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    • =ADK= Discord Link   09/13/2016

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

CaGregorio

Community Manager
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CaGregorio last won the day on February 7

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About CaGregorio

  • Rank
    =ADK= Fanatic
  • Birthday 05/09/1981

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  • Steam ID
    Cagregorio

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    Male
  • Location:
    Orange County, CA

Gaming Info

  • IGN
    Cagregorio
  • Steam
    Cagregorio
  • Battlelog ID
    http://battlelog.battlefield.com/bfh/user/Cagregorio/
  • Minecraft
    Cagregorio

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    Windows 10
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    32 Gigs
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    2 x 22inch
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    G510 & Logitech Track Ball

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  1. I apologize for any mistake with the translation. I used Google Translate, and that is what it showed me. Peço desculpas por qualquer erro com a tradução. Eu usei o Google Translate, e foi isso que me mostrou. Once you purchase the game, and get one of your fellow members currently on our server to vouch for you, you will then be accepted on to our server. If you have any questions please let me know. Again i am sorry for any miss communications. Depois de comprar o jogo, e obter um de seus companheiros membros atualmente no nosso servidor para atestar por você, então você será aceito no nosso servidor. Se você tiver alguma dúvida, por favor me avise. Mais uma vez sinto muito por qualquer miss comunicações.
  2. Translation: Well, first the translation is wrong, I'M NOT A HACKER, I NEVER USE A HACKER, I'VE NEVER BEEN BANIDA, I'VE NEVER LIKED TO CRAP. I LIKE TO PLAY CLEAN AND RIGHT. Mistakenly, I do not know that translating my text but it has nothing to do with what I'm asking myself. I quoted the following: Secondly, I do not have the game because I am in the process of buying, acquiring the same, as the payment is in Dollar, I have to wait for the release of the company from my credit card, I do not know when I will get access to the game, I have 3 friends of the Ghost Warriors clan that play on the official ADK server, and whenever I see them playing there I feel more willing to enter the clean server, I have already acquired the game, and I want to enhance its downlaod with the Server release This is a correct translation Translate and talk that I was something and slutty, it would be good to do a translation correctly after accusing me of something ok. Hugs.
  3. Please make your profile not private during the application process. Once you have done that please response to this post so that we may continue to work on your application. IF YOU HAVE ANY QUESTIONS/PROBLEMS PLEASE COME FIND A MEMBER OF LEADERSHIP FOR H1Z1 IN OUR Discord - HTTP://adk.wtf/discord
  4. Translation - I've been a hacker, sheeter, and I was not happy, I heard about the White List ADK and I was not happy about it. I would like to be part of a free hacker community, sheet, with people who follow the rules for your enjoyment, without harming other people unfairly. @CassiaRegina English - Two things. First You state that you have been a hacker before. What games was this in, and where you banned for it. Also i see that you dont even own the game and the account you game to me in steam is new with only one game on it. Can you please explain this to me. Translation - Duas coisas. Primeiro Você declara que você já foi um hacker antes. Em que jogos foi isso, e onde você foi banido por isso. Também vejo que você nem sequer possui o jogo ea conta que você joga para mim em vapor é novo com apenas um jogo nele. Pode me explicar por favor.
  5. What Is Pre-Season 4? 4/17/17 2:41 PM SHARE TWEET SHARE TWEET We’re wiping the slate clean and starting anew with Pre-Season 4 in the next game update. You’ll need to earn your way back to Royalty, but pay close attention because there are some important changes to how you climb the ladder. Pre-Season 3 Wrap-Up With Pre-Season 3, we received a lot of feedback that Royalty was too easy to obtain, and the value of kills wasn’t pushed as far as they should be. In Pre-Season 4, we’re directly addressing this feedback by increasing kill scores across the board, and substantially raising the threshold for Royalty entry. Additionally, we’re trying something a little different with kill scoring in Pre-Season 4: kill values will now be bucketed in a way that we feel more accurately reflects the “phases” of each match, and assigns kill values to those phases. This is different from our previous scoring method which assigned every kill an escalating value. Here’s how it all shook out with Pre-Season 3. What's New With the kickoff of Pre-Season 4, we’re going to continue to make tweaks and adjustments to Tier distribution, kill scores, and Season length. With the changes listed below, you’ll notice that we’re hoping to make the jump into Royalty even more difficult and something you’ll want to boast about. New Tier Thresholds Tier Pre-Season 3 Threshold Pre-Season 4 Threshold Bronze 1 1 Silver 450,000 425,000 Gold 700,000 675,000 Platinum 1,125,000 1,100,000 Diamond 1,500,000 1,825,000 Royalty 2,065,000 2,315,000 New Kill Scoring Place of Killed Player Points 2nd 5,000 3rd 4,500 4th 4,000 5th 3,750 6th 3,500 7th 3,400 8th 3,300 9th 3,200 10th 3,100 11th 3,000 12th - 26th 2,000 27th - 51st 1,500 52nd - 76th 1,250 77th - 101st 1,000 102nd - 122nd 750 123 + 500 Rewards! Pre-Seasons 1 and 2 got the ball rolling with the Tribute Backpack and Shotgun skins. Pre-Season 4 adds to your set with the all-new Tribute Helmet! This time around we’re also adding in a certain amount of Scrap based on how well you place at the end of Pre-Season 4. Getting a new item from the Scrapyard costs you 100 Scrap, so make it all the way to Royalty and you’ll earn 3 free attempts. Tier Rewards Bronze 10 Scrap Silver 25 Scrap Gold 50 Scrap, Tribute Helmet Platinum 100 Scrap, Tribute Helmet Diamond 200 Scrap, Tribute Helmet Royalty 300 Scrap, Tribute Helmet Think you've got what it takes? Show us your name at the top of the leaderboard on any of our social channels, including Facebook, Twitter, or Discord!
  6. Just an FYI on the event. Tweet from Daybreak...... Hey Everyone! We had some issues with the Show Me The Bunny event this morning and will have to call the event off for the the weekend as we find a solution. We still want to make sure that everyone has the opportunity to get their hands on the new Blue Rabbit Mask. Anyone who logs into King of the Kill this weekend (Friday 12:01am PDT (7 AM UTC) through Sunday 11:59pm PDT (7 AM UTC) and completes a match (Solo, Duo, or Fives) will be granted a Blue Rabbit Mask next week! Don’t forget that we also are granting everyone who plays this weekend a free Nomad Crate. Stay tuned for updates on ways to get your hands on the Pink Rabbit Mask. Make sure you log in ASAP.
  7. Source : https://www.h1z1.com/king-of-the-kill/news/show-me-the-bunny-event-april?utm_source=lp4&utm_medium=carousel Spring is in the air, the sun is shining, the birds are chirping and the demented rabbits are slaying. H1Z1 is kicking off another holiday event and we want you there! For a limited time we’ll be running the Show Me The Bunny Event in-game. Events are only accessible during specific times so please refer to the calendar below when planning your weekend. Show Me The Bunny will run April 14–16 and April 21–23 How do you get your hands on this awesome new mask? We’re glad you asked! In each match, 1st through 5th place will receive the coveted Rabbit Mask. Players who get into the Top 5 for the weekend of the 14th will receive a Blue Rabbit Mask. Players who get into the Top 5 for the weekend of the 21st will receive a Pink Rabbit Mask. How to Join To join a Show Me The Bunny match, select “Play,” then “Events,” then “Events” again. There, you’ll see a list of all available upcoming matches, the time each one starts, and the prizing. There is no entry fee for this event. Match Schedules Depending on your Region, Show Me The Bunny matches are scheduled to start at different times throughout the day (schedule subject to change). North America: All times are PST (GMT – 8) 10:00AM 2:00PM 5:00PM 8:00PM Europe: All times are GMT 10:00AM 2:00PM 7:00PM 9:00PM South America: All times are BRST (GMT – 2) 4:00PM 7:00PM Australia: All times are AEDT (GMT +11) 8:00PM APAC: All times are SGT (GMT +8) 2:00PM 4:00PM 6:00PM 9:00PM WARNING: Teamers Not Welcome As mentioned above, each Show Me The Bunny match is a Solo game, so cooperating with a friend is a bannable offense. There will be in-game GMs in Show Me The Bunny matches actively looking for teamers. If you’re caught teaming during a Show Me The Bunny match, your Daybreak account will be banned, meaning you’ll lose access to all games and purchases. Trust us – the consequences are NOT worth it! Have more questions on the Show Me The Bunny Event we didn’t answer here? Let us know on Facebook, Twitter, and Discord!
  8. Source : https://www.h1z1.com/king-of-the-kill/news/show-me-the-bunny-event-april?utm_source=lp4&utm_medium=carousel Spring is in the air, the sun is shining, the birds are chirping and the demented rabbits are slaying. H1Z1 is kicking off another holiday event and we want you there! For a limited time we’ll be running the Show Me The Bunny Event in-game. Events are only accessible during specific times so please refer to the calendar below when planning your weekend. Show Me The Bunny will run April 14–16 and April 21–23 How do you get your hands on this awesome new mask? We’re glad you asked! In each match, 1st through 5th place will receive the coveted Rabbit Mask. Players who get into the Top 5 for the weekend of the 14th will receive a Blue Rabbit Mask. Players who get into the Top 5 for the weekend of the 21st will receive a Pink Rabbit Mask. How to Join To join a Show Me The Bunny match, select “Play,” then “Events,” then “Events” again. There, you’ll see a list of all available upcoming matches, the time each one starts, and the prizing. There is no entry fee for this event. Match Schedules Depending on your Region, Show Me The Bunny matches are scheduled to start at different times throughout the day (schedule subject to change). North America: All times are PST (GMT – 8) 10:00AM 2:00PM 5:00PM 8:00PM Europe: All times are GMT 10:00AM 2:00PM 7:00PM 9:00PM South America: All times are BRST (GMT – 2) 4:00PM 7:00PM Australia: All times are AEDT (GMT +11) 8:00PM APAC: All times are SGT (GMT +8) 2:00PM 4:00PM 6:00PM 9:00PM WARNING: Teamers Not Welcome As mentioned above, each Show Me The Bunny match is a Solo game, so cooperating with a friend is a bannable offense. There will be in-game GMs in Show Me The Bunny matches actively looking for teamers. If you’re caught teaming during a Show Me The Bunny match, your Daybreak account will be banned, meaning you’ll lose access to all games and purchases. Trust us – the consequences are NOT worth it! Have more questions on the Show Me The Bunny Event we didn’t answer here? Let us know on Facebook, Twitter, and Discord! View full article
  9. @KobbanVOLVO I just need someone that is already on our sever to vouch for you since it was not your account, and it has a vac ban on it. Once that is done you will be accepted.
  10. SITE FROM - https://www.h1z1.com/king-of-the-kill/update-notes/game-update-april-6 Team Follow Camera & Hit Feedback 4/4/17 1:55 PM SHARE TWEET SHARE TWEET New Feature: Team Follow Cam In Duos and Fives, once eliminated there is now an option to “Spectate” to watch your teammates play out the rest of the match. Pressing Camera Toggle View (default: T) will swap between locked to players POV and free cam (still locked to character). New In-Game Group HUD has been added to Duos and Fives to provide more information on your team, such as weapon equipped and whether they have a helmet. Team members now all have unique outline colors which match their color in the Group HUD. Teams Remaining will now display next to Players Remaining in Duos and Fives On the Main Menu, the new Lobby allows you to invite friends from anywhere in the UI. Region Connection Test Selecting your region now happens upon initial login rather than in the Main Menu. Region select will indicate your connection quality to each region, and you will not be allowed to play in a region where your ping exceeds acceptable thresholds. We’ve added new East Coast Servers in North America. Vehicle Updates Vehicles now lose performance as they take damage. 50% health – 50% torque reduction 35% health – loss of turbo functionality 20% health – 75% torque reduction, vehicle takes damage over time 10% health – 90% torque reduction, vehicle takes increased damage over time Vehicle health states as well as lost functionality are now displayed in an all-new HUD element. Vehicles can now be hotwired by holding the Gas button (default: W). This addresses a known exploit where players could change seats while hotwiring. Items in the Vehicle Inventory (e.g. Sparkplugs) can now be moved via drag and drop. New Hit Feedback Incoming and outgoing hit-markers have been updated with colors and new animations to help differentiate different impact types such as hitting or breaking armor versus body shots. Red – Body Yellow – Armor or Helmet White – Vehicle Green – Friendly Fire New animations and sound effects have been added to better indicate when armor and helmets have been broken. You can use the classic hit-markers (with new colors) via Settings -> Use Classic Hit Feedback. The Arena Optimized Pleasant Valley, Ranchito, and all residential areas for improved performance. Some homes have been boarded up, which is made clear when parachuting when you look at the yard. Green grass means loot! Interior layouts have been improved to make them easier to navigate. Zimms has a new storefront and interior layout that will improve performance and navigation. There should be far fewer floating or clipping objects, or objects that prevent looting. Smoothed out the collision of many objects and structures in the world that could cause vehicles to unexpectedly explode when running into them. Wheelbarrows and gravestones are now destructible. Magnum Tuning The Magnum is a bit too powerful at long range right now, particularly against vehicles in team games where a group of players with magnums can bring down a vehicle in seconds from hundreds of meters away. The following changes should make the Magnum a bit more difficult to use at higher distances, without compromising its effectiveness at close range or overall damage. Magnum bullet slowdown will now occur over 60 yards Magnum bullet drop rate has been increased after 80 yards Quality of Life Updates Ammunition boxes, gas grenades, and smoke grenades have new, unique models to be more easily distinguishable at a glance. Hit feedback audio is now tied to sound effects volume instead of interface volume. Balanced out the sound effects in the Main Menu. Rounded out the edges of the “dot” reticle. Bug Fixes Fixed an issue that could cause players to fall through the world and get stuck when dismounting their parachute. Removed the ability to instantly go prone by side-stepping. Removed the ability to switch seats in a vehicle while hotwiring. Removed the ability to switch seats in a vehicle while moving. Fixed an issue where players could exit vehicles, particularly at high speeds, at inconsistent locations. The location where players exit should be much more consistent now. Fixed an exploit that would allow players to shoot behind them using alt-look. Switching to ADS while strafing from free look will no longer make you lose mouse input. Fixed the smoke grenades so that they do not render out while in gas. Aligned the range of the gas grenades visual effect and its damage. Fixed a rare case that could cause vehicle horns to get stuck on. Synced up the AK-47 reload animation with the actual reload timing. Fixed an issue where shift-dragging items could double the amount requested. Numpad 0 will no longer act like “enter” when splitting stacks of items. Laminated Armor will correctly show damaged state when in the Inventory. Teammate health will be updated reliably even when at long range. Cleaned up several issues that could cause the client or UI to become unresponsive when using Alt+Tab or Alt+Enter. Victory music should correctly play after winning the match. Removed durability from weapons. Nightmare Mask should now correctly show in your Steam inventory. Known issues: In team games, the winner may see incorrect information on their end-screens if all their teammates have exited the match. The “Kill Count” field in the UI doesn’t count kills that occur when your target bleeds out after you die. You should still get credit (XP, Score) for the kill, however. Field bandages currently do not have an aura attractor while on the ground. The Twitch link account button can lose functionality if the user cancels authorization or closes the web page. Backing out of the screen and back in will fix this issue. The Gas Grenade’s visual effects will carry over into the spectate mode if the user dies while under gas grenade effects. The Spectate cam may become less smooth if the client spectating has a high (above 100) ping. Going from Training to a team match may cause the Team HUD UI to disappear. Re-logging with fix this issue. View full article
  11. SITE FROM - https://www.h1z1.com/king-of-the-kill/update-notes/game-update-april-6 Team Follow Camera & Hit Feedback 4/4/17 1:55 PM SHARE TWEET SHARE TWEET New Feature: Team Follow Cam In Duos and Fives, once eliminated there is now an option to “Spectate” to watch your teammates play out the rest of the match. Pressing Camera Toggle View (default: T) will swap between locked to players POV and free cam (still locked to character). New In-Game Group HUD has been added to Duos and Fives to provide more information on your team, such as weapon equipped and whether they have a helmet. Team members now all have unique outline colors which match their color in the Group HUD. Teams Remaining will now display next to Players Remaining in Duos and Fives On the Main Menu, the new Lobby allows you to invite friends from anywhere in the UI. Region Connection Test Selecting your region now happens upon initial login rather than in the Main Menu. Region select will indicate your connection quality to each region, and you will not be allowed to play in a region where your ping exceeds acceptable thresholds. We’ve added new East Coast Servers in North America. Vehicle Updates Vehicles now lose performance as they take damage. 50% health – 50% torque reduction 35% health – loss of turbo functionality 20% health – 75% torque reduction, vehicle takes damage over time 10% health – 90% torque reduction, vehicle takes increased damage over time Vehicle health states as well as lost functionality are now displayed in an all-new HUD element. Vehicles can now be hotwired by holding the Gas button (default: W). This addresses a known exploit where players could change seats while hotwiring. Items in the Vehicle Inventory (e.g. Sparkplugs) can now be moved via drag and drop. New Hit Feedback Incoming and outgoing hit-markers have been updated with colors and new animations to help differentiate different impact types such as hitting or breaking armor versus body shots. Red – Body Yellow – Armor or Helmet White – Vehicle Green – Friendly Fire New animations and sound effects have been added to better indicate when armor and helmets have been broken. You can use the classic hit-markers (with new colors) via Settings -> Use Classic Hit Feedback. The Arena Optimized Pleasant Valley, Ranchito, and all residential areas for improved performance. Some homes have been boarded up, which is made clear when parachuting when you look at the yard. Green grass means loot! Interior layouts have been improved to make them easier to navigate. Zimms has a new storefront and interior layout that will improve performance and navigation. There should be far fewer floating or clipping objects, or objects that prevent looting. Smoothed out the collision of many objects and structures in the world that could cause vehicles to unexpectedly explode when running into them. Wheelbarrows and gravestones are now destructible. Magnum Tuning The Magnum is a bit too powerful at long range right now, particularly against vehicles in team games where a group of players with magnums can bring down a vehicle in seconds from hundreds of meters away. The following changes should make the Magnum a bit more difficult to use at higher distances, without compromising its effectiveness at close range or overall damage. Magnum bullet slowdown will now occur over 60 yards Magnum bullet drop rate has been increased after 80 yards Quality of Life Updates Ammunition boxes, gas grenades, and smoke grenades have new, unique models to be more easily distinguishable at a glance. Hit feedback audio is now tied to sound effects volume instead of interface volume. Balanced out the sound effects in the Main Menu. Rounded out the edges of the “dot” reticle. Bug Fixes Fixed an issue that could cause players to fall through the world and get stuck when dismounting their parachute. Removed the ability to instantly go prone by side-stepping. Removed the ability to switch seats in a vehicle while hotwiring. Removed the ability to switch seats in a vehicle while moving. Fixed an issue where players could exit vehicles, particularly at high speeds, at inconsistent locations. The location where players exit should be much more consistent now. Fixed an exploit that would allow players to shoot behind them using alt-look. Switching to ADS while strafing from free look will no longer make you lose mouse input. Fixed the smoke grenades so that they do not render out while in gas. Aligned the range of the gas grenades visual effect and its damage. Fixed a rare case that could cause vehicle horns to get stuck on. Synced up the AK-47 reload animation with the actual reload timing. Fixed an issue where shift-dragging items could double the amount requested. Numpad 0 will no longer act like “enter” when splitting stacks of items. Laminated Armor will correctly show damaged state when in the Inventory. Teammate health will be updated reliably even when at long range. Cleaned up several issues that could cause the client or UI to become unresponsive when using Alt+Tab or Alt+Enter. Victory music should correctly play after winning the match. Removed durability from weapons. Nightmare Mask should now correctly show in your Steam inventory. Known issues: In team games, the winner may see incorrect information on their end-screens if all their teammates have exited the match. The “Kill Count” field in the UI doesn’t count kills that occur when your target bleeds out after you die. You should still get credit (XP, Score) for the kill, however. Field bandages currently do not have an aura attractor while on the ground. The Twitch link account button can lose functionality if the user cancels authorization or closes the web page. Backing out of the screen and back in will fix this issue. The Gas Grenade’s visual effects will carry over into the spectate mode if the user dies while under gas grenade effects. The Spectate cam may become less smooth if the client spectating has a high (above 100) ping. Going from Training to a team match may cause the Team HUD UI to disappear. Re-logging with fix this issue.
  12. Team Follow Camera & Hit Feedback 4/4/17 1:55 PM SHARE TWEET SHARE TWEET New Feature: Team Follow Cam In Duos and Fives, once eliminated there is now an option to “Spectate” to watch your teammates play out the rest of the match. Pressing Camera Toggle View (default: T) will swap between locked to players POV and free cam (still locked to character). New In-Game Group HUD has been added to Duos and Fives to provide more information on your team, such as weapon equipped and whether they have a helmet. Team members now all have unique outline colors which match their color in the Group HUD. Teams Remaining will now display next to Players Remaining in Duos and Fives On the Main Menu, the new Lobby allows you to invite friends from anywhere in the UI. Region Connection Test Selecting your region now happens upon initial login rather than in the Main Menu. Region select will indicate your connection quality to each region, and you will not be allowed to play in a region where your ping exceeds acceptable thresholds. We’ve added new East Coast Servers in North America. Vehicle Updates Vehicles now lose performance as they take damage. 50% health – 50% torque reduction 35% health – loss of turbo functionality 20% health – 75% torque reduction, vehicle takes damage over time 10% health – 90% torque reduction, vehicle takes increased damage over time Vehicle health states as well as lost functionality are now displayed in an all-new HUD element. Vehicles can now be hotwired by holding the Gas button (default: W). This addresses a known exploit where players could change seats while hotwiring. Items in the Vehicle Inventory (e.g. Sparkplugs) can now be moved via drag and drop. New Hit Feedback Incoming and outgoing hit-markers have been updated with colors and new animations to help differentiate different impact types such as hitting or breaking armor versus body shots. Red – Body Yellow – Armor or Helmet White – Vehicle Green – Friendly Fire New animations and sound effects have been added to better indicate when armor and helmets have been broken. You can use the classic hit-markers (with new colors) via Settings -> Use Classic Hit Feedback. The Arena Optimized Pleasant Valley, Ranchito, and all residential areas for improved performance. Some homes have been boarded up, which is made clear when parachuting when you look at the yard. Green grass means loot! Interior layouts have been improved to make them easier to navigate. Zimms has a new storefront and interior layout that will improve performance and navigation. There should be far fewer floating or clipping objects, or objects that prevent looting. Smoothed out the collision of many objects and structures in the world that could cause vehicles to unexpectedly explode when running into them. Wheelbarrows and gravestones are now destructible. Magnum Tuning The Magnum is a bit too powerful at long range right now, particularly against vehicles in team games where a group of players with magnums can bring down a vehicle in seconds from hundreds of meters away. The following changes should make the Magnum a bit more difficult to use at higher distances, without compromising its effectiveness at close range or overall damage. Magnum bullet slowdown will now occur over 60 yards Magnum bullet drop rate has been increased after 80 yards Quality of Life Updates Ammunition boxes, gas grenades, and smoke grenades have new, unique models to be more easily distinguishable at a glance. Hit feedback audio is now tied to sound effects volume instead of interface volume. Balanced out the sound effects in the Main Menu. Rounded out the edges of the “dot” reticle. Bug Fixes Fixed an issue that could cause players to fall through the world and get stuck when dismounting their parachute. Removed the ability to instantly go prone by side-stepping. Removed the ability to switch seats in a vehicle while hotwiring. Removed the ability to switch seats in a vehicle while moving. Fixed an issue where players could exit vehicles, particularly at high speeds, at inconsistent locations. The location where players exit should be much more consistent now. Fixed an exploit that would allow players to shoot behind them using alt-look. Switching to ADS while strafing from free look will no longer make you lose mouse input. Fixed the smoke grenades so that they do not render out while in gas. Aligned the range of the gas grenades visual effect and its damage. Fixed a rare case that could cause vehicle horns to get stuck on. Synced up the AK-47 reload animation with the actual reload timing. Fixed an issue where shift-dragging items could double the amount requested. Numpad 0 will no longer act like “enter” when splitting stacks of items. Laminated Armor will correctly show damaged state when in the Inventory. Teammate health will be updated reliably even when at long range. Cleaned up several issues that could cause the client or UI to become unresponsive when using Alt+Tab or Alt+Enter. Victory music should correctly play after winning the match. Removed durability from weapons. Nightmare Mask should now correctly show in your Steam inventory. Known issues: In team games, the winner may see incorrect information on their end-screens if all their teammates have exited the match. The “Kill Count” field in the UI doesn’t count kills that occur when your target bleeds out after you die. You should still get credit (XP, Score) for the kill, however. Field bandages currently do not have an aura attractor while on the ground. The Twitch link account button can lose functionality if the user cancels authorization or closes the web page. Backing out of the screen and back in will fix this issue. The Gas Grenade’s visual effects will carry over into the spectate mode if the user dies while under gas grenade effects. The Spectate cam may become less smooth if the client spectating has a high (above 100) ping. Going from Training to a team match may cause the Team HUD UI to disappear. Re-logging with fix this issue.
  13. Developer Update April 5th 4/5/17 8:20 AM Share Tweet Share Tweet Hello Survivors! Today represents a big milestone for Just Survive with new content released for the first time in over six months on the Live servers! We’re happy to introduce the new weather system we’ve been working on over the past few months. This is the first content rollout of several yet to come in the weeks and months ahead as we continue to work on additional brand-new features like the completely overhauled melee system, a completely bespoke Just Survive specific map, Strongholds, revamped itemization and crafting, new zombie AI, and more. We’ve also addressed a number of significant quality of life issues that will prevent a great deal of the base exploits we’ve seen in the past. In conjunction with the first server wipe in nearly two months, this will create an improved and fairer play environment for everyone who loves JS and should generally extend the overall quality of the Live experience out much further than previous updates. Also, don’t forget that we have low loot servers (Deadwood and Sparta) for players who enjoy a bit more of a challenge in that regard. As I’ve stated before, major Live updates from this point forward will have new content. While many of us have been focused on supporting and stabilizing the current Live game, the majority of the team has been working away in the background on these systems (like melee and Strongholds) and now, five months after we began developing these systems in earnest, we’re getting to a point where we can share these things with all of you in the community. It may not happen as fast as many of you would like, but we’re intent on keeping to our standard of iterating internally and on Test as long as we need to until things are stable ready to roll out. For now, we’re going to get back to work on those systems while you enjoy this Live update. You can expect to see the new and vastly improved melee system in the next major Live update, as well as an unannounced surprise that will be a first ever for Just Survive. Please continue to let us know what you think of our progress and we’ll continue to keep everyone looped in on new developments. We know how much this game means to you and it means a lot to us that we get to be a part of your story. We hope to see you on the boards and in-game in the weeks to come! - H1Lan
  14. JS Test Update - March 30thNews (self.h1z1) submitted 1 day ago * by H1Lan[F] - announcement [UPDATE: March 31st 4:01PM PST] We've updated Test with another quick fix we wanted to get in for the weekend. Crowbars are no longer repairable. This was a bug that was allowing an unintentional harvest-able amount of scrap metal to be available to players. Also, to make it official...yes, there will be a Live wipe when we update early next week. We're going to turn on Purge Mode here shortly to have a little fun in the remaining days here on Live. This basically means that loot gets cranked way up so everyone can just have a free for all in the last remaining days of this wipe cycle. I'll update here again after the weekend when we have a clearer idea of when this update will take place. In the meantime, please jump on Test over the weekend. We need all the eyes we can get and your feedback is incredibly important to us. Let us know what you think! Hi! We've updated and unlocked Test. This push is a release candidate for Live next week, so there are a few things to go over here. First off, we want to address a few major issues with the current Live experience. Right now on Live, people are exploiting the repair box to “hold” land in preparation for mega-bases and to generally grief other players. Another major issue is overlapping socketed base objects. This has allowed a variety of base designs that are extremely difficult and resource intensive to raid, to the point where people call them "unraidable". Additionally, we were able to identify and fix a major bug with loot spawn caps that's been around a while. Most of you are aware that Live updates always seemed to reset loot and it took a little while to normalize. It made adjusting desired spawn amounts impossible for our designers as it was constantly adjusting over time. This has been fixed in this update. Please be aware that this may feel like a loot nerf even though actual loot tables/amounts haven't been touched. We can adjust as needed as we gather feedback if we feel it's warranted. In order to line up a solid Live candidate next week, we’ve had to roll back some in-progress work (most notably the new melee system which isn't ready for prime-time) to ensure a stable release. Given all that, here's what we've updated Test with tonight: Loot Spawn Fix (over time, loot spawners would stop respecting their loot caps and would spawn excess items. This has been fixed.) Repair boxes have been removed Socketed base items (gates, shelters, everything that snaps) can no longer be placed to interpenetrate other base objects Weather (rain and fog. Yes, weather will make its way to Live finally!) Several new CTD fixes Please share your feedback here in this thread! There's a lot here to process and we're eager to see what you think of these changes.
  15. JS Test Update - March 30thNews (self.h1z1) submitted 14 hours ago by H1Lan[F] - announcement Hi! We've updated and unlocked Test. This push is a release candidate for Live next week, so there are a few things to go over here. First off, we want to address a few major issues with the current Live experience. Right now on Live, people are exploiting the repair box to “hold” land in preparation for mega-bases and to generally grief other players. Another major issue is overlapping socketed base objects. This has allowed a variety of base designs that are extremely difficult and resource intensive to raid, to the point where people call them "unraidable". Additionally, we were able to identify and fix a major bug with loot spawn caps that's been around a while. Most of you are aware that Live updates always seemed to reset loot and it took a little while to normalize. It made adjusting desired spawn amounts impossible for our designers as it was constantly adjusting over time. This has been fixed in this update. Please be aware that this may feel like a loot nerf even though actual loot tables/amounts haven't been touched. We can adjust as needed as we gather feedback if we feel it's warranted. In order to line up a solid Live candidate next week, we’ve had to roll back some in-progress work (most notably the new melee system which isn't ready for prime-time) to ensure a stable release. Given all that, here's what we've updated Test with tonight: Loot Spawn Fix (over time, loot spawners would stop respecting their loot caps and would spawn excess items. This has been fixed.) Repair boxes have been removed Socketed base items (gates, shelters, everything that snaps) can no longer be placed to interpenetrate other base objects Weather (rain and fog. Yes, weather will make its way to Live finally!) Several new CTD fixes Please share your feedback here in this thread! There's a lot here to process and we're eager to see what you think of these changes.

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