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CaGregorio

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CaGregorio last won the day on February 7

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About CaGregorio

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  • Birthday 05/09/1981

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    Cagregorio

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    Cagregorio
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    Cagregorio
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    Cagregorio

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  1. JS Test Update - March 23rdNews (self.h1z1) submitted 15 hours ago by H1Lan[F] - announcement Hi! We've updated and unlocked Test this afternoon, and we have a few new goodies for you to enjoy. The highlights today? Weather and the first public pass at the new melee system! Weather is pretty much what we intend to push Live with updated particle effects and weather scheduling. Please note that weather for right now means rain and fog...snow will come back online at a later date. The weather patterns we have now are what we intend but we'd love to hear feedback on what you guys think. Let us know how/if this affects how you play right now. We like it but we want to make sure you do, too. This is also the first roll-out of the new and improved melee system so there will be some rough edges here. We'd like LOTS of feedback on this. We think it's a vast improvement to what we had before, but we'd love to hear what you think as we continue to smooth out those rough edges. We know there's a lot still to tweak with melee, but we wanted to get this out on Test where things like this are perfect to hone with early feedback from you guys in the community. Before I get into the known issues with melee, here's a list of what's new and fixed in this Test update: The repair hammer now takes damage correctly when repairing a base via the tamper Bandage tool tip references to H1Z1 virus have been removed Fixed an issue where medicated/dressed bandages could incorrectly be placed in the item slots Fixed an issue where melee weapons could do the wrong amount of damage via head hits Campfires now play FX correctly when lit with a torch Here are the big known issues with the new melee system right now. These are know bugs and are actively being worked on: Melee does not play environment-specific effects on the ground Dew collectors only take damage on certain locations from melee 3-punch-combo can play incorrect animations when attacked from behind Vehicles only take damage on certain locations from melee Swapping melee weapon in your active slot will disable the weapon until you change your active slot (e.g., if you have a hatchet in slot 3 and replace it with a wrench, you will need to press 4 and then 3 to make the wrench work.) Demolition hammers can hit structures multiple times Spears do not play hit/impact effects Trees do not play hit/impact effects when harvesting You must stand very close to trees to harvest them Some melee weapons are invisible in first person Flashlight swaps hands when punching Some weapon arcs allow the weapon to hit targets both in front of and behind the player Please share your feedback on Test here in this thread (remembering that we're looking for Test feedback here, not Live) and let us know what you think. We'll be iterating on Test for a few cycles here to get these things right, just as we have in the past. This means we won't be pushing this to Live until issues have been ironed out. Thanks!
  2. Tested it out, and it appears to be working for me and others on the server. Not sure why it would not be working for you. Next time trying turning off sound in game setting and turning it back on or just adjusting it. Good luck, if it keeps up let me know and we can further trouble shot it.
  3. until you own the game we can not give you a key. Also you would need a vouch from someone on our server as you dont have any hours in game, and have a new steam account. @renatoaraujo
  4. My issue is that you state this is not your main account, and that others have access to it, which means others have access to our server. What is wrong with your "main account" that you state you dont have access to at the moment. @ResTinhuS
  5. This Steam Account is very new. Can you explain this @DNTxBazinho do you have another account.
  6. @ResTinhuS Can you explain what you mean by "NOW I STOLE THE ACCOUNT"
  7. Has it been awhile since you last logged in. Have you taken a look at all the cool changes that have come to the game in the recent months. If not this is the best time to come back. Daybreak is awarding playing or return to the game between Tuesday March 14th and Tuesday March 21st. As a thank you for your dedication during Early Access and for helping us make Just Survive amazing, we wanted to give you a little something special. If you log in between Tuesday, March 14 and Tuesday, March 21, you’ll get three FREE unlocked crates – one Predator Crate, one Ronin Crate, and one Invitational Crate! Plus, there’s lots of exciting new content on the way – including updated melee combat and strongholds. If you haven’t had a chance to watch the latest livestream about it, we’ve got it for you here! What skins did you score out of your three free crates? Let us know on Facebook, Twitter, and Discord! Hope to see you guys in game soon. And Remember ADK does have their own H1Z1 Whitelisted Server. View full article
  8. Has it been awhile since you last logged in. Have you taken a look at all the cool changes that have come to the game in the recent months. If not this is the best time to come back. Daybreak is awarding playing or return to the game between Tuesday March 14th and Tuesday March 21st. As a thank you for your dedication during Early Access and for helping us make Just Survive amazing, we wanted to give you a little something special. If you log in between Tuesday, March 14 and Tuesday, March 21, you’ll get three FREE unlocked crates – one Predator Crate, one Ronin Crate, and one Invitational Crate! Plus, there’s lots of exciting new content on the way – including updated melee combat and strongholds. If you haven’t had a chance to watch the latest livestream about it, we’ve got it for you here! What skins did you score out of your three free crates? Let us know on Facebook, Twitter, and Discord! Hope to see you guys in game soon. And Remember ADK does have their own H1Z1 Whitelisted Server.
  9. JS Test Server Update - March 3rdNews (self.h1z1) submitted 1 day ago * by H1Michael - announcement Hello Survivors! We've got a test update this week. As many of you know, our last update to live was focused around server performance and stability. Those continue to be our focus and we have made performance improvements in today's update, as well as our update earlier this week. We hope to push these to Live as soon as we are confident in them. We have been testing these performance and optimization updates on internal clones of the worst-performing base servers and have seen significant improvements. Here's the patch notes for tonight, Friday 3/3: Significantly optimized base/npc server performance Improved server multithreading performance Fixed an issue that allowed particularly nimble players to dupe grenades Fixed an issue with certain base configurations being potentially exploitable on defense Additional CTD fixes Ongoing fair-play / exploit countermeasures and anti-cheat logging tools Cloudy and rainy days work - more on this below It's no secret that we've been working on bringing weather to Just Survive. We've been continuing to work on rain and cloudy weather, and on JS Test you'll see a snapshot of where we are. Unfortunately, we ran into some issues with the rainy weather shortly before our deadline for this Test update, and given the major quality of life improvements this patch represents, we did not want to jeopardize getting this update out by adjusting or disabling rain. As such, expect to see some issues with the weather on some of the in-game days. We will continue to work on weather throughout the weekend and hope to the issues with rain addressed soon. In addition to those fixes above, we updated JS Test this past Monday, 2/27: Server Timer optimizations - these optimizations will improve performance of bases, vehicles, cooking containers, and explosives Additional Crash to Desktop fixes Navigation optimizations - these optimizations will improve performance of NPCs Ongoing fair-play/exploit countermeasures and anti-cheat logging tools Wolf speed reverted to previous speed Punji sticks work properly for all zombies (previously they were causing issues for certain zombies upon death) As always, please provide any feedback on Test here in this thread. Thank you!
  10. [UPDATE: 2:52PM PST February 21st] Hi! We've pushed an update to Live that addresses a few things you reported last week. The servers are now unlocked and available to join. Here's what we've fixed in this update: New queuing adjustments (eliminates the failed server joining issues some users were experiencing) Apartment/tower stairwell stuck/stutter issues have been fixed Steam inventory items now appear (the next time you log into the game, any missing items will be restored in your Steam Inventory) Wolf speed balance (wolves have been slowed down a bit now that AI nav has changed) CTD fix (this is one of a few pending fixes that will address the increase in CTDs) Deadwood (US) has been renamed Dismay (US) to eliminate confusion with the new low-loot Deadwood Ongoing fair-play/exploit countermeasures and anti-cheat logging tools We will continue to crank away on other issues and update again once we have something to show.
  11. DEV BLOG #004 - A FRIENDLIER PLACE What a crazy several weeks since the last dev blog post! The increased exposure and attention from the apartment video has resulted in a surge of additional funding for Identity, which has translated into an expanded team with two new full-time developers coming on board and more to join soon. Work has been going very well. Motown, your community manager, has started transitioning into the role of producer to help manage our expanding team. This has helped to reduce some of the work-load on myself so it's been a very welcome change and he's proving to be great for the role. Our lead character artist, Miroslav, has been hard at work on numerous enhancements including building our makeup and blemish systems. This will give us the freedom to add all kinds of makeup options, especially for females but also for men. Your options at character creation will be a bit limited, but a vanity table will let you customize your makeup much further. Blemishes allow us to modify the skin in a whole lot of ways, from just a little blush on the cheeks to full-body freckles and more. Miroslav has also done an excellent job expanding eye customization for your characters which won't just tint the color of the iris but change its entire pattern to properly match the styles seen in those eyes in reality. He's also expanded our options for hair and facial hair. Feature development has also been going quickly and smoothly. Among others, we've built the contacts and friends systems which will be available in the Town Square module. When you meet people in the world you'll be able to exchange contact information, adding their number and name to your phone. This then acts like a friends list in other games, but you can even text or phone them with real working voice systems. It's also integrated with your Steam friends to make finding them easier. Environment art is also moving along, with several artists working full-time to give you beautiful environments. We've hired on some more artists and are even reworking some of the earlier assets we produced to bring the up to our now higher standards. Identity YouTube channel PowerGaming7 had the chance to speak with myself and Motown for a while after asking his viewers for a bunch of questions to ask. The result was an almost one hour long video where we shared all sorts of information you may not have heard before. You can find the link to this video right here. Once again, I want to thank every one of you for your continued support! Every pledge that comes in goes straight into the development of new features and helps us get the game to you a little bit faster. The attention we've seen over the last couple of months has been staggering, and we are excited to show you more of the gameplay soon!
  12. [UPDATE: Feb 14th - 8:55AM PST] Hi! We have updated and unlocked the Live servers! Please note that this Live promotion also includes a server wipe. This patch is a comprehensive QOL update with MANY individual bug fixes and new features: NEW FEATURES / GAME-PLAY CHANGES New lighting and light emitter effects (darker nights/interiors and better looking light emitter effects. Keep that flashlight handy!) New zombie navigation system (zombies are smarter and more aggressive) New low-loot servers: Deadwood - Low Loot (US) and Sparta - Low Loot (EU) have low-loot rule sets for players looking for a more desperate survival experience. Visitor permissions are now automatically granted to anyone who successfully enters a code on a base door Lead Pipes now melt down into Lead Alloy Cooking containers now have maximum bulk limits Changed the way ammo spawns to reduce clumping (please note: this did not reduce total ammo spawns or change loot quantities) Chain link fences can now be destroyed with melee weapons PERFORMANCE OPTIMIZATIONS Changed the way certain dynamic objects render to improve client performance New base-building component optimizations to improve client performance Optimized timer-based items to improve their performance (cooking containers, IEDs, crops, etc.) to improve server performance Changed the way crops render to improve client performance Improved zombie navigation (in addition to zombies behaving better, they're also now handled more efficiently) EXPLOIT FIXES Continued and ongoing fair-play/exploit countermeasures Fixed an exploit where people could turn in hospital air drop quests without removing all of the quest items from their inventory Wrenches now lose durability when hitting vehicle tires Fixed an exploit where players could clip through upper shelter walls by mashing several movement+stance keys at once Furnaces placed on ramps and expansions will now take damage correctly Players can no longer place torches on decks they do not own Punji sticks no longer damage players through doors Players can no longer glitch doors and gates to build them backwards Fixed an issue where players could overlap certain base building items by building them over base gaps BUG FIXES Fixed Emotes (emotes stopped working for people on a per account basis) Fixed several crash-to-desktop conditions Fixed an issue where timer-based items could take significantly longer than they should to cook/detonate/grow Fixed an issue where you could get your gun into a state where it appeared to be loaded but would instead fire a blank round Corn mash now converts to moonshine correctly Fixed a fertilizer bug where it would expire before the crop was ready to harvest Fixed a bug with crumpled notes where dropping them would turn them into a battered trash can Base ejection no longer ejects white-list server admins from a base if they don’t have base permissions Fixed a bug where vehicles would slowly migrate in water Fixed an issue where targeting the edge of a deck wouldn’t bring up the building permissions list Shock trap FX will now play every time a player triggers a trap instead of just the first time Fixed an issue where punji sticks would deal inconsistent damage Updated various tool tips to better explain functionality and specific recipes Fixed an issue where a player’s head could disappear permanently after backing into a corner in third person POV Fixed an issue where the flashlight would switch off after backing into a corner Fixed an issue where clouds would pop/stutter Fixed an issue where clouds would rapidly expand and contract Fixes BBQ/furnace rendering FX issues Fixed various issues with new zombie navigation interfering with CQC/player interactions Fixed an issue with the machete not melting down properly Temporarily removed night vision goggles until they can be properly redesigned (previous incarnation did not function as expected) Everyone got a peek at just a few of the things we're working on for 2017 last week during our Community Outbreak stream and I'd like to thank everyone for coming out and contributing to the conversation(s) here on Reddit. We're seeing some really good feedback on what we showed off that's also fueling internal conversations here about how we'll show off new content in future streams. There's an intersection point ahead of us where we'll finally be able to flip to the second part of the mantra, "Fix now. Cool later." While it might feel like it's taking forever to get there for some of you, it's important to remember that it will happen. We have to fix the foundation of JS before we can make good on those plans for all of you, and extensive QOL updates like this one today will make that possible. I'll start a new Live Issues thread later today to start capturing new things you're seeing. Your feedback is always amazing and the entire team here hopes you keep that up. I said this in the Test update thread last week but it bears repeating: we don't get a chance to reply to everything, but we do read every single thing posted here. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you. I hope our dedication to you with updates like this demonstrates just how important the game is to us, too. Thanks for your continued patience and support. We hope you enjoy the update!
  13. Just Survive - Test Server Update: Feb 10thNews (self.h1z1) submitted 2 days ago* by H1Lan - announcement [UPDATE - Feb 13th 2:44PM PST] In preparation for the pending Live update and wipe, we've updated Test with a few final fixes that we'd like to get some eyes on. If you get a chance, please hop on Test and help us verify these things! Right now, we're planning on pushing Live tomorrow AM. Please be aware that Live will be for a few hours as we do this. I estimate we'll unlock Live sometime between 7AM and 10AM PST and I will post a new Live update when that happens with complete patch noes. In the meantime, here are the issues we addressed over the weekend: Zombies intersecting the player when rushing at them, causing issues with melee Zombies falling through ramps when chasing players into bases Player's head disappearing permanently if they hide their head by backing into a corner and toggling FPS/3PS Metal Shard description mirrored wood log description Crops function as expected now, but there are some aesthetic issues that may occur if/when you log out Thanks again for all your help - be sure to check out Live before the update as we're trying a new Purge Mode pre-wipe that Michael details here. [Older] Hi! We have updated and unlocked the JS Test server. We intend for this to be our last Test update before a Live push next week...to that end, please help us verify that this promotion meets expectations over the weekend! Patch notes for this update (newest fixes first): Zombie/wildlife pathing issues (floating/flying/falling through ground) have been fixed Punji Sticks now deal consistent (and deadly!) damage to zombies, wildlife, and players Cooking Containers now display FX when inside secure bases Cooking Container tooltips updated to reflect their updated functionality Machetes melt down when multiples are in a furnace Crops: fixed an issue where fertilizer would expire on crops when a player logs out of game BBQ/Furnace fire FX have been fixed and now display properly Fixed an issue where the player's head would render incorrectly after backing into corners/walls Cloud stutter/interpolation inconsistences have been addressed Fixed the flashlight switching off in interior close-quarter situations Punching with the flashlight equipped now breaks boxes Crop timing issues addressed (need to verify this over time on Test) Wrenches will now lose durability when hitting vehicle tires Fixed a base entry exploit that allowed players to access upper shelters Furnaces placed on ramps or near gates of bases will now take damage Punji sticks no longer damage players through doors Doors can no longer be glitched to face backwards - this fixes permission-less deaths, invisible (permissioned) players inside, and should address stacking gates Constructed objects (like storage containers) can no longer be placed through each other by building them across base gaps Lead pipes now break down into lead alloy Crops will now correctly display fertilizer effects Crop timers should no longer restart unexpectedly Fixed an issue with unused items spawning on Test Experimental Chain-link fences will now take melee damage and can be destroyed Shock trap FX now work every time instead of the first time only Ongoing general fair-play/exploit countermeasures Misc. server performance improvements We won't be pushing this to Live until next week when we've all had some time to hammer on this Test update a bit. When we do, this Live update will include over 100 unique bug fixes and QOL improvements. It's a big one that the whole team is really proud of and I think you're going to like it. To that end, again - please hop on Test over the weekend and help us verify the fixes listed above. We don't get a chance to reply to everything, but we do read every single thing posted here. Please keep it up! Lastly, and once again...thank you so much for helping out and all the feedback you've provided these past two weeks. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you.
  14. [UPDATE - Feb 10th 7:07PM PST] Hi! We have updated and unlocked the JS Test server. We intend for this to be our last Test update before a Live push next week...to that end, please help us verify that this promotion meets expectations over the weekend! Patch notes for this update (newest fixes first): Zombie/wildlife pathing issues (floating/flying/falling through ground) have been fixed Punji Sticks now deal consistent (and deadly!) damage to zombies, wildlife, and players Cooking Containers now display FX when inside secure bases Cooking Container tooltips updated to reflect their updated functionality Machetes melt down when multiples are in a furnace Crops: fixed an issue where fertilizer would expire on crops when a player logs out of game BBQ/Furnace fire FX have been fixed and now display properly Fixed an issue where the player's head would render incorrectly after backing into corners/walls Cloud stutter/interpolation inconsistences have been addressed Fixed the flashlight switching off in interior close-quarter situations Punching with the flashlight equipped now breaks boxes Crop timing issues addressed (need to verify this over time on Test) Wrenches will now lose durability when hitting vehicle tires Fixed a base entry exploit that allowed players to access upper shelters Furnaces placed on ramps or near gates of bases will now take damage Punji sticks no longer damage players through doors Doors can no longer be glitched to face backwards - this fixes permission-less deaths, invisible (permissioned) players inside, and should address stacking gates Constructed objects (like storage containers) can no longer be placed through each other by building them across base gaps Lead pipes now break down into lead alloy Crops will now correctly display fertilizer effects Crop timers should no longer restart unexpectedly Fixed an issue with unused items spawning on Test Experimental Chain-link fences will now take melee damage and can be destroyed Shock trap FX now work every time instead of the first time only Ongoing general fair-play/exploit countermeasures Misc. server performance improvements We won't be pushing this to Live until next week when we've all had some time to hammer on this Test update a bit. When we do, this Live update will include over 100 unique bug fixes and QOL improvements. It's a big one that the whole team is really proud of and I think you're going to like it. To that end, again - please hop on Test over the weekend and help us verify the fixes listed above. We don't get a chance to reply to everything, but we do read every single thing posted here. Please keep it up! Lastly, and once again...thank you so much for helping out and all the feedback you've provided these past two weeks. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you.

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