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      =ADK= Discord Link   04/24/2017

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

CaGregorio

Community Manager
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CaGregorio last won the day on March 3

CaGregorio had the most liked content!

About CaGregorio

  • Rank
    Com Manager for Forums, Forms and Donations
  • Birthday 05/09/1981

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  • Steam ID
    Cagregorio

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  • Gender
    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

Recent Profile Visitors

7,576 profile views
  1. Hey There Im DTay, A Youtuber/Streamer

    @DTay The God You looking to becoming an ADK Member? Welcome to our Website. I am sorry but until you are an ADK member i will have to hide your link to your Twitch. Once you are a member you are welcome to use our member section for twitch links. Hope to see you around.
  2. We are getting so close
  3. Why can i not see any of the games you own, i need to verify that you own the game.
  4. Give me a few to go through this application and will respond soon.
  5. Battlefield V - Discord Reveal Attendance

    @LaithSJ We should be able to do that. Just hit me up and remind me and i can turn it on. Cant wait to see what they show.
  6. Battlefield V - Live Reveal May 23rd

    I have mixed feelings about this. But i do hope that it does well, been playing the game since BF2
  7. ** PATCH NOTES **

    Plans for the futureNews self.PlayJustSurvive Submitted 1 day ago by MMODerelict -announcement Hello fellow Survivors, Mitch here. For those of you who don’t know me, I’m the technical director for Just Survive and have been working on the game from the beginning. I know it’s been awhile since you’ve heard from us, and we apologize for that. Thank you for being patient with us as we work through our plans for the game internally. I’m here now to provide you some visibility into our current and immediate plans for the game. We are a small yet passionate team, and we are working hard to keep the zombies wandering the landscape. Right now, we are focused on making sure you continue to enjoy the game, so the majority of our resources are spent mostly on maintaining game stability, fixing game-breaking bugs, and improving anti-cheat methods. We have a patch planned for mid-June that includes the following: • Reducing the material needed to create explosives, and eliminated composites from the required materials. • Reducing the material needed to build base components. • Removing automatic server construction caps based on server memory use. • Adding slight movement penalty after crouching, quickly ramping back to full speed. • Adding several more anti-cheat categories/trackers. • Fixing securable area issue associated with low-speed projectiles (arrows, bolts, etc.) that were killing people just after they closed the door (and reported the last player to damage them as the killer). • Improving default shadow settings for better performance. • Fixing an issue that could result in loss of items from storage containers. • Fixing several memory leaks on the server. • Eliminating the ability to purchase Crates. All Crates will be free, and will be created via a simple recipe. Collecting the appropriate in-game components and performing the recipe will result in a random set of three unlocked Crates. We remain incredibly grateful for your continued support for Just Survive. Until next time, see you in-game!
  8. Right there with you. I am happy they are making sure it is a good game, but on the other hand i have been awaiting this game for a long time now. Though it appears to be getting very close. Only a few more things on their list. So does anyone want to be staff of this section when it comes out. Just putting it out there so we are prepared when it does.
  9. Overwatch Comps

    until
    Overwatch Comps
  10. Its getting closer:
  11. Name: CaGregorio Form: Let's Get This Game Going Request    
  12. A typical round of H1Z1 is one familiar to any game in the battle royale genre: you drop onto a large plain of land, you loot some shit, you shoot some strangers, and then you grab a vehicle of sorts and hightail it out of there. There's a circle closing in—for H1Z1 it's a puke green fog—and it's best to get to the center of wherever's in the clear as soon as possible. H1Z1 was one of the first games to popularize the genre, long before the likes of PlayerUnknown's Battlegrounds (PUBG) and Fortnite Battle Royale were on the scene. And H1Z1's latest development will make it the most accessible it's ever been. After going free-to-play in March just after leaving Steam Early Access, H1Z1 will be launching on PlayStation 4 later this month. It's not a straight port for the console though; with it comes a variety of huge changes for the game. In some ways, the PS4 iteration is hardly recognizable at all. The team at Daybreak Games asked themselves a simple question when work got started on the PS4 port of H1Z1: how do you make H1Z1 feel as good as possible for console? The answer, unlike other console ports of battle royale titles, came in simplifying the game down to its bare essentials and scrapping some of its systems entirely. "[With] inventory management we were just like, it just doesn't feel good to muck your way through this on a controller [where] you're clicking 100 times to do something," Lead Systems and Combat Designer Tony Morton tells me as I play through test matches of the PS4 version of the game. "So it was like, how do we do the most we can with the least amount of clicks. There were some things like inventory and crafting and salvaging where we just needed to pull it, because it's not adding anything to the game in terms of how it feels to go through all those steps on a controller." Inventory management for the genre is almost always clunkier on consoles, because there's no input equivalent to hitting 'tab' and dragging a mouse across the screen. In Fortnite Battle Royale, switching to building is easy with the tap of the button, but then players have to scroll through their building options. On PC, mapping building to miscellaneous keys or buttons on the mouse makes the management easy with literally just a click, rather than two or even three clicks as on a controller. For PUBG's Xbox One edition, pulling up inventory suffers from the same problem: it's a nuisance on a controller. Daybreak were aware of these issues, and tackled the best possible solution: getting rid of these sorts of problems entirely. The simplified system works well. All around the map, different tiers of air drops fall down with different ranges of items to make up for the time players might spend crafting makeshift tools to get them out of a pinch. In an especially rare yellow-hued air drop, one might find the light machine gun, the MK 46—a new entry for the game overall. Elsewhere, players might uncover the new Marauder weapon, or the KH43, or the Scout rifle with a 3X scope, or the semi-auto Combat Shotgun, or the CNQ-09, a silenced SMG. The new console-specific weapons are integral to making H1Z1 on PS4 not only feel fresh, but to add more variables to matches too. "H1Z1 on PC revolves around the AR15 and the AK 47. Those are kind of your two workhorses of the mode but we couldn't do multi-level airdrops with just the two guns," says Morton. "So we got to go back to the drawing board, create a couple new weapons, allow them to have different characteristics enough to make people want to chase, and that pushes the conflict throughout the match." The matches I'm playing are at a far smaller scale than the typical 150-player range of H1Z1. It's 16 people in these rounds, with the circle already enclosed on a certain area for the demo. Somehow, I emerged victorious in most of my matches—at least according to Morton, which went to my head a little bit. I even got a little bit cocky and used a very slow to reload crossbow with an explosive arrow to cap off a match. I won that round too. Aside from the occasional expected demo-build glitch, the matches went smoothly. The default controller layout is more intuitive than the average PC-centric game port. Driving wasn't a chore as it is in basically every PC game (thanks analog sticks). Shooting felt more akin to any other third-person shooter than the pointed precision of what you'd find on any PC game, even with H1Z1. On PS4 Pro, the game will run at a steady 60 frames-per-second. When you gun someone down, their belongings spread out in a perfect circle with plenty of space between each item, for ease of sifting through and picking up only the essentials. The game's also been tweaked on a mechanical level with that element too, hosting faster bullets and lower bullet drop. With the ease of everything, I obviously never found myself spending five minutes hiding in a closet while sifting through my inventory. In H1Z1 on PS4, you have four slots for guns (as backpacks unlock more space), the D-Pad for med kits and bandages, a bumper button for grenades, and that's basically it. It's streamlined in a way other battle royale ports on consoles frankly aren't. H1Z1 effectively solved the problem other console battle royale games haven't really considered: making the game tangibly familiar for console players. To get the console shooter "feeling" right, the team looked to games like Call of Duty and Battlefield for research. Call of Duty, Morton tells me, was observed for match lengths, while Battlefield was the subject of research for player expectations of weapon mechanics. "Typically on console the length of multiplayer matches is quite a bit shorter than what's on PC," says Morton. "Even if you take a look at other games, like Battlefield's a decent example where the matches in Battlefield on console are a bit shorter, but if you go play Battlefield on PC sometimes those matches go on for 45 minutes to an hour. It's, you know, night and day difference. And so looking at things like that were just good examples and inspirations for us to base a lot of our findings off of, and then use that data to make some decisions." As for the future of the port, Morton notes that while there currently aren't any firm plans to bring over limited time events to H1Z1 on PS4, that it's not out of the question. Even on PC with the newer Auto Royale mode, an ongoing beta wherein players stuck within vehicles race around the map and collect loot while leaning out of cars to shoot at other teams, there's potential for it to venture to consoles too. Though, it'd have to see some big changes too. As for the future of the port, Morton notes that while there currently aren't any firm plans to bring over limited time events to H1Z1 on PS4, that it's not out of the question. Even on PC with the newer Auto Royale mode, an ongoing beta wherein players stuck within vehicles race around the map and collect loot while leaning out of cars to shoot at other teams, there's potential for it to venture to consoles too. Though, it'd have to see some big changes too. "Again, one of the things with Auto Royale is a lot of it is inventory management," says Morton. He's right. In Auto Royale matches, players roll through the familiar map with players racing over loot and scrambling to drag certain items from their findings into their personal inventories. As per the "auto" in the name, they're trapped within their cars, peering out of windows only to fire upon other players and crates with loot. "So for us to go into the endeavor to streamline that stuff as well, it just takes a lot of time. But it's definitely something that we'd like to see, especially because vehicles on a controller, they're enjoyable. Because on a keyboard it's WASD, you're 100 percent turning or not, where with the controller you have a little bit more control." H1Z1 hits open beta on May 22 on PS4. In the meantime, the game is free-to-play on Steam for PC. Feature by Caty McCarthy, 05/08/2018. https://www.usgamer.net/articles/h1z1-ps4-scraps-inventory-management-analysis-interview-daybreak
  13. A typical round of H1Z1 is one familiar to any game in the battle royale genre: you drop onto a large plain of land, you loot some shit, you shoot some strangers, and then you grab a vehicle of sorts and hightail it out of there. There's a circle closing in—for H1Z1 it's a puke green fog—and it's best to get to the center of wherever's in the clear as soon as possible. H1Z1 was one of the first games to popularize the genre, long before the likes of PlayerUnknown's Battlegrounds (PUBG) and Fortnite Battle Royale were on the scene. And H1Z1's latest development will make it the most accessible it's ever been. After going free-to-play in March just after leaving Steam Early Access, H1Z1 will be launching on PlayStation 4 later this month. It's not a straight port for the console though; with it comes a variety of huge changes for the game. In some ways, the PS4 iteration is hardly recognizable at all. The team at Daybreak Games asked themselves a simple question when work got started on the PS4 port of H1Z1: how do you make H1Z1 feel as good as possible for console? The answer, unlike other console ports of battle royale titles, came in simplifying the game down to its bare essentials and scrapping some of its systems entirely. "[With] inventory management we were just like, it just doesn't feel good to muck your way through this on a controller [where] you're clicking 100 times to do something," Lead Systems and Combat Designer Tony Morton tells me as I play through test matches of the PS4 version of the game. "So it was like, how do we do the most we can with the least amount of clicks. There were some things like inventory and crafting and salvaging where we just needed to pull it, because it's not adding anything to the game in terms of how it feels to go through all those steps on a controller." Inventory management for the genre is almost always clunkier on consoles, because there's no input equivalent to hitting 'tab' and dragging a mouse across the screen. In Fortnite Battle Royale, switching to building is easy with the tap of the button, but then players have to scroll through their building options. On PC, mapping building to miscellaneous keys or buttons on the mouse makes the management easy with literally just a click, rather than two or even three clicks as on a controller. For PUBG's Xbox One edition, pulling up inventory suffers from the same problem: it's a nuisance on a controller. Daybreak were aware of these issues, and tackled the best possible solution: getting rid of these sorts of problems entirely. The simplified system works well. All around the map, different tiers of air drops fall down with different ranges of items to make up for the time players might spend crafting makeshift tools to get them out of a pinch. In an especially rare yellow-hued air drop, one might find the light machine gun, the MK 46—a new entry for the game overall. Elsewhere, players might uncover the new Marauder weapon, or the KH43, or the Scout rifle with a 3X scope, or the semi-auto Combat Shotgun, or the CNQ-09, a silenced SMG. The new console-specific weapons are integral to making H1Z1 on PS4 not only feel fresh, but to add more variables to matches too. "H1Z1 on PC revolves around the AR15 and the AK 47. Those are kind of your two workhorses of the mode but we couldn't do multi-level airdrops with just the two guns," says Morton. "So we got to go back to the drawing board, create a couple new weapons, allow them to have different characteristics enough to make people want to chase, and that pushes the conflict throughout the match." The matches I'm playing are at a far smaller scale than the typical 150-player range of H1Z1. It's 16 people in these rounds, with the circle already enclosed on a certain area for the demo. Somehow, I emerged victorious in most of my matches—at least according to Morton, which went to my head a little bit. I even got a little bit cocky and used a very slow to reload crossbow with an explosive arrow to cap off a match. I won that round too. Aside from the occasional expected demo-build glitch, the matches went smoothly. The default controller layout is more intuitive than the average PC-centric game port. Driving wasn't a chore as it is in basically every PC game (thanks analog sticks). Shooting felt more akin to any other third-person shooter than the pointed precision of what you'd find on any PC game, even with H1Z1. On PS4 Pro, the game will run at a steady 60 frames-per-second. When you gun someone down, their belongings spread out in a perfect circle with plenty of space between each item, for ease of sifting through and picking up only the essentials. The game's also been tweaked on a mechanical level with that element too, hosting faster bullets and lower bullet drop. With the ease of everything, I obviously never found myself spending five minutes hiding in a closet while sifting through my inventory. In H1Z1 on PS4, you have four slots for guns (as backpacks unlock more space), the D-Pad for med kits and bandages, a bumper button for grenades, and that's basically it. It's streamlined in a way other battle royale ports on consoles frankly aren't. H1Z1 effectively solved the problem other console battle royale games haven't really considered: making the game tangibly familiar for console players. To get the console shooter "feeling" right, the team looked to games like Call of Duty and Battlefield for research. Call of Duty, Morton tells me, was observed for match lengths, while Battlefield was the subject of research for player expectations of weapon mechanics. "Typically on console the length of multiplayer matches is quite a bit shorter than what's on PC," says Morton. "Even if you take a look at other games, like Battlefield's a decent example where the matches in Battlefield on console are a bit shorter, but if you go play Battlefield on PC sometimes those matches go on for 45 minutes to an hour. It's, you know, night and day difference. And so looking at things like that were just good examples and inspirations for us to base a lot of our findings off of, and then use that data to make some decisions." As for the future of the port, Morton notes that while there currently aren't any firm plans to bring over limited time events to H1Z1 on PS4, that it's not out of the question. Even on PC with the newer Auto Royale mode, an ongoing beta wherein players stuck within vehicles race around the map and collect loot while leaning out of cars to shoot at other teams, there's potential for it to venture to consoles too. Though, it'd have to see some big changes too. As for the future of the port, Morton notes that while there currently aren't any firm plans to bring over limited time events to H1Z1 on PS4, that it's not out of the question. Even on PC with the newer Auto Royale mode, an ongoing beta wherein players stuck within vehicles race around the map and collect loot while leaning out of cars to shoot at other teams, there's potential for it to venture to consoles too. Though, it'd have to see some big changes too. "Again, one of the things with Auto Royale is a lot of it is inventory management," says Morton. He's right. In Auto Royale matches, players roll through the familiar map with players racing over loot and scrambling to drag certain items from their findings into their personal inventories. As per the "auto" in the name, they're trapped within their cars, peering out of windows only to fire upon other players and crates with loot. "So for us to go into the endeavor to streamline that stuff as well, it just takes a lot of time. But it's definitely something that we'd like to see, especially because vehicles on a controller, they're enjoyable. Because on a keyboard it's WASD, you're 100 percent turning or not, where with the controller you have a little bit more control." H1Z1 hits open beta on May 22 on PS4. In the meantime, the game is free-to-play on Steam for PC. Feature by Caty McCarthy, 05/08/2018. https://www.usgamer.net/articles/h1z1-ps4-scraps-inventory-management-analysis-interview-daybreak View full article
  14. STEP INSIDE MY OFFICE! We're in the home stretch, now. The Town Square module is almost ready to go, and now you can follow the Asylum developers as we approach the release. Exactly two weeks ago we launched the new Identity Task Tracker; check out that link, or click the big green button on the Identity website. The task tracker shows you our progress from the point of release a couple of weeks ago until now, and we update every weekday. This tracker displays the data right out of our own project management software that we use to drive and organize the developers inside the studio. All tasks on the tracker are those that remained as of two weeks ago up to the point we consider the Town Square module to be ready for release. These are not all of the tasks we've done (there've been thousands), but just the ones remaining. I'm pretty proud of the progress our guys are making each day. It's only been a couple of weeks but you'll see the majority of those tasks are marked completed! It's really amazing what a team of this size can do when it has such talent. Keep your eye on the tracker; when our important tasks there are done it's time for a Steam release! We're all extremely excited over here. Town Square barber shop interior, work in progress THE WORLD WIDE WAIT An all new Identity website is very, very close to release. In fact, it's so close that we're only waiting on a technology partner to finalize their end of things. Our new website enhances the style of our existing site but is focused far more on improved functionality. A very robust new account system is in place to help you get in the game, and our new shop has some other big requested features! Finally, you'll be able to pay with dozens of methods (PayPal, credit cards, PaySafe and more) and even gift purchases to your friends. With the release of the new website also comes the return of the Identity Insider. The Insider will be a monthly detailed addition to the website, containing all sorts of information you may not have heard before and diving deep into a specific Identity gameplay topic. Our current pledge packages will remain on the website for only one week after the new website launches. After that, many of those rewards will never be sold again and those which are will be a bit more expensive as we prepare for retail pricing. Now's the time to join in the support of Identity's development if you have been on the fence! A LOOK INSIDE THE ASYLUM Everyone at Asylum has been working like crazy. The poor guys are in overdrive and won't be slowing down anytime soon. In fact, just this last week we hired four new programmers to join the team, more than doubling the programmer team size, to ensure that we can get content to you faster. I've myself continued to put a lot of development hours in when I'm not busy with business stuff. I've added some interesting things in the last weeks including substance use and effects. You won't need to spend your time in the Town Square digitally sober! Mark, our graphic designer, has been taking his excellent art into the game engine with the creation of wallpapers for homes as well as a bunch of clothing options. I hoped to have a couple dozen cool wall options available to start with the Town Square release. When I looked over his shoulder today it was somewhere around 300. Wow, I can't even imagine the options when crafting decorations is introduced on top of that. We're pretty much ready to go on the art side of things. Those who follow us on Twitch will have seen Jade/Lee has finished will all of the housing floorplans and the final touches are being done to integrate them into the game today. A lot of our floorplans are based on pop-culture; see if you can identify them. You'll have the chance to walk through them in the Town Square to help with your home-buying decisions. Keep an eye on our Twitch streams! We're going to be showing some cool stuff quite soon. It's been a long wait for the Town Square release, but the wait is almost over. THE TWITCH CLIPS If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet
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