Jump to content

Our website is made possible by displaying online advertisements to our visitors.
Please consider supporting us by disabling your ad blocker.


  • Content count

  • Avg. Content Per Day

  • Donations

  • Joined

  • Last visited

  • Days Won


GK_CHEF last won the day on May 19 2015

GK_CHEF had the most liked content!



  • Rank
  • Birthday December 7

Profile Information

  • Gender
  • Location:

Gaming Info

  • IGN

System Specs

  • OS
    Win 7 Pro
  • Mobo
    MSI 970A G46
  • Processor
    AMD FX 4300 Quad-Core 4.09 GHz
  • Graphics
    GeForce GTX 970
  • PSU
    Thermaltake 850
  • RAM
    16GB 2400MHZ Corsair Vengance
  • Storage
    1 256GB SSD 1 2TB HDD
  • Case
  • Peripherals
    Mouse Logitech G700s / Keyboard Logitech G510s

Recent Profile Visitors

2,673 profile views
  1. you surf fish?? i love it!

  2. New Buildings and Stuff Coming

    Is that H1Z1 or is it Z2 they are showing???   Chef
  3. From the dev group at H1Z1   Hi all, First, I’d like to introduce myself. My name is Garrett Fern, or bronstahd, and I’m a Game Designer at Daybreak. My primary responsibilities include combat mechanics, game economy and item spawning, and improvements/added features for base building. Today I’m here to talk about upcoming changes to the spawning of items in Survival mode in H1Z1 (note: these changes aren’t being made in Battle Royale). Why are we changing things? It’s currently possible to acquire and keep a large amount of resources. While some amount of resource accrual is good, and is in fact important to creating a sense of accomplishment in the game, too much accrual can become a problem. In particular, this can become problematic with survival items (items like food, water, guns, and ammo) because survival can become too easy if these items are readily available to acquire and hoard. Item scarcity helps create a sense of tension, and the need to scavenge should be a big part of survival. We believe many survival items are currently too common in H1Z1 and this change is intended to begin improving the position of those items within the game’s economy and, by extension, survival as a whole. What is changing? Our initial adjustment is focused on reducing the amount of guns and ammo that are spawned in the world. Because we understand that there’s no silver bullet for reigning in the game’s economy, this will be a measurable but conservative adjustment. We’re playing it safe, because we don’t want to break the game as we try to fix it, but we need to start making impactful changes. The initial adjustment will be to reduce the spawning of guns and ammo by 30%. This sounds like a big number but, as I will discuss below, we have robust data on the spawning of items which was used to arrive at this number. Why guns and ammo? The main reasons are that our ultimate goal is the improvement of H1Z1’s survival game mode and that spawning the right amount guns and ammo is absolutely critical to the enjoyableness of survival. It’s something we have to nail, so it became a logical starting point. Another important reason we chose to start with guns and ammo is that we have great data on the spawning, looting, and use of guns and ammo. We’re able to look not just at individual items on individual servers for individual days, but aggregate data across multiple servers and multiple days. Being able to say, definitively, that over the last 5 days an average of 524 Hunting Rifles spawned, 280 of which were looted, per day on servers with an active population is incredibly empowering when making a change like this because it allows us to anticipate the outcome and reasonably predict its impact. We’re able to say, with relative surety, that what we’re planning won’t break the game because we have a pretty good idea of what will happen. What’s next? Having good data doesn’t just help us plan; it helps us analyze the outcome. Once this change goes live we’ll be able compare data from before and after the adjustment to see how far our adjustments impacted the game and determine whether we moved too little, too much, or just enough in the direction we were hoping to go. This analysis, along with player feedback, will inform our next steps, so it’s premature to talk about specifics right now, but it’s the biggest reason we’re taking the steps we are. In the past, we’ve seen the benefit of basing changes on factual data rather than instinct and intuition. It’s not just about this change, which is important; almost more important is how much we’ll learn about the game through this analytical, data-driven design philosophy and how that will allow us to make better, more reasoned choices as we continue improving survival in H1Z1.
  4. ** PATCH NOTES **

    Patch notes from 10/22/15: Increased overall effectiveness of base repair hammer Changed collision to allow looting shelves in the Hospital gift shop Adjusted drop height in BR and time allowed to float Pelvic Barrage and the Twitch Hoodie are now both usable in the Good as New tradable system. Changed permissions for demolition hammer Rendering fix for shadow rendering causing strange "spotlight" effects around the player on inside buildings Fixed settings to prevent branches being super effective against some doors Added Recursive healing for base repair Added an error message when you try to drop or salvage something that isn't empty   CHEF          First person to read and reply to the post and PM  GK_Chef will get either 10 ammo pieces or 10 scrap metal from Chef!!!  goodluck
  5. So this is a stream talking about the map changes that they want to make.  It is rather long but there are some notable comments regarding the map.  15:00 and 26:30 where he states the map will not be growing :( .  It does look like  they will be creating more buildings 1hr 37 min as well as the Hospital starting at 1hr 21 min and  ATVs were also mentioned at 1 hr and 27 http://www.twitch.tv/h1z1/v/18792080 
  6. Be Prepared For Tuesdays Patch

    So if you put a ramp down can you drive a car onto the Deck foundation????????????????   GK_CHEF
  7. Overwolf app

    Looks great!  Nice job on this let us know how we can help test it out!!
  8. .........hi

    Hey there @[member='AirOfLightWitch'] glad to see your post have seen you a few times in TeamSpeak.  Hope that you put in a recruitment app soon.  Look forward to talking with you more.   GK>CHEF
  9. hi guys

    @[member='armypoilce'] welcome in hope to see you in TS at some point and hope you get BF4 soon.   GK>CHEF
  10. Nice to meet you!

    Welcome @[member='Leafie']  Enjoy the forums hope to see you in TS and in BF4!!
  11. Introduction

    @[member='eagle'] See you in battlfield you can usually find me in our Metro No Explosives server.  Look forward to seeing you there. GK>CHEF
  12. Hello

    @[member='SideXS'] Welcome to =ADK= hope that you find some topics on our boards that interest you.  Look foward to hearing more Romania and the gaming community there.   GK>CHEF
  13. Good Day Sirs

    Welcome @[member='Gearhead92'] look forward to seeing you in the TeamSpeak server sometime.  Have fun and see you in the BF4 servers.    GK>CHEF
  14. RandomHamm

    He's my new favorite player. He never says anything bad never throws grenades , flares , or c4. We need more players like this!!!!

Important Information

This website uses cookies to provide the best experience possible. Privacy Policy & Terms of Use