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PC 1.0 Update #2 Follow Up: BP Compensation

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The scheduled maintenance for the PC 1.0 Update #2 has been completed.

We would first like to offer our most sincere apologies to our users who could not fully enjoy the game because BP was not given out properly, an issue which had occurred after the PC 1.0 launch, up until the Dec 27th (Wed) scheduled maintenance.

We are compensating you for this loss. BP is given out to users all around the world, so it might not be received right away after clicking on the popup informing you about your BP compensation. Please be patient, you will get your compensation.

Restored BPs can be earned until Feb 9 11:59PM UTC so make sure to log in and claim them.

In addition, the Early Bird key for opening Desperado and Gamescom crates is now back on sale after the maintenance.

We are thankful for everyone who waited with patience for the maintenance to be over.
Please remember to update PUBG on Steam before launching the game.

- For the changes introduced by this update, please check the patch notes in PC 1.0 Update #2

We would like to thank everyone for their understanding and support for PUBG and we will continue to try our best to make our game more fun and engaging for you.

* You won’t receive any BP if you click Confirm on the BP reward screen after the BP reward period is over.

Thank you.

Testing Blue Zone Balance Adjustment & More

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PC players,

After PC 1.0 launch, our highest priority has been ensuring a fair and competitive environment by combating cheats and decreasing the amount of their users as well as address any optimization and stability issues to create a more enjoyable environment.

We recently discovered a new pattern of cheats in action. This week, we performed a thorough gameplay data review of 10 million players and completed analysis of tens of millions of data logs. Through this exercise, we were able to identify over 100,000 instances of the new pattern related to use of cheat and now we have confirmed that it was clearly an attempt of compromising our game. These players will be permanently banned in a single wave. This is an example of additional measures we will be taking on top of the basic detection systems in place. We will continue to check the data logs like this even if it means the anti-cheat team has to filter through hundreds of billions of data logs manually. In addition, we are looking into adopting a new solution to detect and ban more cheaters and we have been continuously strengthening our security systems. We have also liaised with investigative authorities in some countries to take legal actions against developers and distributors of cheats. We are determined to take strong measures against them going forward.

We have identified an issue in our deathcam, replay and observing systems which is related to showing other players as if they are using cheats. When you watch the gameplay video of another player in the systems, it looks like there is no recoil even for a player who is not using a cheat. Please note that it is caused by a bug in the systems. We apologize for the inconvenience this has caused in reporting cheaters and the confusion the bug has created for many of you. We are going to fix this bug as soon as possible.

In addition to the high-priority issues, our development team has plans to enhance the combat experience in a match. The first plan is about rebalancing the blue zone. Over the course of the Early Access period, we received a lot of feedback from you that the pacing and distribution of combat encounters in a match could be more even and less chaotic. We performed a series of internal tests to find ways to address this issue. However, we were not able to take any action until now as other fundamental systems had to be developed and fixed first. Please note that we are still experimenting with the mechanics and we would like to hear your feedback. The changes you will see on the test servers are as follows:

Blue zone balance adjustment
  • Slightly decreased the waiting time of the blue zones in mid-to-late phase of a match
  • Slightly decreased the shrinking speed of the blue zones in mid-to-late phase (In this phase, blue zones will now move at a slower speed and the travel time of blue zones has slightly increased due to this change)
  • Slightly increased the damage per second of the last blue zone

These changes will be tested for several days. We will be testing this further after making changes to the above based on your feedback and play data. Please let us know your feedback on the adjusted blue zone mechanic compared with the current one on the live servers.

We are planning to provide an update on other areas we have been working on. We will share the update as soon as possible.


Thank you.
The PUBG Development and Community Team

PC 1.0 Update #3

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Players, as you know, we're always working towards optimizing our gameplay environment.

We are planning to enhance the performance by adjusting some aspects of the game without impacting the gameplay in any conceivably negative way.

Through the last patch, we were able to improve server and client performance by adjusting the visible distance while the character is in the air. In the current patch we are spreading out the pre-match starting locations. Previously, all the players would spawn together at the same location awaiting the start of the match. Lots of interaction among multiple players in such a small area had a high impact on the servers. To solve this, we have introduced multiple areas where players gather before the match start. As a result, the performance, both server and client-side, has improved.

Additional modifications are also on the way related to the airplane performance improvement. More details will be shared soon.

We will also be testing a new security (anti-cheat) measure that is still under development but we want to start gathering some data regarding it's stability and compatibility. Some PCs may experience compatibility issues during this test, which may cause crashes when starting the game. If this happens to you, please take a screenshot of the error screen and post it here [forums.playbattlegrounds.com]

When the changes on the test servers are evaluated to be stable, they will be applied to the live servers. The time for the live server update will be announced later.

Gameplay
  • Introduced multiple pre-match starting areas on both maps in order to optimize the server and game client performance
    • Removed weapons on starting island before the match start
Language
  • Applied new Russian, Japanese and Chinese (simplified/traditional) fonts
Bug fixes
  • Fixed the issue where players were able to slide-jump from prone


Thank you.
The PUBG Development and Community Team

PC 1.0 Update #4

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Players, as with the last patch, a new type of anti-cheat solution, which is still under development, is to be applied on the test servers. We are in a test phase with this solution, and its stability and compatibility need to be verified. We would like to collect data about potential compatibility issues, analyze it and solve any issues that may emerge.

If you experience a crash, please take a screenshot that shows the error and report it here.[forums.playbattlegrounds.com] If the current test build is consistently crashing for you, we recommend that you play on the live servers instead. Thank you for your understanding.

Please find the patch notes below:

World
  • Miramar improvements
    • Added more buildings and cover across the map to improve the engagement experience
    • Added more off-road routes for easier vehicle navigation
    • Upgraded the item spawn level of certain areas for loot balancing (some areas will spawn better loot)
Replay
  • The replay system has now been updated to a newer version and past replay files cannot be played anymore
Bug fixes
  • Fixed the issue where heal and boost items could be used underwater
  • Fixed the issue where characters would get stuck in certain areas on Miramar
  • Fixed the issue where wall textures on some Miramar buildings were not displaying correctly
  • Fixed the issue where certain buildings near by Hacienda del Patron were not displaying correctly

Thank you.
The PUBG Development and Community Team

Anti-Cheat Update

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Players,
We would like to update you regarding our anti-cheat measures.

As stated in our Rules of Conduct, "Play Fair and Respect Other Players" is a principle around which our game is built. To get the full Battle Royale experience, all 100 players must play fair. This is why we have been following the above principle of fair play and respect for others since the first pre-alpha test in July 2016.

As you drop out of the airplane and the intense journey to become the last survivor begins, the last thing a player wants to see is a cheater. We deeply sympathize with the inconvenience that our players are experiencing due to cheat programs and we are doing our best to fight those who create, distribute and use cheats. Our top goal is to create an environment that facilitates smooth and unhindered enjoyment of all the aspects of PUBG.

To this end, we have established a dedicated team to focus on combating cheat programs and since our launch on early access we have been committed to detecting and preventing such programs. As part of that effort, we have developed a new anti-cheat solution internally. We will be introducing an early version of the solution on our live servers next week (this is the solution that is currently being tested on our test servers). This solution will complement the systems that have been developed and implemented already. Its main focus for now is blocking unauthorized programs but it will be further developed to broaden the scope of its abilities.

This feature will also block different helper programs that alter the graphics or aid in gameplay in some way. What these programs have in common is that they all hook into our game and transform game files. Programs that are not used to gain an unfair advantage can also be blocked if they behave like cheats.

Some programs that do not affect gameplay may be blocked temporarily as we hone the new anti-cheat features. We are checking the programs that are being blocked on the test servers and will allow the use of harmless programs as quickly as possible.

In addition, here are some other measures we have taken to effectively block and prevent cheat programs.

<In-game Report Function>
We are gradually upgrading our in-game reporting features to effectively review your reports and accurately verify cheat activities. An internal system is being built as well to allow us to investigate reported content faster and more accurately. If you encounter a player you suspect of cheating, please use the report function. Please do bear in mind that when watching a replay, sometimes the replay footage and the actual gameplay may differ due to some bugs or network issues.

<File Modification>
If you tamper with the game files, your game access may be blocked, especially if you delete, modify or manipulate in any way the files affecting any of the game systems and mechanics.

<Account Sharing>
We have an announcement for those of you using family sharing on Steam. We had allowed this feature so that the account holders who own PUBG can use their character with other Steam accounts if they wanted to. However, we have decided to deactivate this feature because we have identified a number of vulnerabilities that are being exploited. Please understand that we are introducing this measure to fight abuse and ensure a fair environment.

We would like to sincerely thank all players who have always played fair, respected other players, and enjoyed PUBG as part of a healthy community. We will do our utmost to minimize the exposure of players who play fair to those who don’t. We ask for your understanding and active feedback so that we can create an enjoyable environment for PUBG together.

The internally developed anti-cheat solution is planned to be upgraded steadily after the first implementation next week. As mentioned earlier, the eradication of cheat programs will not end with a few attempts and actions. In addition to the systems currently in development and already implemented, we are looking into a more effective system, and we will actively introduce any solutions that were confirmed to be reliable and accurate. We will continue taking firm measures against the developers, distributors and users of cheats. We promise you that we will do our best every day in our battle for a fair game environment.

Thank you.
Dohyung Lee, Head of Service Management & Anti-Cheat

PC 1.0 Update #5

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Players,

In order to foster a healthy and fair game environment, we have applied a new update to the test servers, as part of our preventive measures against cheat programs.

When the changes on the test servers are evaluated to be stable, they will be applied to the live servers. The live server update is scheduled to take place on Feb 7 6PM PST / Feb 8 3AM CET / Feb 8 11AM KST and the maintenance is expected to last for 3 hours.

Anti-Cheat
  • New anti-cheat measure has been added

Red Zone Sound
  • Fixed the issue where the sound of explosions would become too loud when played simultaneously
  • Balanced the number of simultaneous explosion sounds, in order to optimize game performance
  • Fixed the issue where the explosion sound wouldn't play following the falling sound of a bomb

We look forward to reading your feedback.

Thank you,
The PUBG Development & Community Team

PC 1.0 Update #6

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(22nd Feb. Update - Team inviting function adjustment)
(21st Feb. Update - Added new crates)

Hello players,

In December 2017, we announced that we were considering introducing a maximum ping limit to improve the game environment for our players. This update has been delayed as the team’s resources were focused on cheat blocking and prevention. PUBG is now introducing an experimental method that we hope will get even better results than the one we were considering before.

Unlike the method considered earlier, we are going to divide the matching pool depending on ping. This means that the users with lower pings will be prioritized during matchmaking. The team is expecting to improve the overall play experience by splitting the matching pool rather than restricting connection depending on ping. Preparations are underway to test this method in some regions, with first trials planned to start this week. Specific dates will be shared when ready.

Early this year, development of some of the major features and systems was delayed as our focus shifted towards tightening our anti-cheat effort. Also, due to other reasons, we have not been able to show you the team’s development roadmap for 2018. We would like to ask for our players’ generous understanding that despite the team’s eagerness to share what we have been planning and working on, the timing had to be changed. We do have a lot of exciting things that we want to share with you, including new content to provide more extensive battle royale experiences as well as improvements and modifications to create a deeper and more realistic gameplay. In March, the team will reveal what you can expect from us in the first half of 2018 in terms of our development and new content plans which, by the way, include a new map.

The current test server patch is mostly aimed at further optimizing the gameplay and fixing several significant bugs. More optimizations and fixes are being worked on and will be shared with you when they are ready. Please refer to the patch notes below for details and leave any feedback you may have on our forum[forums.playbattlegrounds.com]

After the updates made to the test build are proven to be stable, they will be applied to the live servers as well. We will announce the timeline for the live server update soon.

Your enjoyment of PUBG remains our number one priority. We will continue to put our best effort to improve and maintain the fair play environment, optimize the game and provide you with new content.


(Updated Patch Notes)

Lobby
  • Added a “friends only” invite preference option on the friends list
    • You can choose to receive all / friends only / block all via drop down menu
  • You can invite a player directly from their career screen
    • Invite button won’t show if the player is offline or unable to be invited


New Crates
  • Added two new crates (free / paid)
  • Changed the crate system
    • New paid crate (FEVER) can be obtained separately from the "weekly crates" screen
  • You can open the paid crate box with the Early Bird key which is purchasable in the Steam market

  • New free crate (MILITIA) has a 40% drop rate. Drop rates for previous crates are shown below
    • SURVIVOR: 10%
    • WANDERER: 10%
    • BIKER: 20%
    • DESPERADO: 20%
    • MILITIA (New): 40%

  • The below chart shows the individual drop rate per item that can be earned through the new free/paid crate boxes

    • FEVER items
      • Zest Turtleneck (White): 15%
      • School Shoes (Beige): 15%
      • Mesh Polo Shirt: 10%
      • Combat Gloves (Khaki): 10%
      • Checkered Shirt (Coral): 10%
      • Hi-top Canvas Sneakers (Pink): 10%
      • Retro Polo Shirt: 5%
      • Combat Pants (Coral): 5%
      • Zest Sunglasses: 4.5%
      • Zest Loafers with Socks: 4.5%
      • Denim Bootcut Pants: 4.5%
      • Zest Bootcut Pants: 2.5%
      • Zest Silk Scarf: 1.3%
      • Floral Retro Jacket: 1.3%
      • Zest Retro Jacket: 0.6%
      • Zest Denim Jacket: 0.32%
      • Cropped Corset: 0.32%
      • Zest Checkered Skirt: 0.16%

    • MILITIA items
      • Tank Top (Gray): 20%
      • Raglan T-shirt (Red/White): 20%
      • Polo Shirt (Pink): 20%
      • Vintage Polo Shirt: 20%
      • Military Shirt (Gray): 6.5%
      • Military Trousers (Black): 6.5%
      • Long Sleeved Turtleneck (Black): 3%
      • Utility Belt (Brown): 1.4%
      • Camo Tank Top (Red): 1.4%
      • Military Boots (Black): 0.4%
      • Battle Belt: 0.28%
      • Vintage Gas Mask: 0.28%
      • Leather Bootcut Pants: 0.08%
      • Military Jacket (Black): 0.05%
      • Military Cap (Black): 0.05%
      • Cowboy Hat (Brown): 0.028%
      • Faux Leather Jacket: 0.0128%
      • Cowboy Hat (White): 0.0128%
      • Military Skirt (Black): 0.0064%
World
  • Replaced some fences in Miramar to unbreakable fences or walls in order to optimize the client.
Gameplay
  • When the player is riding in the airplane, they will no longer be able to see the inside of the airplane. This is to improve the early game client and server performance
    • Other players will be visible once they jump out of the airplane
    • When riding the airplane, you can check the number of remaining passengers via the new UI element at the bottom left of the screen
Replays
  • When reporting someone through the replay system, we now receive a 1 minute replay file centered on the point of your report
    • It is impossible to report through a replay file which has been created longer than a week ago
    • It is impossible to report the same player multiple times in the same replay file
Bug Fixes
  • Fixed the issue where the player would die from falling when vaulting and climbing
  • Fixed the issue where after reconnecting to the game, the player would get a glitched view when using ADS on their weapon
  • Fixed the issue where the player didn’t receive any damage after entering a vehicle from a prone position and then exiting while the vehicle was moving
  • Fixed the issue where after entering the vehicle (passenger seat) from prone position and using heal/boost items, the player was shown using the items in prone position instead of sitting down
Misc.
  • Made changes to prevent the reduced heal/boost time cheat

Thank you,
The PUBG Development & Community Team

Spring Crate Is Here!

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Spring is almost here!

Two new crates will be released on Feb 22 to celebrate the beginning of the new season!

Check out the retro look of the items from FEVER crate inspired by the fashion of the 70s and 80s and MILITIA crate with the Erangel resistance force outfit and Miramar frontiersman outfit.

FEVER crate with the strong feeling of spring can be purchased with BP and unlocked with Early Bird keys. MILITIA crate, which will allow you to show off your combat outfit, is dropped randomly among the four existing crates, and it is free. Don’t miss out on this opportunity to get new outfits!

As with the Gamescom Invitational Crate, you can get the whole set along with a single item when opening the FEVER crate if you are lucky.

You can check out these new items on the test server one day prior to the official release on Feb 22!

* Keys and BPs will be given out for testing the new crates and items. However, test server inventory will not be carried over to the live servers.
* Please refer to the Patch notes for the probability of getting a random crate and each item.

PUBG Roadmap 2018

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Players,

Today, I finally get to talk to you about our vision and roadmap for 2018. We have come a long way over the past 2 years and have learned so much. We’ve done a lot of planning over the last two months, and today we reveal how we want PUBG to evolve in 2018. We’ve worked hard over the past 2 years to build a good foundation for the most realistic Battle Royale experience out there. This year we plan to build on that foundation and really start to polish our features, squash the remaining bugs and expand the game even further.

When we came out of Steam Early Access, we told you that it was just the beginning of our journey. This year we’re committing to a major content delivery cycle every two months, the first of which is planned for this month. Each of these major updates will bring changes to specific systems and/or introduce new content. Smaller updates between the major ones will also continue throughout the year.

This year we want to involve our players in the ongoing development of PUBG even more than before. To aid with this we plan to open an Experimental Test Server so we can get your valuable feedback on our feature/content development cycle sooner and for you to have a real impact on how our game changes and develops going forward.

It is also our aim to continually upgrade the game’s aesthetic side, and today we want to share some before/after images showing work the art team has been doing to improve the way houses are rendered in the game.





Now onto the Roadmap proper. Please keep in mind that everything below is subject to change, and is still very much a work in progress. With that in mind, let’s get into the specifics!


New Content and Gameplay

Next month we will be deploying a new, 4x4km island map on our Experimental Test Server for you to try out. It’s a much smaller map and should give you all a much more intense and faster paced Battle Royale experience. It will offer a higher player density and shorter matches and we want to get it into your hands early this time around so we can use your input to make it a great experience for everyone.






We’re also ready to begin testing our Emote System. You will be able to check it out on our Test Servers very soon. We’re looking forward to receiving your feedback on this new system and we will continue to expand on the range of emotes available throughout the year. For now, here is a brief preview of some of the work we have been doing on this system.



<Click HERE[i.imgur.com] to see GIF image>


<Click HERE[i.imgur.com] to see GIF image>



I’ve been working with our amazing game design team to plan some new and interesting Game Modes for PUBG. We’re still early days when it comes to hammering out all the kinks and details, so I’m unfortunately not yet at a place where I can share specifics.

We plan to add new vehicles in the first half of the year and want to continue expanding our weapon set and also add new weapon attachments this year. Here is a peek at one of the new weapons coming soon.





Another new map that we’re working on is planned to be 8x8km in size. As with the smaller map coming to the Experimental Test Servers, we want to get this into your hands early in its development, so you can help us make the gameplay great on this new map.

We’re ready to begin testing Achievements, in-game friends list and squad voice chat in the main menu! We also want to further allow you to customize your character, and both parachute and weapon skins will be added in the future to help with this.

We will also be testing limb and vehicle bullet penetration on the test servers later. This will add new depth to our ballistic system, and increase the realism of gameplay. We, of course, will listen closely to your feedback on these new systems, and if you have concerns, please head over to our forums and leave your feedback there.

In 2018, we will be looking at overhauling our entire TPP and FPP animation systems to make them smoother and more reactive to the environment. This will include animations for getting inside vehicles and changing seats while in the vehicle. We also want to improve how the character moves to allow our 3D replay to deliver some truly great content.

Also on our roadmap is an overhaul for the parachuting system, to make it more responsive and polish the overall look of the animations. We are also working to improve our armed and unarmed melee combat systems.





Stability, Optimization, Security

We have not forgotten about our core responsibility to our players - to provide a stable, smooth and secure environment for enjoying a great Battle Royale experience. We are continuing our daily work to combat cheaters, improve server stability and further optimize our servers and clients. It is impossible to solve these problems once and for all, but our goal is to continuously improve in this regard.

Due to the sensitive nature of this subject and to maximize the impact we can have, I won’t be able to go into specific plans. However, we’re planning to keep you more up-to-date about our efforts as we have major victories to share.


Sound

In the first half of 2018, we intend to increase the detail of vehicle sounds, which means introducing suspension sounds and more skidding sounds. We also want to work with surfaces that would reflect different weather conditions and add rain sounds to vehicle surfaces. Also in the first half of the year, we’re looking at making the gun sounds more distinctly different depending on POV.

In the second half of the year, we plan to change the sound that the player produces while moving so that it corresponds to the equipment they are carrying. We also plan to introduce different breathing sounds when the player is, for example, running, aiming down sight or holding breath.





Esports

Seriously, we are not there yet, but we will be. Thanks to the amazing feedback coming from the player community and professional scene we believe we’re moving in the right direction. We truly want to build a great foundation for Battle Royale esports, and while we have seen some great events already using our game, we have much work to do, especially with the observing side of things.

We believe our 3D replay system is the key to allowing orgs to provide much better coverage of a match. This year we want to further improve the live spectator tool, but also integrate a replay system for spectators to use during live matches. Our data analytics team has been pouring over ranking and player performance data for the past 3 months, and they are now working on improving MMR and the overall ranking system.

We have great teams working on these systems, and along with our new Play Data API toolset, we think 2018 will be a great year for us to further strengthen our esport foundation.


Custom Games

The Custom Game System will itself be further expanded to allow more fine grain control and quality of life features like saving presets. We’re also planning to distribute access to a wider audience of players so that there are more custom games available to join at any given time.

We can’t thank you enough for your patience thus far and we will soon share more details with you regarding our successes and future challenges in this regard.


Community Developer Support




This year we will be introducing the PUBG Developer Portal. Our Developer Portal will introduce the PUBG Developer API, a development blog, and technical notes regarding game updates. The API Service will support developers in the community by providing player and match data around gameplay performance. It will also provide match-level, season-level, and lifetime-level data for developers to create compelling resources for players.

Another interesting and useful application of our API will allow esports groups and other third parties to create custom games within PUBG. This will enable esports groups to effectively manage games while minimizing ongoing technical work on the part of PUBG Corp.

So that’s it for the 2018 PUBG Roadmap. Please keep in mind that this list of new features and systems is not exhaustive as far as 2018 is concerned. There are other things we plan to introduce that we were not yet ready talk about, so stay tuned!


<Click HERE[i.imgur.com] to see GIF image>


As always, thank you for your tremendous support over the past year!

See you in-game,

PLAYERUNKNOWN

March Update (PC 1.0 Update #7)

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Players,

With this patch, we are bringing various optimizations to our server and client. We have mitigated lag and stutter instances and alleviated frame drop and lag occurrences happening when players are pushed together, starting from the second half of a match, or in dynamic situations, like intense firefights. This has allowed for a smoother environment to play in, than before.

As you are all aware, we were also going to introduce and test our new limb and vehicle penetration system this month. Unfortunately, there’s been an alteration in our plans, but we will be sure to give an update on this at a later time.

In regards to today’s test server patch, you can read the patch notes below for further details. Please leave any relevant feedback in our Test Server feedback section on our forum.[forums.playbattlegrounds.com]

Once we see that the current test build is in a stable state, we plan to move it to the live server later next week. We will inform you on the live server update schedule later on.

Client optimization
  • Improved real-time response by reducing input lag
  • Mitigated the frame drop issue caused by the map loading process
  • Reduced burden on GPU by optimizing buildings in Erangel
  • Optimized the beginning and the end of effects
  • Optimized vehicle physics when driving under a certain speed
Server optimization
  • Optimized server network performance
  • Optimized vehicle physics when driving under a certain speed
Lobby
  • Added PUBG friends list
    • Up to 50 people can be added as PUBG friends
    • Players with PUBG accounts can search and add friends freely regardless of the platform they are using (including Steam, Mail.ru and DMM)
      • Friend list is a one-way follower concept, not a mutual acceptance between players
      • PUBG friends list is independent of the Steam friends list. You don't have to be friends on Steam to be friends in PUBG
    • Up to 30 players you were recently in a team with will be shown on RECENT
  • Added main menu voice chat
    • You can chat with the players in your team while still in the main menu
    • When using the voice chat, a speaker icon will be displayed on the right of the player's name
World
  • Made holes in the ceiling and floor of some high buildings, so that it is easier to move between different levels, to improve the gameplay experience on Miramar
Game play
  • Added 37 achievements on Steam
  • Added emote system
    • 12 default emotes will be provided now, and more emotes will be added in the future
    • While holding the emote menu key (default is ~), emote can be activated by left-clicking the emote or hot key of emote you want to use
  • Fixed the blue blood effect being more visible than the red blood effect when player gets shot
  • Added material for crops, rubber, cloth, paper and cactus
    • When shooting or attacking with a melee weapon, the right effect for each material will be displayed
  • Changed the gun scope view to be more realistic
    • Expanded the field of view through the scope
    • Added a parallax effect when moving weapons fast
    • Added color, vignetting (darker edges), chromatic aberration (color difference caused by light refraction) and distortion effect on the edge of scopes
UX/UI
  • Redesigned the 9 vehicle status icons to work better with 4K resolution
  • Replaced the red cross icon with a red tire icon for a broken tire
Sound
  • Added a hit sound effect for crops, rubber, cloth, paper and cactus material
Bug Fixes
  • Fixed a square-shaped border on the sea that could be seen when flying in the airplane
  • Fixed an issue where a player could die instantly when vaulting and climbing
  • Improved problems where characters would get stuck or die during vaulting, and be able to look through walls.
  • Fixed some incorrect UI and in-game text
  • Improved problematic character animation where the character would move abnormally if multiple actions were performed in sequence
  • Fixed abnormal appearance of some clothes, such as costumes overlapping or missing
  • Adjusted the locations of items that would spawn in places that players cannot reach
  • Fixed an issue where the mouse sensitivity option could not be set to 59
  • Fixed an issue that allowed a character to crawl quickly through a certain combination of controls
  • Fixed the issue of overlapping footstep sounds in FPP mode
  • Improved an issue where three-wheeled motorbikes would suddenly flip whenever the server performance deteriorated
  • Fixed an issue where a player would have a slower falling speed when switching seats on a three-wheeled motorcycle mid-air
  • Fixed an issue where underwater bullet penetration effect was not being applied sometimes
  • Fixed an issue where a player was unable to cancel fueling up a vehicle, even though cancel was clicked
  • Fixed an issue where throwables that had already exploded mid-air would still make a popping sounds on the ground
  • Fixed an issue where sometimes a downed player was able to drive a vehicle
  • Fixed an issue where after reconnecting a vehicle was intermittently invisible or the character and camera were misaligned
  • Fixed an issue where the character of a player with a new account would not show up in the main menu when forming a team
  • Fixed an issue where the shadow of a character was too sharp regardless of the distance
  • Fixed an issue where when jumping out of the airplane, the character fell to a fixed position, no matter the flying direction
  • Fixed an issue where when player tried to ADS with scope attached weapon, some of the scope exterior parts were shown late
  • Fixed an issue where the adjusted zoom level in 8x scope reset after swapping to your other weapon(s)
  • Fixed an issue where the item quantity adjustment popup window displays automatically when picking up/discarding items from the Inventory screen
  • Fixed an issue where sometimes the lung capacity gauge was not in sync between being in the water and out of water

Thank you,
The PUBG Development & Community Team

Service Interruptions & Problems This Week

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Hello players!

We know the last week has been rough. We had problems over the weekend, and our login servers were down today. We’re trying to move faster to solve important problems that negatively impact your experience, but sometimes when you move fast, you break things. This is not an excuse, but rather an attempt to explain why there has been some turbulence over the last week. But we have also seen some great results.

In our recent update, PUBG has added a feature that splits the matching pool based on players' ping and players with similar pings end up playing in the same match instance. The results of this addition were positive. Some servers saw more than 30% decrease in network problems, as compared to the pre-update figures, allowing for a more stable and enjoyable network environment. However, this doesn't mean that our work is done. Our team is continuing their efforts to implement further improvements.

Despite the ping-based matchmaking, we have seen that some regions are still experiencing a gameplay environment that isn't as enjoyable as it could be. We are looking into various measures that we could use to alleviate the issues players are experiencing in these regions. We’ll let you know when we have more results to share.

Please know that when we break things, it’s not because we don’t care. It’s because we care enough to move fast, and take risks that are intended to improve your experience. Thank you so much for the patience and understanding that you give us, especially when we break things.

Thank you.
The PUBG Development & Community Team

Event mode is here!

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(23rd Mar. Update - Live server event mode schedule is updated)


Event Mode Schedules (live server)
  • PDT: March 23rd 07:00PM - March 25th 07:00PM
  • CET: March 24th 03:00AM - March 26th 03:00AM
  • KST: March 24th 11:00AM - March 26th 11:00AM
※ Please note these schedules can change at any time and we will provide relevant notice once we make any changes.


Players,

We are very excited to announce a new system coming to PUBG – the Event Mode. You can think of the Event Mode as a periodically changing preset Custom Game where we will be trying new things and experimenting with different game parameters.

Using the Event Mode, players will be able have Battle Royale experiences otherwise not available in the public matches. But it’s designed to be much more than just a preset Custom Game, as Event Mode will feature new content, much of it available in the game only for a limited time.


The first iteration of the Event Mode will be a very simple one, as the system was only recently put together and we need to test the basics first.

This week you will be able to play with up to 8 players in a team and the rifle drop rate will be doubled. We know it’s not a huge change from the public matches but as mentioned above, this is just to get things rolling. The future of the Event Mode holds exciting things!


Please keep in mind that the first iteration will only feature TPP on Erangel to ensure effective matchmaking. Anyone who owns a copy of PUBG can enjoy the Event Mode. To play in the Event Mode, please use the relevant UI in the bottom left of the main menu




The Event Mode will be unranked but you will receive BP at the end of each match.

Lastly, we would like to reveal one of the features that will be included in our next iteration.




Once we see that the current test build is in a stable state, we plan to move it to the live server soon. We will inform you on the detailed schedule later on.

We hope you enjoy this new system!

Thank you

PC 1.0 Update #8

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Players,

We are always working towards improving the gameplay environment. This includes providing stable network experience for our players. You all know that we have implemented ping based matchmaking system that has shown great results but we didn't want to stop there.

One of the solutions we are considering is operating servers so that only those players who reside in that region can connect and play. These servers will be made invisible to players residing in other regions. But, at the same time, if a player in an exclusive server region forms a team with a player from another region, they can connect to and play on any of the servers available to either of them.

Through this new approach we are aiming to provide a better gameplay experience as it will improve network issues and help with linguistic barriers. We are going to run a limited test of this approach as more detailed research and analysis should come before global application.

After the updates made to this test build are proven to be stable, they will be applied to the live servers. We will announce the timeline for the live server update soon.

Please leave your feedback in the relevant section on our Official Forum : LINK[forums.playbattlegrounds.com]



Weapon Skin System

  • Players can select skins for each weapon
  • Weapon skin system UI
    • Each weapon category is arranged in alphabetical order
    • Weapons can be categorized as follows:
      • Acquired: arranged in chronological order of acquisition
      • Equipped: arranged in chronological order of last time equipped
      • Tier: arranged according to skin tier (descending order)
    • You can check details about the equipped skin using VIEW MORE button
  • How to equip weapon skins
    • You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
  • The ways to acquire weapon skins
    • You can acquire weapon skins either through paid crate (“Triumph Crate”), which is a weekly random crate or “Raider crate”, which is a free non-random crate
  • When you pick up a weapon during a match that has a weapon skin applied, it will keep the skin
    • Pressing Alt+LMB will switch the current skin to the one you applied in Customization menu
    • Pressing Alt+Shift+LMB will switch the current skin to the default one


New Crates

  • New free/paid weapon skin crates are added
    • We will be providing 100,000 BP, 20x Weapon Skin keys, 20x Early Bird keys, 10x Triumph Crates to all test accounts to test the stability of the system
    • New paid crate “Triumph” is a weekly random crate, and the drop rate is 20%.
      • Triumph Crate can be unlocked using Weapon Skin Key, which can be purchased through Steam market
      • There are 2 rare bonus sets that can also be an acquired alongside single skins
      • The drop rate of each crate is as follows
        • Survivor: 10%
        • Wanderer: 10%
        • Biker: 20%
        • Desperado: 10%
        • Militia: 20%
        • Fever: 10%
        • Triumph: 20%

      • Players can get the new free crate (“Raider”) separately with 100% drop rate
        • "Raider" doesn't need a key to unlock

      • The drop rate for the new free/paid crate are as follows:
        • Drop rate of each items for the new paid crate “Triumph”
          • Desert Digital - R45: 15%
          • Rugged (Orange) - UMP9: 15%
          • Rugged (Orange) - SCAR-L: 10%
          • Rugged (Orange) - M416: 10%
          • Rugged (Orange) - AKM: 10%
          • Rugged (Orange) - Kar98k: 10%
          • Gold Plate - Win94: 5%
          • Trifecta - P92: 5%
          • Desert Digital - Mini14: 4.5%
          • Trifecta - Micro UZI: 4.5%
          • Gold Plate  - Sawed-Off: 4.5%
          • Desert Digital - Kar98k: 2.5%
          • Trifecta - SCAR-L: 1.3%
          • Desert Digital - M416: 1.3%
          • Gold Plate - SKS: 0.6%
          • Glory - UMP9: 0.32%
          • Gold Plate - S12K: 0.32%
          • Glory - AKM: 0.16%

        • Drop rate of each items for the new free crate “Raider”
          • Rugged (Beige) - Crossbow: 20%
          • Rugged (Beige) - M16A4: 20%
          • Rugged (Beige) - S686: 20%
          • Rugged (Beige) - SKS: 20%
          • Rugged (Beige) - Kar98k: 6.5%
          • Rugged (Beige) - S12K: 6.5%
          • Silver Plate - R1895: 3%
          • Jungle Digital - P18C: 1.4%
          • Silver Plate - DP-28: 1.4%
          • Silver Plate - S1897: 0.4%
          • Jungle Digital - SKS: 0.28%
          • Silver Plate - Vector: 0.28%
          • Turquoise Delight - P1911: 0.08%
          • Silver Plate - SCAR-L: 0.05%
          • Jungle Digital - AWM: 0.05%
          • Turquoise Delight - Tommy Gun: 0.028%
          • Turquoise Delight - Kar98k: 0.0128%
          • Turquoise Delight - M16A4: 0.0128%
          • Gold Plate - S686: 0.0064%

    Bug Fixes
    • Fixed an issue where the refresh button on the friends list would take you to the team tab when players are in a team
    • Fixed an issue where when players leave the vehicle and the vehicle is positioned right next to the window of a building, players would go into the building through the window when getting out off the vehicle
    • Fixed an issue where during server instability, when exiting a slow moving vehicle, the players would be treated as if they were hit by their own vehicle


    Thank you,
    The PUBG Development & Community Team

Celebrate PUBG's 1-Year Anniversary with a Special Gift

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Players,

A lot of things have happened in the world of PUBG in the last year. On the 23rd of March, 2017, we launched on Steam Early Access and so many of you have joined us in the best Battle Royale experience out there. Throughout our journey, we went from a pre-alpha build that only a few select players knew about to one of the most popular games in videogame history.

We achieved this only with your support and generosity! It's hard to express the kind of gratitude we feel for our players. For some things there are no right words.

But as a small token of that gratitude, we're giving away a free anniversary weapon skin. Anyone who logs into PUBG, until the May 1st week maintenance, will get the Year One - SCAR-L

*This skin is neither tradable, nor destructible.

Do not miss your chance to get the limited edition one year anniversary weapon skin and share the news with your friends who play PUBG.

Thank you.

PUBG One-year Anniversary Graffiti Contest

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Players,

A year ago, on March 23, 2017, PUBG launched on Steam Early Access.

Without your support and generosity, none of this would have been possible. Thank you for being with us through the good times and through the bad. We often refer to our path from pre-alpha to Early Access, to 1.0 release, to our one-year anniversary as our journey because this is what it feels like to us. We’ve started on our path to keep delivering the best Battle Royale experience available and we’re looking forward to serving you for years to come.

To mark the occasion, we have prepared a special event for you.


PUBG One-year Anniversary Graffiti Competition
If you have played PUBG for more than a few minutes, you have probably noticed the different graffiti adorning the walls of the buildings in Erangel and Miramar. How would you like to see your own art there instead? Well, now you can. Submit your PUBG-themed graffiti for a chance to be viewed by millions of players across the globe. Show us what you got!

How to Enter
• Create original graffiti for PUBG [800x800 pixels, transparent background]
• Tweet your submission at our official Twitter account with the hashtag #ThisIsGraffitiRoyale

Entry Dates
• You can enter the contest from 03.28.18 to 04.13.18

Prize
• Have your art displayed in PUBG for a month for millions of players to see


The Winners will be announced by 04.20.18


Please note:
1. The selected graffiti will be featured in-game for about a month, and the date of their introduction to the live servers will be confirmed later;
2. Only original content that the participants hold the copyright to will be admitted;
3. Content that violates PUBG’s community policies or contains culturally sensitive elements will be removed without warning;
4. Any and all Player Content submitted to PUBG Corporation shall be deemed, and shall remain, the property of PUBG Corporation from the moment such Player Content is created. PUBG Corporation and its affiliates (hereinafter “PUBG”) shall exclusively own all now known or hereafter existing copyrights and all other intellectual property rights to all Player Content of every kind and nature, in perpetuity throughout the world. To the extent that any of the above may be void or unenforceable, you agree that any and all Player Content is hereby irrevocably assigned to PUBG, together with all intellectual property rights therein. To the extent any of the Player Content is not assignable, by submitting Player Content to PUBG, you agree that PUBG shall be irrevocably entitled, directly or indirectly throughout the world and in perpetuity, to modify, adapt, use, reproduce, license, publish, broadcast, perform, sell, translate, create derivative works from and distribute any Player Content for any purpose whatsoever, commercial or otherwise, in any medium now known or hereafter devised, without compensation or credit to the provider or author of the Player Content. You also give up any claim that any use by PUBG of any Player Content violates any of your rights, including but not limited to moral rights, rights of privacy, rights to publicity, proprietary or other rights, and/or rights to credit for the material or ideas set forth therein.



We are looking forward to seeing your submissions!

Thank you.

Event Mode – Flare Gun

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Hello everyone!

Last week we tested the Event Mode for the first time and were happy to see that so many of you enjoyed the new system. This week we’re mixing things up again and adding the Flare Gun to the loot table.


Flare Gun
Flare Gun is a special weapon that can be used to call in a care package to your location. Just aim it up, fire the flare and the airplane will drop a superior care package on that location. Only a limited number of Flare Guns will spawn in small single-story houses throughout the map (at this time only in Event Mode), but finding one is going to be worth your time!




Please check below for more details!

  • Event mode starts: Mar 29 7PM PDT / Mar 30 4AM CEST / Mar 30 11AM KST
  • Event mode ends: Apr 1 7PM PDT / Apr 2 4AM CEST / Apr 2 11AM KST

Main contents of the Event Mode this week
  1. TPP mode on Miramar
  2. Up to 4 players in a team
  3. Flare Gun

Notes on the Flare Gun
  1. To use the Flare Gun, you must aim it vertically, towards the sky
  2. The flare must reach an altitude of 200 meters to call the plane
  3. The special care package called by the Flare Gun will contain:
    • Two care package weapons (100% chance)
    • Level 3 armor (100% chance)
    • Normal care package supplies

Please check out our FAQ if you would like to know more about the Event Mode. [LINK][forums.playbattlegrounds.com]

As we are still in an early phase of iteration of the Flare Gun and the surrounding gameplay, we are looking forward to your feedback!

Thank you.


Codename: Savage Map Testing Is Coming

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Hello everyone!

If you’ve been keeping up with all things PUBG, you may have already seen some screenshots and even a short clip from our upcoming 4x4 map. We promised you that you would get a chance to try the new map very early on and we are delivering on that promise. We haven’t released content so early in its development since our alpha testing stage. We’re doing this because we want to start getting your feedback as soon as possible and drive the development in the right direction.

So, how is it going to work?

At first, we are going to do a more limited test for Codename: Savage to make sure that nothing is too broken. Again, it’s a super early build, we hope you understand. The next test will be bigger!

The first testing window will open from the 2nd of April, 7pm PDT until the 5th of April, 4am PDT.

We’ll update you on Monday about how you can participate. Keep an eye on our social channels to maximize your chances of getting a key.

See you next week!

Get Access to the Codename: Savage Closed Experimental Server

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Hi everybody,

Our new 4x4 map is deep in development, and we need your help to make it good! Starting right now, you can sign up for access to the Codename: Savage closed experimental server by heading over to this website: HERE[mapbeta.playbattlegrounds.com]

Once you get your key, just activate it through Steam. Heads up that the codes distributed through this site will only work if you already own a copy of the base game.

The test is limited in large part because Codename: Savage is still in early development—many parts are unfinished. That’s because we want to get the community involved early to drive development of the map in the right direction. Once we’ve gotten the map into a better state, we’ll run some other, bigger tests.

The first test will run from 7pm PDT on April 2nd (today) until 4am PDT on April 5th. We’ll let you know when we’ve decided the dates for the second round of testing.

<3
Your Friends at PUBG Corp.

PC 1.0 Update #9

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Players,

Today we’re going to take a look at the changes and fixes coming with PC 1.0 Update #9.
After the changes made to this test build are proven to be stable, the test build will be moved to the live servers. We will announce the schedule for the live server update soon.
Please leave your feedback in the relevant section on our Official Forum: LINK[forums.playbattlegrounds.com]

Spectating Your Killer
  • Players can now spectate their killer by clicking the “watch” button on their match result screen
  • Solo killer spectating
    • If you get killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location
    • When the player you were spectating dies, you can continue spectating the killer of that player
    • If the player you were spectating gets disconnected, you can continue spectating their killer
  • Duo / Squad killer spectating
    • Same as above but can only spectate the enemy team after all your team members are dead
  • You can report a player you are spectating in Killer Spectate mode by pressing R
  • If you click Death Cam, you won’t be able to use the Killer Spectate mode

UI/UX
  • The default setting for voice chat changed to “Team Only”

Bug Fixes
  • Fixed a bug where vehicles suddenly flip, go flying or come back to the starting point while driving
  • Fixed a bug where the IGN of your killer was not shown when viewing Death Cam
  • Adjusted the rotation axis for the preview model in customization menu for better usability

Thank you.

The Inspiration for Codename: Savage

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Earlier this year a few artists from the PUBG team took a trip seeking inspiration for our upcoming map, Codename: Savage. In this post, we want to take you behind the scenes of that trip to explain some of the processes we use when creating new maps.

We decided to explore Thailand because the look and feel of the new map is based on Southeast Asia. Understanding the flavor of the region is important, but the biggest opportunity was to go through an R&D phase of the asset creation process called Photogrammetry. We’ll talk about that more later. For now, you should meet the team!



The team on this adventure was comprised of Technical Artists, Concept Artists and 3D Environment Artists. Their names, starting from the left to right are Trey, Sergi, Collin, Kevin, InJeong, and Daesung. The guy at the far right in a grey shirt is a freelance photographer we hired named Dax. Cool guy!

This trip was the first time the PUBG Art Team visited a location specifically for world art development. Before this trip, there weren't a lot of emotional attachments among the artists to the maps we create because it was ultimately based off references found on the web, and not on real life interactions. By physically being in the jungles and mountains in a humid Asian country, it not only made us imagine what the new map will play like, but we felt the breeze, we smelled the air, and we heard the sounds. All of these experiences are helping the team create a unique experience for you.



We mentioned that you were going to hear about Photogrammetry. This is a process that allows artists to convert a real-world object or a selected area into an in-game 3D objects. An object is first shot from every possible angle, then the photos are imported into a Photogrammetry software that produces a 3D model. This process is usually intended for creating complex and realistic assets such as trees, terrain, complex props, etc.



Above, Daesung is preparing to take a photo of a rock that he wants to make into an asset for the game. Since the process requires multiple photos to be taken in an outdoor environment, the lighting conditions will change over time. As lighting conditions change, the colors and contrast of the photos will change as well. To synchronize the reference images of the rock, the pad with color swatches is included in the default photo for adjusting the white balance and color correcting the photos later.

We want to show off one of the tree types that we selected to populate the new map. Behold!



Now this is where it gets more difficult. The second step is to take photos of the object you’ve selected covering every possible angle. We have thousands of images of various objects that the team identified during the trip. Each object has been photographed like this[media.giphy.com].

The third step is to take those images, color correct them to have synchronizing colors and contrast. Finally, we take the adjusted images and import them into Photogrammetry software. The software makes a 3D model from provided images. A high polygon model is created which needs to be optimized to become a game-ready asset. There’s quite a bunch of polishing required from here as you can imagine, but we’ll spare you from those details.



Since the vegetation helps create the visual believability of a specific part of the world, we decided to implement Photogrammetry to our production pipeline and to experience what it feels like to be in the environment firsthand. Oh, here’s what this tree type looks like in-game (it’s still a work-in-progress).





We’re looking forward to giving you a real-deal South Asian experience when we release the new map later this year. We’re still in active development, and we’re excited about the direction we’re headed.
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