates, double the amount will drop in Fives. Due to these changes, one of three things will ultimately happen based on seeing how this change plays out. The change will improve the consistency of early gameplay and we will keep it. The change will have a negative impact on gameplay and we will add laminated armor spawns back in the world. Or somewhat in between, we may decide to add makeshift armor spawn into the world, so that you could either find it or craft one. Airdrops loot tables have also been modified to embrace the changes stated above In an effort to make every airdrop rewarding, they will all contain a laminated armor, a hunting rifle, or both. To go along with the changes mentioned above we have also changed some timings to balance gameplay around thought and preparation. The current settings didn’t leave the player with much choice due to the low craft time on makeshift armor. Shredding a helmet will now only take 1 second, instead of 3. Crafting a makeshift armor is increased from 1 second to 5 seconds. Bug Fixes: One of our top priorities is investigating and fixing bugs causing infinite load screens. In this build you’ll notice some new diagnostic information when on load screens that will help us pinpoint the root causes. If you run into an infinite load screen, please send screenshots or videos with the diagnostic information present! Found at least one major cause for vehicles appearing to sink into the terrain and explode when approached. This case has been fixed and we’re still investigating to make sure there aren’t other culprits here. Please let us know if you encounter a vehicle exploding for seemingly no reason and send videos where possible. AK-47 shooting sound effect should no longer continue to play after dying This one is really hard to reproduce please let us know if it happens to you! Kill Receipts should no longer occasionally be missing the player name Removed redundant text from the “Kill Streak” Kill Receipt Twitch Prime off-roader skin should now properly persist between games The missing color from the UK shirt has been fixed
  14. We have all been looking forward to it, waiting for months and months for a date to be set. Well today Daybreak came out and said that the new map, base building and stronghold systems would be out next month...... So get those keys dusted off and join us on our A Different Kind Server. If you dont have a key yet, make sure to get an application in.
  15. THE NEWS WE HAVE BEEN WAITING FOR............. Summer's coming...News (self.h1z1) submitted 3 hours ago by H1Lan[F] - announcement Hi! First things first. We’re not dead. We do take holidays with our families when we get the chance to do so, especially when we’ve been cranking away these past few months. I apologize that we don’t always get to reply to everything as fast as everyone would like but I want you to all know that we’re just as engaged and enthusiastic about the next major update as we've always been. I know that silence can often feel like a lack of progress to everyone, but I’m also sensitive to striking the right balance between too much talk (and the subsequent speculation that can often cause) and not enough. I know a lot of you are eager to see what we have up our sleeve and the good news is that you’ll get to see everything much sooner than you likely thought. Everything new that we’re working on (new map, the new Strongholds system, the new modular base building system, improved melee, new itemization, etc) will first hit Test. When is that going to happen? I can now officially announce that we will update Test in June. I can’t give you an exact date, but we'll update everyone here the moment that's about to happen. As for a teaser of some sort…I think we can put something together. Let me see what I can do. In the meantime, here's a shot we took in-game this morning. I’ll also leave you with this for now: the new map is called Badwater Canyon.

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