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Update On Recent Server & Connection Issues

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Players,
Today we would like to address the connection, login and server crash issues some of you have been facing.

First of all, we would like to sincerely apologize to everyone for the recent server issues which resulted in long waits and any inconveniences.

Our development team has been continuously upgrading the service architecture to address the increasing concurrent player numbers and tackle any emerging issues. Despite our daily efforts, there were some unexpected issues during peak times and we were unable to resolve some of the issues as fast as we would have wanted to.

We anticipated about 1 million concurrent users in the beginning of our Early Access period and that is when our lobby server was initially designed. Since the end of June, our concurrent player base saw a rapid increase so we started designing a new server architecture. However, the number of users increased faster than our development speed which resulted in more connection and server issues recently.

It has become increasingly difficult to manage servers during peak times. To alleviate the above, our development team will prepare our servers far more in advance so that they can handle a much larger number of concurrent players. This is something that we plan to continuously improve on.

Many players have asked us about the increased number of server crashes in Asia. Recently, the number of concurrent players in Asia has rapidly increased and there were times the cloud service we’ve been using could not provide more physical servers. To address this problem, we added servers from another cloud service without sufficient testing. Some servers overloaded, which caused frequent crashes. Our development team is investigating the issue in order to prevent it from happening in the future.

The entire development team is doing their best to make sure all PUBG players in the world can play PUBG smoothly whenever they want. Again, we would like to sincerely apologize to all the players who experienced any inconveniences due to server problems or connection errors. Please rest assured that we have doubled our efforts to improve the quality of the service. On a side note, we have been continuously working on optimization and doing our best to make gradual improvements.

Our team will not be content with the status quo and will do our best to improve your experience.
Thank you for your patience and understanding.

PUBG Development Team

Changes to Leaderboard Reset Schedule

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Players,

We would like to start off with an apology to all users who have been waiting for the leaderboard reset.

We were planning on starting a new season on October 11th at 11AM KST / 4AM CEST / October 10th at 7PM PDT as mentioned in a previous announcement. However, our concurrent users have been increasing rapidly, and we are genuinely concerned that we may not be able to provide you with a comfortable and seamless gaming experience by starting the new season immediately. In order to deliver a more reliable service, we would like to make some back end improvements.

Leaderboard Reset Schedule
  • Current leaderboards season ended: October 10th at 11AM KST / 4AM CEST / October 9th at 7PM PDT
  • New leaderboard season begins: October 17th at 11AM KST / 4AM CEST / October 16th at 7PM PDT

  • Users can still play the game until the new season begins, but the game results will not be recorded
  • There may be server maintenance before the new season and we will keep you updated with more details

We sincerely apologize for this change in the leaderboard reset schedule. Thank you for understanding that we are implementing these changes to make the long term gameplay enjoyable for our users.

The PUBG Development and Community Team

Update: Road to Launch, Patch Notes for This Week

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Players,

We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch.
Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further.

Road to Launch
Our development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that.
Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch.

Test Server Operation Plan
1st phase: Focus on testing vaulting & climbing
2nd phase: More testing of vaulting & climbing, test other new content and features
3rd phase: All new content and features including the desert map
The content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead.
You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later.

Leaderboard Update & FPP Servers
We have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week.
We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary.

Patch Notes for This Week
This week we will deploy a small patch to live servers which will be the last before rolling out the test servers to prepare for official launch later. Test server will be up today – October 16th, 3am PDT / 12pm CEST / 7pm KST. If everything is stable, we will deploy a patch to live servers later.

Gameplay
  • Decreased the Starting Island item spawn levels in order to adjust the item balance on the Northeast side of Erangel

Bug Fixes
  • Eliminated the fire animation and effect that occured in the Starting Airplane when a player was on fire from a molotov cocktail
  • Fixed a bug that enabled a character to hold a main weapon and frying pan simultaneously
  • Fixed a spectator mode bug of flickering weapon UI icons

Lastly, we would like to thank all our players for the support since our Early Access launch on March 23rd this year. We cannot wait to see everyone try out vaulting and climbing for the first time in a few weeks. We hope to get a lot of feedback from you on vaulting and climbing. Please stay tuned for our announcement on test schedules.

See you in-game,
The PUBG Development and Community Team

Update On Test Servers, Patch Notes For Next Week

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Players,

We plan to run a few rounds of test servers prior to the PC 1.0 release, but we have one more live server patch to roll out before that. This patch will be deployed to the test servers first early next week. We will update you with the exact date and time soon.
Before we delve into the patch notes, we would like to share several important announcements and the schedule for the test servers.

First Test Servers: Focus on the Vaulting & Climbing Feature
We have decided to run the first test servers prior to the PC 1.0 release in early November. Vaulting and climbing feature is the main content of this patch, and it needs a minimum of three days of extensive testing. We ask you to play in the test servers, and try this feature out. We will make a separate announcement about a detailed schedule and the contents of the first round of test servers soon. We will do the same for the second and third rounds of test servers which will follow.

Optimization, Bug Fixes, and Upcoming Announcements about Test Servers
Our Development team has been working diligently to push out the official release by the end of this year. We plan to solve many of the bugs from the current live servers, and we are also constantly working on optimization. You will be able to experience bug fixes, optimization, and many other improvements in the test servers that will be run prior to the official release.
Please keep in mind that the live server build and the developing PC 1.0 build are not easy to integrate or merge together. Even if some of the issues are resolved during internal development, these changes cannot always be reflected upon the live servers immediately.

As mentioned above, we plan to run the test servers at least three times before the official launch. However, the announcements for what is being implemented into the test servers may be delayed and often published on short notice. This is because we are constantly trying to implement and fix as many things as possible, and we want to make sure that our announcements to the community are as accurate as they can be.

We also pay close attention to your feedback and bug reports. Some of the issues you brought up have already been fixed in the internal development build. However, as stated before, it is not always easy to merge the changes to our live build, because our development build and live build are separate. If we had kept rolling out weekly patches, our official launch schedule would have been delayed. Therefore, we have decided to merge improvements, bug fixes, and other features, all at once to the test servers, which will then be implemented cumulatively for the 1.0 release.

Early Access – Week 31 – Patch Notes

Gameplay
  • Blue zone DOT (Damage over Time) increases when characters are farther away from the play zone
  • This principle does not apply to the first blue zone
Bug Fix
  • Resolved a bug where bullets would sometimes ignore armor
We have received a lot of feedback asking for improvement of the blue zone. We have decided to adjust the blue zone damage to encourage engagement inside of the play zone. From this new update, you will be able to focus more on the immediate, close-ranged skirmishes inside the play zone, instead of dealing with enemies outside of the play zone during the mid to late phases of the game. We would love to hear the responses regarding the changes from all members of our community once you’ve tried it in the test servers.

We are aware that we still have quite a bit to do before our official launch, and we genuinely appreciate all of the support our players have shown for our game. We are committed to doing whatever it takes to provide our players and community with a better game experience.

See you in-game,
The PUBG Development and Community Team

Test Servers for PC 1.0 - Update #1

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Players,

We’re excited to share that we will be running the test servers for PC 1.0 for the first time next week! We would like to invite our players to test vaulting & climbing and other existing features and systems we have modified. The test servers will be up for several days to allow everyone to try out the test build and give feedback.


Key changes:
  • Client and server optimization
  • Added vaulting & climbing
  • Changes in vehicle driving
  • Ballistics overhaul

We have made changes to some mechanics to make them more realistic and balanced. However, all changes are not final and we need your feedback after testing. In addition, this is only the first test build so there will be issues and bugs that have not been fixed yet. But we would like to assure you that we will do our best to address most of those issues when we release 1.0 unless there is a critical roadblock.

Patch notes will be posted early next week but we wanted to explain a little bit about vaulting & climbing today. Action & Gunplay Lead Pawel Smolewski has written a piece about the feature.


Vaulting & Climbing

Crossing and scaling obstacles may intermittently create many new tactical options available to the players. The standard jump feature can be used in standard situations, but there are many areas where it does not suffice. After all, PUBG features a play area of considerable proportions. In addition, objects located on the map differ greatly in shape and size. Such complexity can cause many problems for the players who need to rely on fast and effective means of jumping over (or on top of) boxes, containers, fences etc. For that reason we have decided to implement dynamic vaulting and climbing mechanics.

This feature enables in-game characters to quickly scale obstacles in front of them. Although we initially planned to allow crossing over structures which are up to 1 meter high, we have eventually decided to extend the functionality of the feature by increasing the limit to about 2.3 meters. Almost any static object that meets the dimension criteria can be scaled. Additionally, passing through openings in structures (such as windows) is possible as long as they are wide and tall enough. You may scale almost any static object which is short enough. Objects which are chest level high can be scaled with a weapon in hand. Taller structures that require pulling up to vault need to be performed with both hands free of any items (they will be holstered automatically when animation is played). Running towards the obstacle will generate momentum that will ensure faster motion. Performing the action from stationary position is also possible but the animation played will be slower, leaving players vulnerable for a longer period of time.

On the technical side the system consists of about 40 animations adjusted for different heights and situations. We internally use the term vaulting to describe the action that involves crossing over an obstacle while climbing refers to a motion that will cause the character to remain on top of it. By default control over vaulting and climbing is placed on the same key as jump and is context based. However, we do provide the players with a possibility of splitting the jump and vaulting actions to separate key-bindings in the controls section of in-game settings. When attempting to vault, the geometry of the objects in front of the character is scanned and an algorithm decides whether vaulting action can be performed and what type of animation can be used to get across or on top of it. Climbing will be preferred whenever there is enough space for the character to stand up. However, vaulting can be enforced by holding sprint button while moving – if the obstacle is thin enough, character will slide or cross over. Motion that involves pulling up can be cancelled before reaching the apex by starting to move in the opposite direction.

Due to the nature of this system, we expect possible issues, bugs and problems to occur. Ironing out this feature may take some more time, but we do hope you will have a lot of fun with it and make great use of it. We are eagerly awaiting your feedback and reports.


In the next few days, we will also touch on other important changes. Please stay tuned for more updates on the test server.

Regarding the use of cheats, we will be doing everything we can and use all resources available to detect and impose penalties on users who use cheats. Recently, we have implemented new measures to better identify and track their usage. We have designed reliable systems to do this more efficiently than before.

For a very long time, our development team has been analyzing data from a large pool of users who show abnormal gameplay behavior to build a system that helps us positively identify cheaters. We are now able to use the system to identify and ban these users more proactively. Using this system, we have already identified and banned about 20K additional users in only one day.

This is only a start. On top of BattlEye, we will use a monitoring system to strengthen our efforts to prevent use of cheats and impose penalties on them. We promise you that we will continue to do our best to quickly find and ban people who use cheats. We hope you will start to see an improvement going forward.

Thank you.
The PUBG Development and Community Team

Update On New Anti-Cheat Measures

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Players,

First of all, we would like to sincerely apologize for the inconvenience caused by the cheaters and we are sorry that you have not been able to enjoy PUBG in a safe and fair environment. Our development team is doing their best to detect and ban those who use cheats in a more proactive manner. We are aware that we still have much to do. We will use all available resources to combat cheaters and foster a safe and fair in-game environment. We will also continue to take actions against those who develop and distribute cheats.

As we announced before, we are in the process of adopting new tools to detect and verify users with unusual gameplay patterns and today, we will be rolling out additional measures. We will continue to permanently ban those who are using cheats. When unusual gameplay patterns are detected from an account, that account will be temporarily suspended and investigated.

Although we hope to bring about a safe and fair environment in PUBG as soon as possible, our battle against cheaters will not end overnight. We will continue our research and development to establish a better system for combatting cheaters. We will take stronger actions to find and ban cheaters, while at the same time taking good care to not harm innocent players. Next week, we will be deploying yet another patch related to cheat detection.

Again, we would like to assure you that we will continue our efforts to shape a healthy environment in PUBG. Your feedback is crucial for us in banning cheaters and combatting the use of cheats. We will be listening to your feedback as we continue to build our anticheat system and adopt new measures.

Thank you.
The PUBG Development and Community Team

Test Servers for PC 1.0 - Update #2

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Players,

Today, we would like to give you an update about the test servers. Many players were disappointed that the first test server schedule was delayed last time. Right before opening the test servers, we concluded that the test build was not stable enough and decided to postpone the test. Although the current test build is not completely stable as of now, we still would like to open the test servers this week even for a short period of time and allow players to test the long-awaited feature - vaulting & climbing. We were planning to run test servers for about three days but this week’s test will be shorter because of the build’s current state.

Please note that you may experience client crashes on the test servers. This is normal as the build we are using for this test is not completely stable. This may not be the best condition to test all the features. At this time we ask for your understanding as we continue to fix the issue.

The test will begin tomorrow and last for about a day. If we decide to extend the test schedule, we will make an announcement on our official social media channels.


Test schedule
  • PST: November 13th 06:00 PM – November 14th 06:00 PM
  • CET: November 14th 03:00 AM – November 15th 03:00 AM
  • KST: November 14th 11:00 AM – November 15th 11:00 AM
Region & Modes
  • NA SOLO First-person / Third-person
  • ASIA SOLO First-person / Third-person


Two major changes were made this time. We added vaulting & climbing and overhauled the ballistics system. To read more about vaulting & climbing, please read our previous blog post.

Regarding ballistics, we made changes to bullet drag effect, accuracy and hit areas to give them a more realistic touch as well as improve the balance of weapons. We have described the changes in detail below. We will be using a more advanced equation to calculate damage which will be shared in detail after this test.


Ballistics overhaul

We are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch. As a consequence, we are now working on a ballistics balance pass. We have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized.

The overhaul consists of multiple elements. The most essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect the bullet now loses its velocity over time - similar to what happens to it in real life. As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of 300 meters.

Secondly, we’ve tweaked the MOA (accuracy) of the weapons basing the new numbers on their IRL counterparts. While some weapons may experience slight accuracy nerf, others will become more accurate than before.

Following the changes to the trajectory of the bullet, we have looked into the usability of iron sights and sight attachments. To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle (by default using the Mouse Wheel). 4x's tip of the chevron is zeroed in on respectively 50 and 100 m for submachine guns and other weapons. Bigger scopes will additionally allow you to change the zoom level (by default using the Mouse Wheel).
* Zeroing for 4x is the same as before in the 1st test servers and will be updated in the next test build.

Finally we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players. With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class.

These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and we are still working on more features to be included in the game.






Client Optimization
  • Optimized terrain data to reduce memory usage
  • Reduced the lag issue when terrain is loading
  • Reduced the lag issue when multiple players are in sight

Server Optimization
  • Optimized server performance by adjusting network throughput

Action
  • Added vaulting & climbing action

Game Play
  • Vehicle driving balance is modified
    * We are adjusting driving sounds to be more realistic. Sources of vehicle sounds will be improved.
  • Vehicle driving is adjusted to be more realistic
    *This is an early stage of balancing. We need your feedback to improve driving.
  • Improved the vehicle and passenger animations

Ballistics overhaul
  • Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
  • Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
  • Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
  • Hit areas have been modified
    - Neck is now protected by the helmet
    - Damage to the chest area is increased
  • Base damage is now modified by weapon class
    - The actual damage is now taking into account following multipliers
    -- Base damage stat of the weapon
    -- Distance traveled by the projectile (damage decreases over distance)
    -- Hit area damage multiplier
    -- Weapon class multiplier

  • Fixed the excessive aim-punch while leaning in ADS mode
  • Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode

Vehicles
  • Unified the sizes of all UAZ models, the number of seats decreased to 4

UI/UX
  • Improved the backpack capacity UI in the inventory screen


When we prepared to release the first Early Access version of PUBG earlier this year, we were not fully prepared to respond to the issue of cheating. Since then, our traffic grew exponentially and it became an even bigger issue.

Earlier this month, we noted that we have been adding new measures and detection methods to address the cheat issue more effectively. To provide a healthy environment to our players, addressing this issue is now our top priority. We are constantly improving our anti-cheat measures and adding new ones.

With our recent efforts to strengthen the measures, the volume of players who use cheats has been reduced by 25% overall, and the volume of malicious, extreme cheaters has been reduced by 50%.

However, we know that this is not enough, which is why we are approaching this in multiple ways - monitoring 24 hours a day, strengthening security systems and applying additional anti-cheat solutions. Regarding other measures that our players have suggested, we are looking into a few that may be quite effective.

The battle against cheats may be endless. But we will do our best to create a healthier, better environment for everyone and take strong actions against distributors and sellers of cheats as well as those who use them.

Lastly, we would like to again ask for your understanding regarding client crashes you may experience during this test. We’d like to also thank the players who have been patiently waiting for an update. Although we may not leave comments on every piece of feedback we see, we are always monitoring and reflecting on it. We appreciate it very much. In one of the subsequent dev blogs, we will be addressing the issues that are being discussed in the community, bugs that are not fixed in this test build and issues that were not mentioned in today’s dev blog. We are also preparing to share more about the damage equation later as we noted above.

We are looking forward to getting your feedback on our first PC 1.0 test build.


Thank you.
The PUBG Development and Community Team

Test Servers for PC 1.0 - Update #3

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(27th Nov. Update - The 2nd week test schedule, patch notes)

Players,
Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week.

Test Schedule
[1st week]
  • PST: November 21st 11:00PM - November 23rd 11:00PM
  • CET: November 22nd 08:00AM - November 24th 08:00AM
  • KST: November 22nd 04:00PM - November 24th 04:00PM
[2nd week]
  • PST: November 27th 06:00PM – December 1st 02:00AM
  • CET: November 28th 03:00AM - December 1st 11:00AM
  • KST: November 28th 11:00AM - December 1st 07:00PM

Region & Modes
  • NA - SOLO & SQUAD, First-person / Third-person
  • EU - SOLO & SQUAD, First-person / Third-person
  • ASIA - SOLO & SQUAD, First-person / Third-person

On this test build, you will be able to try out vaulting & climbing again and test other features. You will also notice the changes we made to some mechanics to make them more balanced.
Below are the patch notes for the second PC 1.0 test build.


(Updated Patch Notes)

Bug Fixes
  • Fixed the issue of the boost icon not showing up on the health bar when a player uses a boost item

Kill Cam
(Note: please enable the kill cam in Options before you enter a match)
  • Fixed some of the crashes related with the kill cam function
  • Fixed the client freezing issue right after recording the kill cam
  • Fixed the issue of weapon images overlapping in the inventory slot
  • Fixed the delay on weapon swapping animation when watching a kill cam

Sound
  • Improved the red zone bomb sound effects and modified the volume of the explosions

UI/UX
  • Changed the font for game HUD, inventory item names, etc.
  • Improved the design of the compass
  • Improved the back panel colors and transparency for all game HUD elements
  • Improved the back panel colors and transparency for kill log icons
  • Applied a blur effect to the background of the game result screen
  • Changed death icon of kill log into a skull shape icon


(Previous Patch Notes)

Optimization
  • Optimize character animations
  • Added LODs to further optimize weapon rendering for long distance
  • Optimized various world effects
  • Optimized various UI elements
  • Optimized the sea by reducing wave effects
  • Decreased terrain loading time
  • Decrease memory usage of characters

Animation
  • Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key)
  • Greatly reduced jacket/coat clipping issue when moving in ADS while leaning

Gameplay
  • Reduced the hit damage for hands and feet and increased the hit damage on thighs and arms.


  • The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds. The casting time and the amount of health restored are the same as before.
  • Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island
  • Added markings for zeroing distances on 15x scope reticle texture
  • Added new 4x reticle for 7.62mm weapons
  • Added new 4x reticle for sniper and SMG weapons
  • Added blur effect on the outside of scopes
  • Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration)
  • Lowered camera position when proning in third-person
  • Decreased firing rate of SKS and Mini-14
  • Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles)
  • Decreased recoil for Mk14
  • 8x and 15x scopes cannot be attached to an M16A now


Item




  • Added 2 new weapons.
    - Added DP-28. DP-28 will be spawned in world. It has a 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage
    - Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 5.56mm 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil.
  • Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same

UI/UX



  • Applied a new font for English
  • Improved designs for in-game HUD, option window, inventory, menu screen, and system message box
  • Improved Solo/Team Play UI
    - Moved health bars of team member(s) from the top left corner to the bottom left corner
    - Changed colors and markings in the mini map, world Map, and team list UI
    - Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.)
  • Improved interaction HUD
    - If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up
  • Improved the mini map and the world map
    - Decreased the saturation of the mini map to further emphasize information of team members
    - Adjusted the colors of the world map to increase visibility of markers and other information
    - Players can check team members’ FOV direction through the world map and the mini map
    - When team members get on the same vehicle, a single indicator will appear
  • Moved the kill log from the bottom left corner to the top right corner
  • Modified the design of the health bar to show the point for 75%. The bar will not turn red when health is below 75%
  • Added killcam feature that can be found in Settings. Now players can check killcams in the result screen
    - For Duo and Squad modes, killcam can be checked after all team members have died

Sound
  • Changed the lobby music
  • Improved vehicle engine sounds
  • Added a sound that will be played around the edge of the blue zone
  • Added three different sound effects for the red zone
    - Sounds of bombs being released
    - Sounds of bombs falling
    - Sounds of bombs exploding
  • Added sounds when character jumps into water. Sound will be different based on the speed

Language
  • Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional)

Bug fixes
  • Fixed camera jittering for passenger sitting on the back of a motorcycle with sidecar
  • Fixed the issue where animations are not played when bandages are used consecutively
  • Removed the pink circle that appeared on certain buildings when parachuting
  • Fixed the issue where shooting was possible when vaulting
  • Greatly reduced blurriness of the reticle while in ADS mode


We hope to get a lot of feedback on our second PC 1.0 test build!

Thank you.
The PUBG Development and Community Team

Vehicle Sounds Improvement

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Players,
As some of you may already know, we’ve been working on improving vehicle sounds in our game and have spoken to PUBG Sound FX Lead Kyungwon Park and our Action and Gunplay Programmer Marek Krasowski.



What were your main goals with these changes to vehicle sounds?

Our main goals were improving the quality of the sound effects (and sound samples) and optimizing the vehicle sounds. We decided to change the vehicle audio because our audio quality was subpar compared to the rest of the game sounds. It was problematic especially because we did not have an audio library with the correct vehicle sounds that we have in the game. We researched granular synthesis plugin (REV) and it reduced our usage of channels and CPU per vehicle. This improved the sound quality dramatically by taking the exact engine RPM from each vehicle model.

We also had to modify our vehicles to behave more like real-world vehicles. Now we model acceleration and gear box ratio, engine parameters very similar to the real-world models. This is a system that is already commonly used by many other Triple A racing games. Before, we had vehicle audio effects corresponding to every 1000 rpm, up to the maximum rpm. We used to blend them to suit the specific rpm and it was very hard to make realistic acceleration sounds this way because of a technical limit. The range of sound effects is now extended a lot more but this is still a work in progress and we will add more effects as we go.





Can you briefly explain what kind of work went into improving the vehicle sounds?

We sent a list of vehicles that are used in-game to recording companies in Germany, asking for engine sound, driving sound, brake sound, and so forth. It took approximately two to three weeks for these companies to find the exact vehicles and record the sounds. Then we used the REV program to tweak and fit the actual driving experience with proper acceleration curve and parameters.





Vaulting system involves over 40 different animations. How many sound sources are included for each vehicle?

We worked on engine sound, gear box shifting sound, clutch, ground surface running sound, spinning/sliding/braking wheels, and there are still more detailed sounds to come.





What else do you intend to improve in the future?

We still have a lot of work left in terms of the vehicle sounds on different surfaces. We plan to make our own sound samples with filming studios in the future. We are also interested in switching between the interior sound and the exterior sound of a vehicle when a character shifts between FPP and TPP to make it more realistic. We have already made a system that changes the vehicle sound according to the user's point of view but it is not perfect yet. We plan to improve it considering the structural character of each vehicle.


Any last words to our players?

Please be mindful that this still a work in progress. We really appreciate your feedback and it helps us improve the game a lot. We do read your feedback and gain a lot of insight from it.



We’ve also prepared a short video showing how some of the vehicle sounds were recorded. You can find it below. Hope you enjoy!

https://youtu.be/aHIv35aHVF8


See you in-game,
The PUBG Development and Community Team

Miramar, the new desert map revealed

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Players,
We are excited beyond words that we can finally share the name of our new desert map and tell you a little bit about some of the places you can visit. When we decided to create a new map, we focused on creating an environment that is very different from Erangel. We wanted to go the opposite direction of having lush fields and forests and arrived at the harsh and unforgiving desert of what we can now reveal is Miramar. The unique terrain and dense urban areas of Miramar will create a new Battle Royale experience where the old strategies may no longer work and new tactics are required. We don't want to tell you too much as you will soon be able to experience it all yourself but we did write a few short descriptions of several of the key landmarks and towns. You can find them below, together with the new screenshots.




Los Leones
  • The largest city in the region, Los Leones features ample shopping, a skyline filled with new construction, and a glorious, golden-hued City Center. Players should secure high vantage points by exploring the numerous construction sites, and loot for gear in the cavernous, abandoned commercial buildings.
El Pozo
  • El Pozo is a city known for its large industrial and entertainment districts. Players can test themselves against all comers in the Luchador Arena, put their motorcycle skills to the test In the death bowl, or hunt in the ruins of the long dead textile factories.
Monte Nuevo
  • Monte Nuevo is the picture of a town besieged. Ramshackle walls built to protect its residents now allow players ample cover to explore the well-stocked compound.
Valle del Mar
  • Valle del Mar is a colorful oceanside town bisected by the De Toro bridge. To the West of the bridge is a quaint school, and to the East, a beautiful church. The key to holding this town is bridge control, as it’s the only direct route between mainland and the island.
La Cobreria
  • The shipping and transport capitol of Miramar, La Cobrería’s most prominent feature is it’s enormous Rail Yard. Here, players will hunt and be hunted among the half-buried cargo of a long dead industry. Careful players should loot the schools and campuses that dot this town before attempting to hold the Yard.
San Martin
  • San Martín is located just west of Hacienda Del Patrón. Checkpoints and barriers have transformed this once-quiet small town into a war zone. Both sides of the town have overlooks, so careful players should scout first, before charging into town.
Pecado
  • Once a tourist destination featuring the largest casino in the region, Pecado continues to thrill players to this day with its mix of high-value loot and dangerous sightlines. Aggressive players will immediately loot the Arena and Casino, but savvy players should check out the 4 story hotels between them.
Chumacera
  • Chumacera is the husk of Miramar’s once thriving textile industry. Long abandoned factories overlook a main road lined with residential and commercial buildings. Verticality in both the buildings and terrain make this town an exciting location to loot- high risk, high opportunity!













These aren't the only fun places to visit, of course, but you will have to discover the rest of them on your own. Miramar will be playable during the final test round before PUBG hits version 1.0. When you get your hands on it, you can share your favorite moments, top plays and beautiful vistas from Miramar with us on Twitter and Facebook using
#ThisIsBattleRoyale


See you in-game,
The PUBG Development and Community Team

Our Journey From Pre-Alpha to 1.0 & Test Build Patch Notes

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Players,
As we draw ever closer to the release of the PC 1.0 version of our game, we wanted to pause for a moment and take a look back at our journey so far - where we started and how we got where we are today.

We started working on our game in late March 2016 and conducted the first closed pre-alpha test in July. Back then almost everything besides the main mechanics and the game concept was a placeholder. But we knew that the Battle Royale experience we were offering was unique and the feedback of that small group of first testers confirmed it. From the first pre-alpha test, until this very day, and going into the future, we have always strived to keep our development as open as possible and take into account and act upon player feedback.

We went through several alpha and beta stages, adding content, improving and optimizing every aspect of the game and opening access to more and more players. Before our release on Steam Early Access in March 2017, after only a year of development, we knew that we already had a small fan base that was looking forward to our Steam release. Our community enjoyed playing the early builds of our game but also really enjoyed watching others play. Based on our testers and viewers reactions we prepared and hoped for a moderate success. We were not prepared for what followed.

Breaking all kinds of videogame records was a very exciting experience, especially for a small team like ours, but it also meant that we had some very serious stepping up to do. We had to grow as a company and we had to do it very quickly. We hired new people, made opened new departments within the company and finally even separated from Bluehole into PUBG Corporation to better focus on PUBG.

Since our release on Steam Early Access, we’ve added new areas to the map, a whole range of new weapons, new animations, a new vehicle, fixed a whole lot of bugs, broke quite a few concurrent user records (most of them our own) and there is still so much to do.

We know that there have been problems along the way and that things aren’t always perfect.
Halfway through Early Access, we decided to upgrade our game engine to the latest version. This meant that our live server build now had a different engine version from the 1.0, which in itself led to a workload increase. We had to work on and monitor two builds, the differences between which were more than trivial. As a result we were unable to address the issues on the live servers as quickly as we used to before. We are very sorry about any frustration that this has caused.

Investigating and fixing server/connection issues is currently one of our top priorities. We know how upsetting it can be when you’re facing these issues in-game, as it means that you’re unable to use your skills and enjoy the game. We are looking into ways of tweaking our server settings to alleviate this problem. We plan to gradually improve this issue on many fronts. Please always let us know on our forum, in as much detail as possible, about the server issues you’re experiencing.

As we mentioned in other posts, we were not prepared for the amount of cheaters we found in our game and apologize for the obvious inconvenience they have caused to our players. And though things in this regard have now visibly improved, combating cheating, just as optimizing our game is a constant task. It never goes away and we are committed to staying vigilant, doing our best and then doing better than our best to provide you with the ultimate Battle Royale experience.

Our journey is your journey, because without you none of this would be possible. We are forever grateful to our community for your support, your constructive criticism and your love for our game.

Most importantly, we want you to know that this is just the beginning. When PC 1.0 comes out, our journey doesn’t end. When PC 1.0 comes out, the first part of our journey will be over, but only so that the next one can begin.




* Please note that when the killcam is activated, performance can be lowered on some PCs.
* Your client may crash after changing resolution or switching to windowed mode

Test Schedule
[Phase 1]
  • PST: December 8th 02:00AM - December 10th 02:00AM
  • CET: December 8th 11:00AM - December 10th 11:00AM
  • KST: December 8th 07:00PM - December 11th 07:00PM
[Phase 2]
  • To be announced soon

Region & Modes
  • NA - SOLO & DUO & SQUAD, First-person / Third-person
  • EU - SOLO & DUO & SQUAD, First-person / Third-person
  • ASIA - SOLO & DUO & SQUAD, First-person / Third-person


Lobby
  • Redesigned the lobby background and UI
  • Some menu options will stay hidden for this test server due to them still being worked on


World



  • Added a new map - Miramar. Miramar will be the only map available during phase 1
  • Miramar supports 2 weather types:
    • Clear
    • Sunrise
  • Miramar builds on and modifies the core Battle Royale experience by providing varied visuals and gameplay:
    • Vaulting & Climbing action will be even more useful when crossing the Miramar terrain
    • Players can experience highly tactical battles that will force them to utilize their cover and concealment skills
    • Choosing the vehicle type is more important than before, as off-road driving is now different from on-road driving experience


Items





  • Added 3 new weapons. These weapons are Miramar exclusives:
    • Added R45. R45 will be spawned in world, it uses .45 ammo and 6 bullets can be loaded. Red dot sight can be attached. It has high accuracy and faster reload speed than R1895
    • Added Win94. Win94 will be spawned in world. It’s a variant of a lever action rifle that uses .45 ammo and 8 bullets can be loaded. It’s for an expert player since it doesn’t take any attachments and is mid-range effective with slow reload speed but high damage
    • Added Sawed-Off. Sawed-Off will be spawned in world. It uses 12 gauge shot and 2 shells can be loaded. No attachments available. It has short range, high dispersion, lower damage than other shotguns but can fire in rapid succession
  • Added new Ghillie suit to the care package
  • R1895 will not spawn in Miramar


Vehicles




  • Added 3 new vehicles:
    • Added Van. Van is a six-seat vehicle. It has low maximum speed and driving force but it has the highest HP in the game. Therefore, the Van can be useful in various tactical situations
    • Added Pickup. Pickup is a four-seat off-road vehicle and designed to be well adjusted for Miramar’s bumpy terrain. Pickup is the most all-around vehicle in the game and suitable for various playstyles
    • Added Aquarail. Aquarail is a two-seat water vehicle. The player in the passenger seat can user their weapons. It has good cornering and high mobility so you can expect Aquarail to do well in guerrilla tactics.
      Motorcycle and Buggy are also available in Miramar. They have different skins compared to their Erangel cousins.


Server Optimization
  • Reduced the server lag issue of players moving abnormally


Gameplay
  • Added the ability to bandage and boost while in a vehicle (only for the passengers)
    • This action can be canceled by a sudden speed change, an impact or a vehicle flip
  • Increased damage of Kar98k and M24 and reduced damage of AWM.
  • Increased overall damage multiplier to Torso for sniper rifles by 10%
  • Increased the vertical aiming range in prone stance
  • Improved water penetration particle effects
  • Adjusted the blur fade-in effect for scopes


UI/UX
  • Redesigned the color of HP bar
    • Displayed in yellow when the HP is below 50%
    • Displayed in red when the HP is below 25%
    • Displayed in red and blinking when the HP is below 10%
  • Modified the game font for several regions
    • Adjusted Russian, Polish, Turkish, Vietnamese for readability


Sound
  • Improved the sound effect of frag grenade:
    • The sound changes depending on the distance from the explosion
    • For example, player can hear only the explosion sound from long distance but within 20m distance, player can hear the explosion sound and the sound of the debris raised by the explosion
  • Lowered the sound of the edge the blue zone


Animation
  • The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm
  • Added the missing firing mode switching animations (and sounds) to UZI
  • Tweaked the FPP animations and limits to reduce seeing the inside of own character
  • Moved the camera to correct position in FPP mode for drivers
  • Position of most of the guns in FPP has been changed to ensure further reduction of clipping with clothing
  • Transitions between sprinting and running animations are now smoother.
  • Leaning animations have been improved to ensure consistency between ADS/FPP and TPP


Bug Fixes
  • Now player can fall (F key) from the airplane while the world map is open
  • Fixed the issue where most of melee attack animations were not displayed when jumping in place and attacking
  • Fixed the issue where changing stances while punching (from standing to crouching and vice versa) will not be instant anymore
  • Fixed the issue where while vaulting in FPP, player could look inside own body
  • Fixed the unintentionally extreme aim punch when being hit
  • Improved the animation loops to prevent gun "skipping" while moving crouched in ADS
  • Fixed the issue where the character movement speeds were inconsistent when using sprint button and travelling in any direction other than forward, forward left and forward right
  • The reticle on 15x scope will no longer appear blurry when used for the first time
  • Fixed the issue where a player could lean out of a vehicle even though they should not be able to physically (due to an object blocking the area outside the window)
  • When scoping and close to the wall, character should no longer be able to see through it
  • Running with DP-28 should now be slower (same as other LMG and sniper rifles)
  • Fixed the issue where a player would occasionally be teleported to remote location while vaulting



As we announced at The Game Awards, we will be leaving Steam Early Access and launching version 1.0 on PC on December 20th (or December 21st, depending on your timezone) and there will be no price increase when we move out of the Early Access. In addition, all new Battle Royale maps will be free for all players.

We believe that we’ve completed the core Battle Royale structure for PUBG through the Closed Beta and Early Access. We want to continue our work on perfecting it and improve in many areas. Before the launch we will be sharing our post-1.0 plans with you in a separate dev blog. Expect to see some major (and some minor) changes in gameplay, sound, optimization, matchmaking, UI, animation, gunplay and other areas after the release of version 1.0.

We are very grateful for your support and understanding. Thank you for coming along with us on this first part of our journey that has led to PC 1.0. We are so excited to get ready to go to the next destination together with you.


See you in-game,
The PUBG Development and Community Team

1.0 Test Build Patch Notes #2

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We would like to start by expressing our gratitude for all your help with testing Miramar and all the new features added to our game. Your feedback is instrumental for our efforts to improve PUBG.

Players, we are aware of some ongoing server stability issues and our engineers have been working to alleviate these problems. Creating a smooth playing environment is one of our top priorities. Thank you for your patience. We are looking into different solutions and hope to see some improvements soon.

From this week we will be adding Erangel back in the mix. We want to test Erangel in conjunction with all the new features as we make our final adjustments for PC 1.0. Taking into consideration player feedback, and different issues being discovered and fixed, we will be applying more patches to the current test build. If any of them require a maintenance period, we will announce the schedule beforehand.

For those of you who missed the announcement, we wanted to note again that the test servers will remain open until the PC 1.0 release.

Please find the notes for the current patch below.


Test Schedule
  • Test servers will stay open until PC 1.0 on live servers

Region & Modes
  • NA - SOLO & DUO & SQUAD, First-person / Third-person
  • EU - SOLO & DUO & SQUAD, First-person / Third-person
  • ASIA - SOLO & DUO & SQUAD, First-person / Third-person

Lobby
  • Unlocked the rewards menu
  • Players will now be able to check their performance in Career, and Leaderboard

World
  • Erangel and Miramar - both maps are now playable
    • Which map is played will be selected randomly when a match begins
  • Added a wet effect to vehicles. This effect can be found in rainy weather on Erangel

Vehicles
  • Added Aquarail on Erangel

Items
  • Added Miramar's new Ghillie suit to the care package on Erangel

UI/UX
  • Helmet, vest, bag HUD UI elements will now be on by default
    Added a transparent background box behind HUD UI for clear visibility

Bug Fixes
  • Fixed the issue with the insides of Erangel buildings being too dark
  • Fixed the abnormal player shadow in FPP
  • Deleted M16A4 from the tool tip of 8x and 15x scopes
  • Fixed the issue where player's footstep sound was silenced when player moved diagonally or wore particular shoes
  • Fixed the issue of two instances of player characters existing after reconnecting


See you in-game,
The PUBG Development and Community Team

1.0 Test Build Patch Notes #3

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Players,
we are now very close to leaving Early Access and no efforts are spared in preparation for bringing you the best possible experience with PC 1.0. Before we move on to the patch notes, we wanted to briefly talk about a few important issues.

Our original idea was “this is Battle Royale and players should be able to survive in any environment”. This is why weather was made to be random together with which map is being played on. But we heard your feedback - we understand that you see the new map as an almost separate mode. So we came to the conclusion that it is best to allow our players to choose which map they want to play on. However, we have 3 team modes and 2 perspectives - TPP and FPP. Adding map selection will result in there effectively being 12 game modes in total. You also need 100 players to fully experience Battle Royale. When all these factors are combined, it could be very difficult to offer a seamless experience 24/7 to players looking for matches. In some regions with smaller player bases, many issues are already expected to occur; queueing times could be extremely lengthy, matches may not start at all, matches may start with a number of players that is much lower than 100 in off-peak times. Despite these circumstances, our development team has decided to listen to our community’s feedback. We need some time to address the anticipated problems and technical issues, so maps will not be selectable right after PC 1.0 release. However, we will do our best to add the feature and required systems as soon as we can, so you can enjoy Battle Royale in the map of your choice.

We will be adding solo FPP mode to OCE and SA servers next week. Please keep in mind that outside peak times it may be hard to find FPP matches in these regions, especially after we add the map selection feature. Off-peak times could last anywhere from 11 to 17 hours. But since this is a widely requested game mode in OCE and SA, we still decided to add it and will be monitoring the situation. If there is less than 1 session per 2 hours on average after we add the map selection feature, less popular FPP mode may be closed. We have made a similar decision regarding FPP mode in another region in the past to remove negative experience for our players. We will keep you posted on the schedule for the update.

As we’ve already mentioned a few times, server stability is one of our top priorities. We’ve seen your feedback and our data analysis confirms that some players are having to deal with issues that disrupts their game experience. Alongside other measures we will be implementing, we are now also looking into implementing ping lock to help with server lag and other stability issues. We are in the process of developing this feature and it will be tested in a single region at first. We will keep you updated on our progress.

Thank you once again for providing us with your feedback regarding the test build and reporting the bugs you encounter. Your voices are being heard. You will find that in the patch notes below a lot of the changes we’ve made are based on your feedback. Please keep it coming. It’s very useful and highly appreciated.



Lobby
  • Added Replays menu
    • Added replay function which can record up to 1km around the character
    • Please enable the replay saving in Options before you enter a match
    • When the game ends, the replay will be saved and can be played on “Lobby – Replays” menu
    • Up to 20 replays can be saved. They will be automatically deleted in the oldest order when the number exceeds 20
    • Control Guide
      • J: Time line ON / OFF (Player can move to desired time, pause)
      • P: Pause
      • ↑, ↓: Play speed change
      • B: Back to own character
      • W, A, S, D: Camera move
      • E, Q: Camera height change
      • Holding Shift, Ctrl: Camera move speed change
      • TAB: Open the player list (If you click the ID, camera moves to that player’s view)
      • V or LMB: Observing camera (You can see the view of the selected player)
      • C or RMB: Following camera (The camera follows selected player and you can control the camera angles and zoom)
      • F or SPACE: Free camera (Move to the camera view which can freely move on the map)
      • L: Open the battle list (You can check engagements with and around the currently selected player)
      • M: Map (If you LMB click the player’s icon on the map, you can move to the observing camera of the selected player. If you RMB click any empty area of the map, you can move to the free camera at that position)

Gameplay
  • Adjusted the size of Miramar’s first blue zone, considering it was relatively large
  • Win94
    • Bullet loops can now be attached to Win94
    • Added red tip for Win94 ironsights for easier aiming
    • Increased the zoom level on Win94 in ADS while holding breath
    • Increased recoil
  • Increased the drag effect on Kar98k
  • Increased slightly the drag effect and reduced base damage of M24 by about 2%
  • Decreased duration of camera shake while firing Vector (Vector should now be slightly easier to handle while shooting)
  • The size of blood particle effects has been toned down at greater distance

UI/UX
  • Added two new keybindings to enable toggle/hold action for Aiming and ADS on separate keys

Animation
  • Added a new animation for Win94. Its lever action is now about 30% faster

Items
  • Adjusted item spawn rate of Miramar to better optimize for Miramar area

Vehicles
  • Increased the fuel efficiency of Pickup
  • Adjusted the front skin of Aquarail

World
  • Removed rainy and foggy weather from Erangel (Test server only)
  • Road signs in Miramar are now breakable when hit with vehicles

Sound
  • Reduced BGM volume in lobby
  • Reduced the volume of window breaking sound effect
  • Added a sound effect for road sign breaking
  • Lowered the reverb for the character’s voice when getting hit indoors
  • Adjusted the short distance volume of Pickup and Buggy

Bug Fixes
  • Fixed the issue where trying to aim while freelooking would produce an undesired visual effect
  • Fixed the issue where the Kar98k thumbnail in inventory screen had magazine clip in view
  • Fixed the issue where in parachute or plane in FPP mode, there was a viewing angle limit applied
  • Fixed the issue where the SKS did not have gun sway
  • Fixed the issue where the motorbike and buggy would slide down when parked on a slope
  • Fixed the issue where the report button would appear at the battle result screen even when player had won the game
  • Fixed the issue where a player could climb up on a blocked off floor of a particular building in Military Base
  • Killcam
    • Fixed the issue where a character was not visible or sound came first when killcam was played
    • Fixed the issue where if a character was more than 400m away, they seemed to be shooting through a closed door even when the door was open
    • Fixed the issue where the camera would show the inside of a character’s face
  • Fixed the issue where when the inventory was full, player could not drop or replace AR quickdraw magazines


See you in-game,
The PUBG Development and Community Team

Leaderboard Changes – Addressing Stability Issues

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Players,

as we mentioned earlier today, a new leaderboard season will start with the PC 1.0 update.

We’ve heard your feedback regarding the leaderboard instability and rank update issues. After investigating these issues further, we’ve established that the sheer amount of data that needed to be processed and displayed was causing an overload on our leaderboard system. To alleviate these problems, we’ve decided to change the way rank is displayed. This is how the new leaderboard system will work:

  • Places 1 to 1000 - same as before, number based rank
  • Below 1001 - percentage based rank
  • If a player has not played enough matches or does not have a sufficient score, their rank will not be displayed.

We expect these changes to improve the leaderboard stability and rank update delay. Besides, we think that the new system makes for better readability in terms of understanding one’s relative position compared to the rest of the players.

We will of course keep improving and implementing new features for the leaderboard system in the coming months. Thank you all for your detailed feedback!

See you in-game,
The PUBG Development and Community Team

1.0 Release Patch Notes

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* Please note that when the deathcam and replay function is activated, performance can be lowered on some PCs.


Client Optimization
  • Optimized terrain data to reduce memory usage
  • Optimized texture to reduce memory usage
  • Optimized the sea by reducing wave effects
  • Reduced the lag issue when multiple players are in sight
  • Optimized character animations
  • Decrease memory usage of characters
  • Added LODs to further optimize weapon rendering for long distance
  • Optimized various world effects
  • Optimized various UI elements
  • Reduced the lag issue when terrain is loading
  • Decreased terrain loading time

Server Optimization
  • Reduced the server lag issue of players moving abnormally

Lobby
  • Redesigned the lobby background and UI
  • Added Replays menu
    • Added replay function which can record up to 1km around the character
    • Please enable the replay saving in Options before you enter a match
    • When the game ends, the replay will be saved and can be played on “Lobby – Replays” menu
    • Up to 20 replays can be saved. They will be automatically deleted in the oldest order when the number exceeds 20
    • You won’t be able to watch the replays made in the previous client version.

    • Control Guide
      • J: Time line ON / OFF (Player can move to desired time, pause)
      • P: Pause
      • ↑, ↓: Play speed change
      • B: Back to own character
      • W, A, S, D: Camera move
      • E, Q: Camera height change
      • Holding Shift, Ctrl: Camera move speed change
      • TAB: Open the player list (If you click the ID, camera moves to that player’s view)
      • V or LMB: Observing camera (You can see the view of the selected player)
      • C or RMB: Following camera (The camera follows selected player and you can control the camera angles and zoom)
      • F or SPACE: Free camera (Move to the camera view which can freely move on the map)
      • L: Open the battle list (You can check engagements with and around the currently selected player)
      • M: Map (If you LMB click the player’s icon on the map, you can move to the observing camera of the selected player. If you RMB click any empty area of the map, you can move to the free camera at that position)
  • Added a character control function. Now you can allocate a number to a currently observed character with Ctrl+0~9, and move to the previously marked character by pressing 0~9
    • This function is unavailable if the allocated character is over 1km away from own character
  • Added a position control function. Now you can allocate a number to an area of the map at current position with Ctrl+0~9 (Numpad), and move to the previously marked area by pressing 0~9 (Numpad)
    • The camera will be moved to the location below, if a number isn’t allocated

    • "0"Key : Novorepnoye / Prison
    • "1"Key : Severny / La Cobreria
    • "2"Key : Georgopol / Torre Ahumada
    • "3"Key : Rozhok / Campo Militar
    • "4"Key : Yasnaya Polyana / EL Pozo
    • "5"Key : Pochinki / San Martin
    • "6"Key : Lipovka / El Azahar
    • "7"Key : Mylta / Valle del Mar
    • "8"Key : Primorsk / Los Leones
    • "9"Key : Military Base / Puerto Paraiso
World
  • Added a new map - Miramar
    • Miramar will temporarily have a higher chance of being selected
  • Miramar supports 2 weather types:
    • Clear
    • Sunrise
  • Miramar builds on and modifies the core Battle Royale experience by providing varied visuals and gameplay:
    • Vaulting & Climbing action will be even more useful when crossing the Miramar terrain
    • Players can experience highly tactical battles that will force them to utilize their cover and concealment skills
    • Choosing the vehicle type is more important than before, as off-road driving is now different from on-road driving experience
  • Which map is played will be selected randomly when a match begins
  • Removed rainy and foggy weather from Erangel

Items
  • Added 5 new weapons:
    • Added DP-28 which is Erangel exclusive. DP-28 will be spawned in world. It has a 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage
    • Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 5.56mm 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil.
    • Added R45 which is Miramar exclusive. R45 will be spawned in world, it uses .45 ammo and 6 bullets can be loaded. Red dot sight can be attached. It has high accuracy and faster reload speed than R1895
    • Added Win94 which is Miramar exclusive. Win94 will be spawned in world. It’s a variant of a lever action rifle that uses .45 ammo and 8 bullets can be loaded. It’s for an expert player since it doesn’t take any attachments except bullet loops and is mid-range effective with slow reload speed but high damage
    • Added Sawed-Off which is Miramar exclusive. Sawed-Off will be spawned in world. It uses 12 gauge shot and 2 shells can be loaded. No attachments available. It has short range, high dispersion, lower damage than other shotguns but can fire in rapid succession
  • Added new Ghillie suit to the care package
  • R1895 will not spawn in Miramar
  • Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same

Vehicles
  • Added 3 new vehicles:
    • Added Van. Van is a six-seat vehicle and Miramar exclusive. It has low maximum speed and driving force but it has the highest HP in the game. Therefore, the Van can be useful in various tactical situations
    • Added Pickup. Pickup is a four-seat off-road vehicle and Miramar exclusive. It is designed to be well adjusted for Miramar’s bumpy terrain. Pickup is the most all-around vehicle in the game and suitable for various playstyles
    • Added Aquarail. Aquarail is a two-seat water vehicle. The player in the passenger seat can user their weapons. It has good cornering and high mobility so you can expect Aquarail to do well in guerrilla tactics.
      Motorcycle and Buggy are also available in Miramar. They have different skins compared to their Erangel cousins.

Animation
  • Added vaulting & climbing action
    • Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key)
  • Greatly reduced jacket/coat clipping issue when moving in ADS while leaning
  • Added the missing firing mode switching animations (and sounds) to UZI
  • Transitions between sprinting and running animations are now smoother
  • Leaning animations have been improved to ensure consistency between ADS/FPP and TPP
  • The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm
  • Tweaked the FPP animations and limits to reduce seeing the inside of own character
  • Moved the camera to correct position in FPP mode for drivers
  • Position of most of the guns in FPP has been changed to ensure further reduction of clipping with clothing

Gameplay
  • Ballistics overhaul
    • Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
    • Hit areas have been modified
      • Neck is now protected by the helmet
      • Damage to the chest area is increased
    • Base damage is now modified by weapon class
      • The actual damage is now taking into account following multipliers
        • Base damage stat of the weapon
        • Distance traveled by the projectile (damage decreases over distance)
        • Hit area damage multiplier
        • Weapon class multiplier
    • Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration)
    • Improved water penetration particle effects



  • Weapon balance
    • SR
      • Decreased firing rate of SKS and Mini-14
      • Increased damage of Kar98k and M24 and reduced damage of AWM.
      • Increased slightly the drag effect of M24
      • Increased the drag effect on Kar98k
    • Win94
      • Added red tip for Win94 ironsights for easier aiming
      • Increased the zoom level on Win94 in ADS while holding breath
      • Increased recoil
    • Attachment
      • Added markings for zeroing distances on 15x scope reticle texture
      • Added new 4x reticle for sniper, SMG, 5.56mm and 7.62mm weapons
      • Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
      • Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
      • Deleted M16A4 from the tool tip of 8x and 15x scopes
      • Added blur effect on the outside of scopes
    • Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles)
    • Decreased recoil for Mk14
    • Decreased duration of camera shake while firing Vector (Vector should now be slightly easier to handle while shooting)
  • Vehicles
    • Vehicle driving balance is modified
    • Vehicle driving is adjusted to be more realistic
    • Improved the vehicle and passenger animations
    • Added the ability to bandage and boost while in a vehicle (only for the passengers)
    • Unified the sizes of all UAZ models, the number of seats decreased to 4
  • Others
    • Fixed the excessive aim-punch while leaning in ADS mode
    • Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode
    • The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds The casting time and the amount of health restored are the same as before
    • Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island
    • Lowered camera position when proning in third-person
    • Increased the vertical aiming range in prone stance

Sound
  • Changed the lobby music
  • Improved vehicle engine sounds
  • Added a sound that will be played around the edge of the blue zone
  • Added three different sound effects for the red zone
    • Sounds of bombs being released
    • Sounds of bombs falling
    • Sounds of bombs exploding
  • Added sounds when character jumps into water. Sound will be different based on the speed
  • Improved the sound effect of frag grenade:
    • The sound changes depending on the distance from the explosion
    • For example, player can hear only the explosion sound from long distance but within 20m distance, player can hear the explosion sound and the sound of the debris raised by the explosion
  • Lowered the reverb for the character’s voice when getting hit indoors

UI/UX
  • Improved the backpack capacity UI in the inventory screen
  • Moved the kill log from the bottom left corner to the top right corner
  • Applied a new font for English
  • Improved designs for in-game HUD, option window, inventory, menu screen, and system message box
  • Redesigned the color of HP bar
    • Displayed in yellow when the HP is below 50%
    • Displayed in red when the HP is below 25%
    • Displayed in red and blinking when the HP is below 10%
  • Helmet, vest, bag HUD UI elements will now be on by default
  • Improved Solo/Team Play UI
    • Moved health bars of team member(s) from the top left corner to the bottom left corner
    • Changed colors and markings in the mini map, world Map, and team list UI
    • Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.)
  • Improved interaction HUD
    • If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up
  • Improved the mini map and the world map
    • Decreased the saturation of the mini map to further emphasize information of team members
    • Adjusted the colors of the world map to increase visibility of markers and other information
    • Players can check team members’ FOV direction through the world map and the mini map
    • When team members get on the same vehicle, a single indicator will appear
  • Added deathcam feature that can be found in Settings.
  • Applied a blur effect to the background of the game result screen
  • Added two new keybindings to enable toggle/hold action for Aiming and ADS on separate keys
  • Added an option to remap the replay function keys (Timeline on/off, Play/Pause, Play Speed)

Languages
  • Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional)

Celebrating PC 1.0 launch

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This is the day we’ve all been waiting for and working towards, and it’s finally here. Today we come out of Early Access and everyone can enjoy the PC 1.0 version of our game. To celebrate this event, everyone who boots up PUBG in the next few weeks will get a new free in-game Winner Winner Chicken Dinner tshirt. It will be dropped in your inventory after logging in. Do not miss this chance to get this limited edition tshirt, let your PUBG squadmates know too.




The 1.0 launch marks the end of the first chapter of our development team’s effort to bring forth the best battle royale experience for our players. But this is just the beginning. After 1.0 is out, we will continue to uphold our open development principles and keep listening to your feedback, as we have done through Alpha, Beta and Early Access stages of the process. Reaching version 1.0 for us means establishing the basic structure for the smooth Battle Royale gameplay of our game. Balancing and polishing in terms of gunplay, sound, animations and other features and systems will continue after launch.

We’ve been working hard to address some of the most important issues for our community members and have seen some improvements recently that we wanted to share with you.

We’ve implemented two waves of adjustments to deal with server stability issues since PC 1.0 test build #3 hit our test servers. We estimate that there was around 50% decrease in stability issues experiences by players. However, we understand that this is not enough. We have identified various causes for the stability issues and are expecting progressive improvements going forward.

As we announced earlier, we are considering limiting maximum ping depending on user network status in order to establish a smooth gameplay environment and enhance server stability. Before applying the measure to all regions, we will need to fully investigate its feasibility and analyze the outcome, so we will be running a limited test. After implementation, players with a high ping difference from average ping range for the region or players connecting over long distance will not be able to connect to a match. As a result, only players in a certain ping range would be able to enjoy the game together in the same server which leads to a more stable and smooth environment. We will keep you updated on our progress as we continue looking into this method and analyzing our results.

We’ve strengthened cheat prevention measures and continue to reinforce them. We’ve also implemented various automatic and manual anti-cheat measures and thanks to all these actions have seen an estimated reduction of 65.7% in the number of players trying to use cheats. We are also continuing to actively remove banned players from our leaderboards. No online multiplayer game can remove all cheaters but we will continue to direct our best efforts towards reducing the number of cheaters as much as possible and maintaining a fair play environment.

Without you none of this would be possible. You, the person reading this. You may have been with us since the first alpha test or maybe you started playing PUBG only a few days ago. You may have had over 100 chicken dinners or maybe you’re still hunting for your first one. What matters is that you’ve stuck with us through good times and rough patches alike. You’ve seen some crazy stuff in-game. You’ve had defeats, near triumphs and brilliant victories. Thank you for your feedback, your reports, your thoughtful criticism. Thank you for cheering us on. Thank you for being there for us. Thank you, and see you in the next chapter.

You can find the full PC 1.0 release patch notes Here


See you in-game,
The PUBG Development and Community Team

Gamescom Invitational Key Update

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Players, we would like to briefly talk about changes made to a current crate key to avoid any confusion.

The crate key you may know by the name of Gamescom Invitational Key has changed it's name. This doesn't meant that it is no longer available, in fact soon it will be more widely used than before. The purpose of the change is to accommodate an introduction of a new crate that will also accept the very same key. In view of the above, purchasing the keys has been suspended temporarily to to allow us to implement all the required changes. We hope for your understanding. You will be able to buy the keys again within a week's time.

We hope that you will enjoy the new cosmetic content. We will update you as soon as we have more to share.

See you in-game,
The PUBG Development and Community Team

PC 1.0 Update #1

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Players,
Today, we are going to deploy a patch and the live servers will be under maintenance for two hours.

Before we dive into the patch notes, we would like to sincerely apologize for the inconvenience caused by the intermittent lag and character position readjustment issues our players are experiencing during matches. Creating a smooth playing environment to allow our players to fully enjoy Battle Royale was one of our top priorities for PC 1.0 launch. However, a multitude of causes have triggered the in-game lag issue to become worse or happen more frequently in the last few weeks. In the process, we were not able to implement the measures to visibly address the issue more quickly.

Contrary to most expectations, there is a combination of causes that lead to the in-game lag and character position readjustment issues. The issues cannot be attributed to one or two causes and have stemmed from a combination of different factors which is why we need to continuously work on resolving and investigating the problem. We upgraded our game engine to the latest version and made changes to the game when we added new content. The problem resulted from these changes as well as several other causes.

In this patch, we have removed some inefficiencies in server infrastructure and optimized in-game servers to alleviate the problem. More specifically, we made adjustments to reduce the bottleneck during the game server launch phase and also resolved some server hitch issues.

Resolving the intermittent lag and character position readjustment issues are still one of our top priorities, and we are continuing to work on analyzing and fixing any remaining issues every day. After today’s update, we will be running some internal tests and deploying more updates to gradually mitigate the problem. We are currently examining several measures including server optimization and server logic modification to address the multitude of causes. On top of this, we will continue our efforts to further investigate remaining causes.

We will keep you updated on our progress going forward. We would like to apologize again for the inconvenience and we will continue to do our best to resolve the issues.

Please find the notes for the today’s patch below.



World
  • Changed the map selection ratio to be equal for Erangel and Miramar.

Replays
  • Adjusted replay system so that players can only view game replays from 3 minutes after death.
    • This is to prevent sharing opponent’s positions to surviving teammates immediately after death.

Bug Fixes
  • Fixed the issue where some buildings and objects were not marked on the Miramar world map.
  • Reduced occurrences of the issue where replays occasionally crashed back to the lobby screen.
    • On restarting a replay, it will continue where last viewed.
  • Fixed the issue where the beginning of the Death Cam and replay was missing.
  • Fixed the issue where players couldn’t earn BP.
    • We will update with a compensation plan soon.
  • Fixed the issue where players could die unexpectedly from fall damage.
  • Fixed the issue where bullets couldn’t penetrate particular fences from both sides.

Thank you.
The PUBG Development and Community Team

Updated User Report Process

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Players, as you know, combating cheaters is one of our highest priorities at the moment and we are doing our best to reduce their numbers down to a minimum. We use a number of automatic and manual methods to continuously detect and deter cheats and their users. The in-game report function has been helping us greatly throughout this process. All the cheat reports you submit are thoroughly reviewed before any measures are taken.

Please use the in-game Report Player tool to report suspected cheaters, teamers, teamkillers and users with improper nicknames.

To provide additional information or to report any other violations of our Rules of Conduct [www.playbattlegrounds.com], please visit the PUBG Customer Support and submit a request. To get the best results, please also submit video evidence.


Additionally, please remember that it is your responsibility to protect your Steam account. Make sure your login details are secured and use two-factor authentication.

We are dedicated to creating a safe and fair environment for you to enjoy playing our game. Thank you for your continued support, your reports and feedback!

PC 1.0 Update #2

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Players, as we have said on numerous occasions, we are committed to creating a fair play environment in PUBG and are always looking for ways to decrease the amount of active cheats and their users. As part of our latest efforts in this direction, we are adding a new way to report suspected cheaters in-game. Starting with the current test build (once the testing is complete, this feature will be moved to the live servers as well), you will be able to report players directly from the replay feature of our game. This means that you no longer need to be killed by a suspected cheater for you to be able to use the in-game reporting tool. We encourage you to use the replay report tool as it is an effective and efficient way of making us aware of the players who are undermining your enjoyment of the game. Please refer to the patch notes below for a more detailed explanation of how to use the new in-game report feature.

We have continued to stabilize the game performance since the 1.0 release. We will be tweaking a few things to improve the performance of the game without comprising any gameplay elements. For example, in this test build, we have reduced the visible distance while in the air - this will improve the performance of the server and client in the beginning of the match. We plan to make small changes to the starting islands too in order to achieve similar goals.

We will also be testing the new crate system with two new crates. We know some of you have been looking forward to this. One crate will be free to open and the other one will require a key. Every test server user will be granted 100 000 BP and 6 Early Bird keys (the new unified PUBG crate key that can open Desperado and Gamescom crates), so that they can test the new crates and the items within. Each time you spend BP to get a crate, you will get one of the 4 available crates. There will be a much higher chance of getting one of the two new ones. You can see the exact percentage values below. The BP value, the new items and the keys won’t be transferred to live accounts. They are granted purely for the purpose of testing, to make sure that everything stays stable once the test build is moved to the live servers. As always, all our crate items are purely cosmetic in nature and provide no gameplay advantage.

Please read the detailed patch notes below to learn about these and other changes and fixes included in the current test build and please keep providing your valuable feedback on our forums: https://forums.playbattlegrounds.com/forum/40-test-server/

Once the test build is found to be stable enough, the current patch will be moved to the live servers. Live server update schedule will be announced later on.



World
  • Added more objects around La Bendita on Miramar to increase the amount of cover

Gameplay
  • Reduced the visible distance when parachuting down in order to optimize the server and client performance at the early phases of the game

Item
  • Changed the design of the energy drink

UI/UX
  • Adjusted the squad team colors (players 1~4) to better reflect their callout names (yellow, orange, blue, green)
    • Adjusted squad team colors to make them more consistent between different colorblind options
  • Added a function where a player can select more detailed criteria for the “Cheating” category in the in-game report tool
    • You can choose multiple items or you can just report without selecting any of them

Replays
  • While player’s nameplate is on (H key), now you can check the current weapon of that player by pressing G key
  • Added report button in replay
    • Report button pops up when pressing RMB on the player list (TAB key)
    • While observing / following mode, report button appears on the timeline (J key)
  • Added a care package icon changing effect according to the status
    • The icon will be different when the care package is falling and looted by other players
  • Adjusted replay system so that now a player can watch the replay without extra delay in the following cases
    • Solo mode
    • When the player won the match
    • When all teammates are eliminated

Bug Fixes
  • Fixed the issue where when a player lands from the plane the position of character teleports intermittently
  • Fixed the issue where character animation is frozen when rejoining after a crash
  • Fixed the issue where the red zone disappears instantly after it formed
  • Fixed the issue where some vehicles spawned on Miramar are stuck to an object and unable to move
  • Fixed the issue where a player sometimes couldn’t pass through a door even though it was open
  • Fixed the issue where mouse cursor would disappear on a replay map
  • Fixed the issue where when replay and death cam were played, the crosshair was bouncing
  • Fixed the issue where the falling speed meter text was showing abnormally in Portuguese
  • Fixed the parachute movement speed issue



New Contents
  • Added two new crates (free / paid)
    • You can open the paid crate box with the Early Bird key which is purchasable in Steam market
  • The below chart shows the crate box drop rate
    • The new free/paid crate box has a 40% drop rate and the previous crate boxes(Wanderer and Survivor) have a 10% drop rate

    • DESPERADO (new paid crate box) : 40%
    • BIKER (new free crate box) : 40%
    • Wanderer : 10%
    • Survivor : 10%

  • The below chart shows the individual drop rate per item that can be earned through the new free/paid crate boxes. (displayed down to two decimal places)

  • DESPERADO items
    • Sleeveless Turtleneck Top (Gray) : 8.00%
    • Leather Boots (Black) : 8.00%
    • Punk Knuckle Gloves (Black) : 7.50%
    • Baggy Pants (Black) : 7.50%
    • Striped Tank-top : 7.50%
    • Wide Pants (Red) : 7.50%
    • Punk Knuckle Gloves (Red) : 7.00%
    • Sleeveless Turtleneck (Black) : 7.00%
    • Baggy Pants (Brown) : 5.00%
    • Long Leather Boots (Brown) : 5.00%
    • Striped Shirt (Gray) : 5.00%
    • Beanie (Brown) : 5.00%
    • Horn-rimmed Glasses (Black) : 4.50%
    • Training Pants (Light Blue) : 4.50%
    • Leather Boots (Brown) : 4.50%
    • Horn-rimmed Glasses (Brown) : 2.50%
    • Aviator Sunglasses : 1.30%
    • Checkered Jacket : 1.30%
    • Long-sleeved Leather Shirt : 0.60%
    • Leather Hoodie (Black) : 0.32%
    • Leather Hoodie (White) : 0.32%
    • Cloth Mask (Leopard) : 0.16%

  • BIKER items
    • Long-sleeved T-shirt (Red) : 15.00%
    • School Shoes (Brown) : 15.00%
    • Raglan shirt : 10.00%
    • T-shirt (Pink striped) : 10.00%
    • Polka Dot T-shirt : 10.00%
    • Dirty Long-sleeved T-shirt : 10.00%
    • School Shoes (Black) : 5.00%
    • Skinny Jeans (Khaki) : 5.00%
    • Gas Mask (Half) : 4.50%
    • Beanie (Gray) : 4.50%
    • Sleeveless Turtleneck (Red) : 4.50%
    • Skinny Jeans (Pink) : 2.50%
    • Patrol Cap (Brown) : 1.20%
    • Sleeveless Turtleneck (Gray Striped) : 1.20%
    • Patrol Cap (Gray) : 0.40%
    • Biker Pants (Black) : 0.40%
    • Floral Shirt (White) : 0.26%
    • Sneakers (Black) : 0.26%
    • Padded Jacket (Purple) : 0.06%
    • Princess Power Tank-top : 0.06%
    • Floral Shirt (Black) : 0.05%
    • Biker Pants (Gray) : 0.05%
    • Aviator Goggles : 0.03%
    • Sleeveless Biker Jacket (Brown) : 0.01%
    • Sleeveless Biker Jacket (Black) : 0.01%
    • Cloth Mask (Checkered) : 0.01%
  • For more information about the crate system, please see the FAQ [forums.playbattlegrounds.com]

Thank you.
The PUBG Development and Community Team
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