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  1. 27 likes
    Hey everyone, We are now back on track with our weekly updates! Since we haven't had our weekly updates for the past 2 weeks, we'll be updating this week's patch on Tuesday, May 16th. The patch will first get updated on our test servers today at the following hours: May 15th (Monday) 3 PM KST May 14th (Sunday) 11 PM PDT May 15th (Monday) 6 AM UTC The main servers will be updated with the new patch tomorrow, Tuesday May 16th, at 5 PM KST/1 AM PDT/8 AM UTC Early Access - Week 8 Patch Notes Client Performances Improvements Slightly improved the drop in FPS when driving vehicles Anti Cheat In order to prevent using "lag switch" to cheat, the characters will now be locked and will not be able to move, rotate and attack others when the ping exceeds a certain value You will no longer be able to remove the environment foliage by revising the .ini file Custom Games Fixed the issue that was causing the sound to break when there are too many vehicles in a small area Bug Fixes Partially fixed a bug that caused the character to get stuck in different objects in the environment Partially fixed a bug that caused the game client to freeze Fixed a bug that caused the crosshair to still be visible while in no-UI mode Temporarily removed the flash bang from the game as it was causing game clients to freeze/crash
  2. 22 likes
    Players, Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach![gamersoutreach.org] Thank you all once again for helping the kids in a truly tremendous fashion! GG WP Next, another quick word about server performance. I have seen a lot of speculation about the cause of the lag some ofyou experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest possible spec machines that AWS offer. We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players. While next monthly update will be focused on improving server performance, theoptimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access. Now onto what we have changed, fixed and added in this, our second monthly update! We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.Early Access - Month 2 - Patch NotesClient Performance Improved CPU usage for world level streaming Improved rendering performance of fences Improved rendering performance of grass Improved rendering performance for weapons and attachments seen at distance Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered at distance Improved character animation performance Improved effect performance Improved the performance of team-mate name plate, map and mini-map in teamplay Content Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn Added Motorbike Gameplay Reduced the moving speed of the two final play zones for better engagement during the endgame Made a balance pass on certain weapons: Vector Reduced bullet damage slightly Increased deviation gain per shot Winchester/S686/S12K Reduced pellet damage slightly AKM Increased bullet damage slightly Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death. Action & Gunplay Now players can put stock attachments on following weapons: SKS : Sniper rifle cheek pad Vector : Tactical stock (for M416) Adjusted the color of the aiming point for the basic crossbow scope. Added new scope rendering method (parallax free) allowing for greater aiming precision https://twitter.com/PUBATTLEGROUNDS/status/866623042922790912 Improved ADS view Modified recoil for following weapons: AKM, SCAR, M16, M416 Fixed an issue allowing a player to zoom in with right click when waiting before throwing a grenade Decreased the time to ADS when using the 2X scope Vehicle Added punctured wheel effect and sound Added burnt markings to vehicles after being destroyed Added the motorbike number plate image When a vehicle explodes, the fences near the vehicle will now also be destroyed World Added new vegetation to the lobby UI Players can press ‘delete’ to remove their marker placed on the world map Adjusted the transparency of mini-map grid and coordinates text to make the map more visible Added a dotted line towards the next play zone on the mini-map Modified the icon design of the First Aid Kit Added Thai language in language options Added new key bindings for hold breath, motorbike air control and switch to previous weapon Sound Improved the sound of Motorbike Added sound for door destruction effect Bugfixes Fixed a bug that caused vehicles to be spawned in garages consistantly. Vehicles should be spawned at a higher rate in garages, but not at 100% Fixed an issue that disabled bullet tracing for SKS Fixed a bug that caused the game client to crash when a flashbang goes off Partially fixed bug that caused a character to get stuck in terrain, buildings or objects Partially fixed a bug that caused a vehicle to get stuck in buildings, fences or other vehicles Partially fixed a bug that caused items to be unlootable Fixed a bug that caused carepackages to shake when falling Fixed a bug that caused a throwable weapon to be thrown in the freelook direction and not the direction in which a character is facing Fixed an issue with two markers being visible when placing a marker in the airplane after placing it in the lobby Fixed a bug that caused a player icon to be doubled up on the minimap. Fixed a bug that caused the same color for two teammate icons Fixed a bug that caused the final play zone to be created over water Fixed a bug that sporadically muted the rain sound Significantly mitigated an issue that allowed a player in a closed house to be killed by the red zone bombs Fixed a bug that caused animation not to stop when using consumable items while reviving a teammate Fixed a bug that caused a character experience the damage effect at random Fixed a bug that caused all teammates to enter the REVIVE state when one teammate is hit by a bomb in Red Zone while being in a vehicle Fixed a bug that caused the REVIVE gauge not to disappear when the character being revived is disconnected Fixed a bug that caused the sound volume of UMP with silencer to be too low Fixed a bug that caused throwable items not to drop when switching to other weapons Fixed a bug that caused the trace effect to not disappear after using throwable weapons Fixed a bug where removing the pin from a grenade was canceled by changing the throwing posture. Fixed an issue with compass points not matching the actual direction when in the passenger seat of a vehicle Added a character animation for when dragging an item into the inventory See you in-game,PLAYERUNKNOWN
  3. 21 likes
    I currently have over 100 hours and I did not regret any second playing this game, well maybe sometimes, but that's because I am a noob. There is so many things that make this game unique and non-repetitive. So many strategies that let you become the last survivor. Sometimes you even have the possibility to survive without killing anyone, if you play smart. The community base started great and has become even better, it is awesome that every week a highlight compilation comes out on youtube instantly making me wanna grab a beer and enjoy all the great plays/mistakes that have been made and even showing some unwanted bugs than contain funny situations. All the mods and admins that work on maintaining the forums and keep it tidy so no report/suggestion gets lost. And the hidden programmers and engineers that work all day long just for that we can have a place to stay and have fun at. I am not getting into the mindset to expect alot in the next few months. Even though I must say that I have really high hopes for Brendan Greene's genius idea. Originally the game was just another modifcation for ArmA but he had the dream and made it come true, I respect him so much for that. The promise to release some of the PUBG assets, if not all, is also one of the greatest ideas a developer can have. We, the users, get inspired and have also the chance to create our own ideas out of battle royale. I am sure that the game will flourish even more and hopefully inspire other gamecompanies or modders that we never heard of. It is about time we get out of the zeitgeist of regular games and experience unique games again as it once used to be. Very much thanks for everyone contributing to the game and especially the ones who work and do not get the gratitude they deserved! Keep it up everyone!
  4. 20 likes
    We will be holding community games every Monday for 3 hours, starting on 22.05.2017 at 10pm BST / 2pm PDT. If you would like to play with (and brutally murder) our community team and moderators, you can join us in some custom games. The matches will be streamed by our team. Stream links will be announced before the start time on Monday. Once the team members have joined the match, I will release the current password to the server on my twitter and at that point the proverbial early bird will get the worm. We will be playing different modes, answering your questions, and giving out some BP rewards for completing special challenges in-game. We hope to see you there!
  5. 19 likes
    I'm not a pro. But I heard this from someone who pretty much is, and it seems to be true as far as I've been able to tell since I started paying attention. All vehicles spawn facing East. So if you run up on a compound or w/e, and see a vehicle facing East, it's either a fresh spawn, or somebody who knows this information.
  6. 18 likes
    First off let me say I understand that the community wants to make this game better. I know we all have different views of what is good or bad and fun or boring. There is an ongoing problem though that I see with game development, especially with Early Access titles that I would like to address here. Basically it is a continual cycle. A new, unique game comes out and a core set of players begin to enjoy it. These players are usually top tier. Many of them often streamers who have played shooter games for well over 10 years. The casual gaming community then sees this new game and wants to be part of the group either because they see it as what is "cool/trending" or because of legit interest. Whaat then happens though is the casual gaming community has trouble keeping up with those top tier players and then demands begin to be made on how the game needs to be changed, altered and in the end watered down to fit thier casual playstyle. The developers follow suit since the majority of thier playerbase is casual and so the game becomes stale and generic over time through requested changes. The core players then lose interest in the game as it has now become "just another shooter game" and they move on to another gaming title. The casual players see this transition and the cycle repeats over and over. I see alot of requests in this forum for all kinds of additions that this game really does not need at all, both nerf requests to water the game down and wild suggestions that really have no place in the genre. Things like dual weilding rifles, attack wolves, juggernaut overshields, ect. All of these requests come from a basic concept of "if I can't get up to thier level I will have to get the developers to bring them down to my level". This issue has been going on for awhile and I have an entire list of Early Access shooter games that started out as very unique and interesting games but now after months of patching have become pretty much the exact same boring shooter game repeated over and over. You have every ability as a player to make suggestions but can we all please stop and think for a minute before making these wild demands and ask yourself: "Do I really want this game to copy all of the features that other games already have and have done?". Especially when you look and see how noone is playing those games anymore. I feel like the gaming community is hurting itself in a very bad way by carrying this mentality that the game should be catered to thier skill level instead of having a bell curve that you can advance. This may be from lazyness, jealousy or just plain lack of time from the real world so they are unable to accel the way players who invest 8+ hours a day are able to. We really only have two options here. Either we let the developers make what they see as the correct direction for thier title and hope it becomes a unique and enjoyable experience or we can demand with virtual pitchforks to have the same watered down run and gun shooter mechanics because you as a player "deserve" to be better than everyone else. Just my opinion but please read this thoroughly and take a few minutes to just stop and think about it before posting suggestions. Thank you.
  7. 17 likes
    Good news everyone! We will be pushing the monthly update to the Stable Servers at 1PM UTC / 3PM CEST / 6AM PDT / 10PM KST
  8. 15 likes
    Due to several major issues with the Test Server build, we need to push back the monthly update to next week to give us time to resolve them fully. We'll have more updates on an expected ETA for the monthly patch early next week. Apologies for this delay and thank you for your patience! We'll be leaving the Test Server online, and continue pushing updates to it until the patch drops next week!
  9. 15 likes
    We are happy to announce that we are now ready to share with you our plans for opening up the next wave of Custom Game access. We want to continue the creation of exciting and fun community content that you, our players, enjoy watching and playing. As a result, we have outlined some rules surrounding who will be granted access to these features at this time. The application process is designed for active communities and proven event organisers. Twitch streamers and YouTube personalities should proceed to the partner application page (Here) as any requests of that type through this system will be rejected. Requirements We have some minimum requirements for communities who wish to use this tool: At least 200 active members A submitted plan to display how you want to use the features A clear system of listening to your communities and hearing their feedback A community facing live stream A community needs players to fill a server. We will not be giving access to groups who cannot use this tool to its full extent. As a result, we need an outline of what your community is and why you think you have enough demand for such a tool. Are you a discord server with 500 users online at anyone time? Are you a web based forum with 1000+ posts a day? Are you a proven event organiser who has run tournaments for games in the past and want to look into running PUBG events now? Once you've told us who you are and how big you are, we want to know how you plan to use the tool. We don't intend to give out access to people without a plan in place. Are you running competitions? What rulesets do you have in mind? How often are you going to use the tool? We want to create a wide range of options. We do not want everyone running the same 100 player solo games with default rules once a month. We want to give players a chance to shop around and find a community running events they want to see, be it squad matches, duo leagues, adjusted loot modes, originality is key here. We also require that all community events run using this tool be community facing and be live streamed on a platform of your choosing. While the content of these streams will remain the property of the parties running the channel you must agree to Bluehole retaining the rights to use said content for promotional purposes. Our game is built on community feedback and we believe this is the basis of our success. We need you to show us you have the same core values and a clear line of communication with your players. A way for them to let you know what they think of your events and the way you've been using the tool so that you can learn and improve. Warnings Now we also have to warn you here that access to this tool can in some cases be revoked. If a community is seen to not be using the tool enough, the privilege will be removed and passed onto another group. Depending on the size of your community we will outline tailored expectations for each applicant should they be accepted. On a similar note, if a group is given access and is then seen to be ignoring its player base's feedback and continuing to run events that are largely disliked by the majority of their playerbase, they also risk losing their access. This tool is NOT to be used to run events with cash prizes of any size and for material prizes exceeding the cash value of $1000 per prize. Our game is not ready for large scale competition and this tool should not be getting used to run events like those. We want the community to have more ways to play, more ways to experience our game but we do not want an overly competitive environment until our game is ready. Anyone found to be breaking these rules will have their access to the feature revoked. Disclaimer Our game is still in Early Access and that means it may come with bugs, glitches and general client instability. Should you be running any events in which one of these issues arises, Bluehole cannot accept any responsibility for damages of any kind. Anyone using this tool accepts the risk involved with doing so on such an early build of the game. Final Notes Finally, we ask you for your understanding. There are a lot of communities and groups who want to gain access to this tool and as a result we expect to receive a large number of applications in a very short time. Because of this, we will be opening the applications for a 5 day period at first. This process will begin on Monday, May the 22nd at 00:00 CEST (16:00 PDT May 21st and 08:00 KST) and close on Friday May the 26th at 23:59 CEST (15:59 PDT and 07:59 27th of May KST), this post will be edited to include a link to the submission form. Additional note, if you are looking to use this tool for an offline event it will require additional scrutiny, therefore applications should be sent with sufficient time for this extra process. After this initial run, we will be re-evaluating the process to ensure it is running as smoothly as possible so that when we open it to a wider audience, we are ready to handle the volume of requests. We would also like to note that should you be approved for this program and be granted access to custom games, this DOES NOT make you a PUBG Partner. Submission form: Submissions closed
  10. 15 likes
    Since I can't edit my above post anymore, here's some more explainin: Hi all, the 4x needs to be zeroed to 300m in order to work properly. If done, the central intersection of the lines are 300m, the top of the chevron are 100m, the inner point of the chevron are 200m. See this graphic for reference: You can also estimate the distance to the target with this reticle.The width of the chevron's bottom is the width of a normal sized person at 300m. The horizontal lines below at 400, 500, 600, etc are respective widths at those distances. The 15x works a bit different, it's a mildot-reticle. It lets you calculate the distance to your target at longer ranges. You take the height of your target in meters (let's assume a person is 1.8m in height) and divide it by the number of dots the person covers. Then multiply the result by 1000. Example: A target covers 3.5 mildots. We assume a 1.8m tall person and divide the 1.8m by the 3.5 mildots he/she covers. 1.8 / 3.5 = 0.51~. Multiplied by 1000 gives us a distance to target of around 510m. Now you can zero your 15x to 500. Don't forget that you also have to compensate for elevation differences. If your target is higher than you, you need to aim a bit higher than normal.
  11. 13 likes
    Glad to hear you were excited to be part of the game and obviously then disappointed to hear your experience has deteriorated during the time you've played. Fair enough. They're working on server optimisation and client/server performance around the clock and they're dedicating all possible resources towards it for the whole of June.
  12. 13 likes
    Amalgamated from our official Twitter account:
  13. 13 likes
    Got this tweet and found this post. Some of our devs "refused" to take time off and came into the office to work on few things which is why we never made if official that the team will be on holiday. So I didn't think it was necessary to mention it at all. Even when there's dead silence, it still means we are working. There has never been a single day that none of us were not working. We always read tweets, forums and responses from the community. We fully empathize with your frustration and doing our very best to fix it. It just takes time as it is not a simple task. Thank you for your patience and understanding. And thank you for supporting our game.
  14. 12 likes
    First let me say that I feel strongly enough about this to register a forum account. It will likely be my only post and I'll keep it short. 1) The circle's damage is WONDERFUL, perfect, don't change it. 2) it moves WAY too fast mid to late game. We should be able to outrun it. I would rather see the beginning circle move faster and the later ones move slower as it shrinks down. Right around the time that there are ~20 people in the game it should move at a jog (only outpaced by a sprint). when there are 10 people left it should move at a crouch walk's pace, jog should be able to outrun it. The game is called 'Battlegrounds' not 'Battlecircle'.... which is what this game feels like at this time. Thank you.
  15. 11 likes
    Hi @Dmitriy123 Animators working on drinking animations don't work on optimisation or core game code because that isn't their field of expertise. Much like when you build a house, the painter who is painting the house can't help build the structure as it isn't their expertise. Devs are back in the office and have been for some time and are working on the next weekly update. It should have been released this week but they ran into some issues. Hi Dmitriy, I'd suggest you search into how different teams of different skill-sets collaborate in a game development environment. People with different skill-sets perform different tasks. Its not acceptable at all. You're right. The developers acknowledge this and are working as hard as they can to fix it and continually communicate through official channels, like their Twitter page in relation to performance issues. No, unfortunately not as far as I'm aware. This isn't by choice, or design and is being worked on. The reason, not excuse for the desync is a core Unreal 4 engine bug which has been communicated directly to Unreal to look into and is also being looked into the PUBG team.
  16. 9 likes
    ShatterNL's PUBG Map v0.5! Two versions: One map with 100% Vehicle Spawns only and one with all Vehicle Spawn % ! Bikes were added in today's patch, they have a chance to spawn on any of the "Vehicle Spawn %" markers. You can also find this guide on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=898402255 Clarification on the legend: High % Loot (Red): High Risk, High Reward locations - Lots of players will go here if the airplane flies over or near it. Medium % Loot (Yellow): Medium Risk, Medium Reward locations - Good for a squad of 3-4 players, but can vary based on RNG. Low % Loot (Blue): Low Risk, Low Reward locations - Usually safe locations, but only has loot for 1-2 players, varies a lot based on RNG. 100% Vehicle Spawns: Garages across the map that have ALWAYS have a car in them! High % Gun Loot: Places where you'll find a guns >90% of the time. Vehicle Spawn %: Possible locations where vehicles can spawn. Boat Spawn %: Possible locations where boats can spawn. Main map legend idea inspired by /u/Pvtjace 0.5 changes: Added a small clarifications in the Legend Added Extra Name: "Hay Farm" (South of Georgopol) Added a lot more Vehicle Spawn % markers (Swamp Town, Villa) Added a lot more Boat Spawn % markers, thanks for all the suggestions! Adjusted locations of the "100% Vehicle Spawns" markers to be more precize. () Made the "High % Gun Loot" a bit opaque for better map visibility Removed a couple of "High % Gun Loot" markers, High/Medium loot will still have high possibility of guns there, but the markers are only for >90% gun locations now. Changed some "High % Gun Loot" marker sizes for the larger areas. Checked out the Quarry, marked it Low % Loot (Blue). Thanks for all your suggestions/feedback, as always, keep it coming so I can improve the map in the future!
  17. 9 likes
    South African server or African server please !!! Ping very bad if we play on EU server.
  18. 7 likes
    Здравствуйте, игроки. Меня зовут Мария (можно Сандра) и я ассистент комьюнити менеджера для Российского сегмента игры PLAYERUNKNOWNS BATTLEGROUNDS. Я очень рада назначению и с огромным удовольствием начну работу с русскоговорящем сегментом сообщества. Я давно работаю в IT и обожаю видеоигры. До PUBG я играла в Battle Royale на Arma 3, думаю многим здесь этот мод знаком) По любым вопросам касательно PUBG можно связаться со мной в социальных сетях. Discord - Sandra_Mad#1842 Twitter - https://twitter.com/sandra__mad Так же можно писать мне на форуме. Из первых вещей, которые стоит ожидать после моего назначения – официальное сообщество вк, модерацию русской части форума и дискорда (модераторы, которые уже есть или кто уже на форуме или в дискрорде помогает, напишите мне, познакомимся), и, конeчно же, теперь у вас появится более легкий способ связаться с разработчиками и комьюнити командой.
  19. 7 likes
    I love the new change. Nothing in this game should be 100% spawn at the same location 100% of the time.
  20. 7 likes
    Clips I have from the other week. feedback is appreciated!
  21. 7 likes
    By dictionary 1. a person who judges, evaluates, or criticizes So i'll judge. I LOVE THIS GAME BROTAH!
  22. 7 likes
    Dear @Hawkinz First I'd like to thank you for communicating with the Community and keeping us informed on the Game's Progress. I'd like to take a moment to sympathize with other South African players who can't play the Game due to latency issues. I live in the average South African home with average internet and my ping to the PUBG EU Servers is between 250-300ms, most players consider 250ms+ as unplayable hence why I've been holding back my purchase of the Game. I have resigned to watching Twitch Streamers until we are more supported. There is only one thing I'd like to make you aware of and that is that we're not alone. Let me do some math for you. Here are some countries in Northern Africa: Algeria, Eqypt and Niger(among many others) Algeria (435,883 Active Players on Steam - 56,664 Active within the last 2 weeks - 1,229 Active who play PUBG) Egypt (284,565 Active Players on Steam - 51,221 Active within the last 2 weeks - 681 Active who play PUBG) Niger (167,345 Active Players on Steam - 70,284 Active within the last 2 weeks - 3,570 Active who play PUBG) In total that's 5,480 Active PUBG Players who can play adequately on EU Servers but COULD benefit from an African Server. Here are some countries in Southern Africa: South Africa and Zimbabwe(a TINY 2 countries) South Africa (562,896 Active Players on Steam - 197,013 Active within the last 2 weeks - 9,023 Active who play PUBG) Zimbabwe (256,753 Active Players on Steam - 102,701 Active within the last 2 weeks - 5,740 Active who play PUBG) In total that's 12,593 Active PUBG Players who can't enjoyably play PUBG. These statistics are obviously approximates taken from SteamSpy and doesn't take into account players who have chosen to hide their location or those who have PUBG on their wishlist waiting for Servers but it should give you an idea of what the population is like over here. 18,073+ Players could benefit from an African Server. Now I could be talking shit from my Ass, who knows but the statistics are right here, you only need Math to understand: http://steamspy.com/country/ZA http://steamspy.com/app/578080 I'll probably end up buying the Game on it's next sale anyway BUT I can't promise any recommendations before we get some love in Africa. Please be aware that I'm not trying to flame or rant at you, nor is this an attempt to target the Developers or Publishers. I simply believe the community should be aware of these statistics. Online Petitions will only get the Active 1455 Players that look to play competitively on a daily basis which isn't a fair display of the whole South African community. I won't ask for South African Servers, nor will I beg for them BUT a Server anywhere in Africa would greatly benefit a lot of people including myself. I hope you take this into account when deciding on the next server, I know our community likes to form this image of self-pity that we're the shit hole of the world but in reality this isn't just a South African problem, we're not the only ones affected. Personally I'd like the Devs to improve their existing servers before giving us servers so we know when they do come here that they will be performing correctly, but it would be nice to know they were coming here even if only "eventually". The fact that Africa isn't even on the eventual list pushes a lot of buyers away from the game. I hope this message helps promote positivity in this thread and brings back life to our community. - D3
  23. 7 likes
    Please not! So if i join a 5+ match as a 3 person team i'm totaly doomed from the start. This doesn't have much to do with fair gameplay. But they could add a new category with 5-6 players. Looking in wikipedia brings up that in the US military they call 8 - 12 people a "squad", 4 - 5 people a "fireteam" and 2 - 4 squads a "platoon". In the british military 8 persons are a "section". So maybe: 1: solo 2: duo 3 - 4: fireteam 5 - 6: squad 7 - 8: section / platoon
  24. 7 likes
    @FluXiG Hiding is a legitimate strategy in my eyes. This game isn't really like CoD or Battlefield where aiming is everything. Its a lot more to do with smart tactics and movement. If I guy kills me from sneaking up behind me or in a stairwell that's my fault not his. Its just playing smart.
  25. 6 likes
    Hey guys, I do a little webseries called OCD (Objective Content Deconstruction). I have already made some videos on varying things for Battlegrounds: Pistols: https://www.youtube.com/watch?v=HpHdtjGfu58 Player Movement: https://www.youtube.com/watch?v=VCsdZayKRmg Weapon Attachments: https://www.youtube.com/watch?v=n9607KYVhIM Shotguns: https://www.youtube.com/watch?v=1wnSpvdPWBM All of this information is collated in this thread here: https://forums.tiny-spaceship.com/t/playerunknowns-battlegrounds-an-ocd-thread/25?u=magnumdopus I always love to hear feedback on the series, as well as hear what people want to see next. Hopefully this information can help you guys strategize and play more intelligently!
  26. 6 likes
    Игроки, Прежде чем мы углубимся в список исправлений в нашем втором ежемесячном патче, я хочу поблагодарить всех за их потрясающую щедрость, которую вы проявили на нашем благотворительном турнире (Charity Invitational) несколько недель назад. С помощью 128 потрясающих стримеров из Европы и Северной Америки и замечательного twitch сообщества, мы смогли собрать $223,357.00 для благотворительной организации Gamers Outreach! [https://gamersoutreach.org/] Еще раз спасибо вам за то, что помогли детям поистине потрясающим образом. GG WP Далее, небольшая информация о производительности серверов. Я видел много домыслов о причине лагов, которые многие из вас испытывают. Одна из самых популярных теорий – это то, что мы используем калькуляторы, вместо серверов. Я хотел бы избавиться от подобных теорий и расскажу вам, что наши сервера работают на самой возможно высокой комплектации, которую может предложить AWS. [AWS – Amazon Web Servers] Сейчас мы в процессе профилирования серверов, чтоб попробовать выяснить причину лагов, но как я сказал ранее, это займет какое-то время. Я прошу вас проявить терпение, пока мы работаем над улучшением производительности серверов для всех игроков. Несмотря на то, что следующие ежемесячное обновление будет сконцентрировано на улучшении производительности серверов, оптимизация на этом не заканчивается, и мы продолжим улучшать производительность серверов на протяжении всего периода раннего доступа. Теперь приступим к перечислению того, что мы изменили и добавили в нашем втором по счету ежемесячном обновлении! Для начала мы выпустим этот патч на тестовый сервер завтра, в среду. Пока точного времени нет, следите за официальным твиттером для уточнений. Основные сервера будут обновлены на новый патч в четверг, 25 мая в 11:00 по МСК, это займет примерно 1 час. Ранний Доступ - Месяц 2 - Список исправлений. Улучшение производительности клиента. Оптимизировано использование процессора при потоковой загрузке мира. Улучшена производительность рендеринга заборов Улучшена производительность рендеринга травы Улучшена производительность рендеринга для оружия и приспособлений, видимых на расстоянии Улучшена производительность рендеринга благодаря модификации определенных эффектов транспорта и оружия, которые рендерились без необходимости Улучшена производительность анимации персонажей Улучшена производительность эффектов Улучшена производительность значков напарника, карты и мини-карты в тимплее Контент Добавлена ВСС. Снайперская винтовка со встроенным глушителем и прицелом 4Х, которая использует патроны калибра 9 миллиметров. Это новое оружие может быть найдено в сбрасываемом с самолета ящике и очень редко в обычном луте Добавлен мотоцикл Геймплей Снижена скорость движения двух финальных игровых зон для улучшения финальных боев. Сбалансировано следующее оружие: Вектор Немного уменьшен урон Увеличен коэффициент отклонения за выстрел Винчестер, S686 и Сайга 12К Немного уменьшен урон дробью АКМ Немного увеличен урон Исправлена проблема с тем, что при отключении счетчик игроков уменьшался. Теперь счетчик будет уменьшаться только, когда игроки умирают Действия и перестрелки Теперь игроки смогут прикрепить обвесы к следующему оружию: СКС: Подщечная подставка Вектор: Тактическая ложа (для М416) Скорректирован цвет точки на базовом прицеле арбалета Добавлен новый метод редеринга прицелов (без смещения), который позволит целиться более точно Исправлен вид в прицеле Исправлена отдача на следующем оружии: АКМ, СКАР, М16, М416 Исправлена ошибка, позволяющая игрокам приближать правой кнопкой при броске гранаты Уменьшена скорость прицеливания с прицелом 2Х Транспорт Добавлен эффект и звук прокалывания колеса. Добавлены следы горения транспортным средствам, которые были уничтожены Добавлен номерной знак на мотоцикл Теперь, когда транспорт взрывается, уничтожается забор рядом с ним. Мир Добавлена новая растительность в лобби Интерфейс Игроки могут нажать клавишу “delete”, чтоб убрать маркер, который они поставили Откорректирована прозрачность сетки на мини-карте и текстовые координаты на ней Добавлена пунктирная линия на мини-карте, ведущая к следующей игровой зоне Модифицирована иконка Малой аптечки Добавлен тайский язык Добавлены новые клавиши (и возможность их назначить) – Задержать дыхание, контроль мотоцикла в воздухе, и переключение на предыдущее оружие Звук Улучшен звук мотоцикла Добавлен звук уничтожения двери Исправления багов Исправлена ошибка, из-за которой, транспорт спаунился в гаражах со 100% шансом. Транспорт должен спaунится в гаражах, но не со 100% шансом. Исправлена проблема, из-за которой у СКС не было трассеров Исправлен баг, который вызывал вылет клиента при использовании свето-шумовой гранаты Частично исправлен баг, который заставлял персонажа застревать в текстурах, зданиях и объектах Частично исправлен баг, который заставлял транспорт застревать в зданиях, заборах и в другом транспорте Частично исправлен баг, который делал невозможным поднять некоторые предметы. Исправлен баг из-за которого при падении с самолета ящик трясся Исправлен баг из-за которого метательные оружия летели в направлении “свободного вида” (это камера с зажатой кнопкой ALT) , а не в направлении в котором смотрит персонаж Исправлена проблема с тем, что видно два маркера, если один поставить в самолете и один в лобби Исправлен баг, который дублировал иконку персонажа на мини-карте Исправлен баг из-за которого иногда у двух игроков команды маркеры были одинакового цвета Исправлен баг из-за которого финальная игровая зона могла оказаться целиком над водой Исправлен баг, который периодически отключал звук дождя Значительно смягчены взрывы, которые в красной зоне убивали игроков в закрытых домах Исправлен баг, который не позволял анимации использования предмета остановиться, при возрождении напарника. Исправлен баг случайного воспроизведения эффекта получения урона Исправлена ошибка, из-за которой все игроки команды переходили в состояние "вырублен", когда один из игроков попадал под удар в красной зоне во время нахождения в транспортном средстве Исправлен баг, который приводил к тому, что статус напарника "вырублен" не исчезал, если персонаж, которого возрождают отключился от сервера Исправлен баг из-за которого звук UMP с глушителем был слишком тихий Исправлен баг из-за которого эффект трассера не исчезал после использования метательного оружия Исправлена ошибка, которая приводила к тому, что выдергивание чеки из гранаты можно было отменить путем изменения стойки Исправлена ошибка, из-за которой компасные стрелки не соответствовали направлению движения, если вы находитесь на месте пассажира в транспортном средстве Добавлена анимация персонажа при перетаскивании предметов в инвентарь Увидимся в игре, PLAYERUNKNOWN http://steamcommunity.com/games/578080/announcements/detail/1271550628459839077
  27. 6 likes
    come on - game is ruined cause of no more 100% car spawns on same spots? made my day
  28. 6 likes
    UPDATE You can watch the entire thing here: https://www.twitch.tv/slyvinlisha @PUBG_Slyvinlisha has graciously agreed to host the games for us today.
  29. 6 likes
    Hey guys, I've found an awesome Website which lets you create Groups (where your Friends can join) to plan your Gameroute. If you invite your Friends, they will see everything you mark or that they mark themselfs. You can also mark down some Distances, which lets you know how far you're going to have to drive/walk or how far you have to set up your Scopes. Heres the Link: https://pubattlegrounds.ginfo.gg/ Hope this was / is going to be useful for you
  30. 6 likes
    From their Twitter account It's been 4 years after the release of DayZ and there is still game breaking mechanical issues, server issues, performance issues. PUBG's development is going very well for me.
  31. 6 likes
  32. 6 likes
    Well said @Stu Pot 🆃🅲🅵
  33. 6 likes
    The Desync bug might be a Core bug inside Unreal 4, but it has progressively become worse the last two weeks. I've played the game since Early Access Launch, I have over 450 hours played already and the first few weeks I rarely died or was hit by shots after entering cover. Now it's at the point where I get hit from behind cover every match and its reached the point where now I die to guys in firefights who aren't even looking at me on my screen. I seriously just got out of a match where I ran up the stairs to the roof, I knew the guy was there, I even saw his shoulder sticking out from the edge of the doorway and I ran by him and turned to shoot him but then he kills me even though on my screen he not only had not moved an inch but his gun was facing forward when I was standing behind him. I have a very strong internet connection, I work in the IT industry so I am constantly checking my connections, equipment and wiring and my ping ratio numbers. I'd love to have a direct server to check from Bluehole so I can better monitor my Ping, but that's a different topic. Still, in the last week or two the desync problems have increased and become worse. The first few weeks of Early Access I never once noticed getting shot by someone I was in cover to and I never once was killed by guns not aimed at me. Now, it happens every day and almost every match. So, if this is a Core Bug from Unreal Engine 4, then part of the bug is the problem grows the longer the servers are up. Perhaps Bluehole needs to implement a daily server reboot or refresh to lower the amount of desync from this bug since it seems to get progressively worse over time. I'm not hating on the company or the game, I actually love the game and hope and want to see the company succeed. Just so very frustrated from dying to stuff that I should have the ability to control, but due to desync I can't. If I move behind cover, I should be covered. If a guy is facing one direction he shouldn't be able to shoot me if I'm in different location. Getting killed by a guy who is facing away from me and I'm behind him is beyond frustrating.
  34. 5 likes
    Here's a list of some controls you might not know about. Keep in mind everything is DEFAULT binds so if you rebound your keys, it may be different for you. When rebinding keys, make sure all slots have been bound to a key in order to be able to APPLY settings. Hold right click and E or Q - changes the camera view for Right Click ADS Hold left click after shooting - Gun will stay scoped in so you can watch where your bullet lands X - Puts away all equipped items Hold SHIFT - Hold breath when scoped, will also zoom in slightly if you are not scoped CTRL + Right click or drag - Split items = is Auto run Right click tap brings out Iron sights/ADS Holding right click will zoom in aim Looking down with your mouse while swimming will take you deeper Looking straight down with your mouse and pressing W while parachuting will help you get to max speed 230km/h. This way your parachute will deploy lower and you will lose less speed when it is deployed. 7,8,9,0 are the default keybindings for medical and boost items. You can switch between different types of grenades by pressing 5 multiple times CTRL + T - Voice chat mute/unmute CTRL+U - Toggle UI Ctrl+1,2,3,4,5 = Move vehicle seating positions. Holding ALT while running or ADS will let you free look around your character Page Up / Page Down - Change zeroing parameters on 4x scope If you have controls that you would like to add to this list please feel free to do so. I will be periodically updating the list as more info comes in.
  35. 5 likes
    I like the change. Another change to make each round more unique, and forces you to make decisions on the fly.
  36. 5 likes
    Buenas, perdonad la tardanza para traducir el dev blog, ha sido un dia liado, recordad que estas traducciones son hechas a mano, disfrutad del dev blog. Jugadores, Antes de profundizar en las notas de parche para nuestro segundo parche mensual, primero quería agradecer a todos por su asombrosa generosidad en nuestro Charity Invitational hace unas semanas. Con la ayuda de 128 streamers de Europa y Norteamérica y la increíble comunidad de twitch, hemos recaudado un total de 223,357.00$ para Gamers Outreach! ¡Gracias a todos una vez más por ayudar a los niños de una manera realmente tremenda! GG WP A continuación, algo rapido sobre el rendimiento del servidor. He visto muchas especulaciones sobre la causa del lag que algunos de ustedes experimentan. Una de las teorías más populares es que ejecutamos nuestros juegos en servidores de calidad mala. Me gustaría aclararlo diciendo que nuestros servidores funcionan en las especificaciones más altas que AWS ofrecen. Actualmente estamos en la creación de perfiles de los servidores para tratar de localizar la causa del lag, pero lo he dicho antes, esto nos llevará tiempo para completarlo, así que pido su paciencia mientras trabajamos para mejorar el rendimiento del servidor para todos los jugadores. Mientras que la próxima actualización mensual se centrará en mejorar el rendimiento del servidor, el proceso de optimización no se detendrá allí, y vamos a seguir mejorando el rendimiento de los servidores a través de Early Access. Ahora lo que hemos cambiado, fixeado y añadido en este, nuestra segunda actualización mensual! Primero lanzaremos este parche al Test Server mañana, miércoles. No hay tiempo estimado para que esto suceda todavía, sólo mantente atento a nuestro Twitter para actualizaciones! Este parche será desplegado a los Servidores el jueves, 25 de mayo, 5PM KST / 1AM PDT / 8AM UTC y se espera que tome aprox. 1 hora para completarse. Early Access - Parche mensual 2. Rendimiento del cliente Uso mejorado de la CPU para streaming a nivel mundial. Rendimiento mejorado de las vallas. Rendimiento de renderizado de hierba mejorado. Rendimiento de renderizado para armas y accesorios vistos a distancia mejorado. Rendimiento de renderizado mediante la modificación de ciertos efectos de armas y vehículos innecesariamente renderizados a distancia mejorado Mejor rendimiento de animación de personajes. Rendimiento de efectos mejorados. Mejorado el rendimiento de la placa de nombre del compañero de equipo, mapa y mini-mapa en equipo. Contenido Añadido VSS. Un rifle de francotirador suprimido con el alcance 4X permanente y calibre 9MM . Esta nueva arma se puede encontrar en airdrops y como un loot muy raro de spawn Motocicleta añadida. Juego Reducción de la velocidad de movimiento de las dos zonas finales de juego para un mejor acoplamiento durante el juego final Equilibradas algunas armas: Vector Menor daño de bala. Incremento en la ganancia de desviación por disparo. Winchester / S686 / S12K Menos daño de perdigon. AKM Aumento de daño de bala. Se resolvió un problema en el que el contador de jugadores vivos disminuia cuando un jugador se desconectase. Ahora el conteo sera sobre la muerte de los jugadores. Acción y Armas Ahora los jugadores pueden poner accesorios de stock en las siguientes armas: SKS: Culatas. Vector: Culata táctica (para M416) Ajustado el color del punto de mira de la ballesta. Se ha añadido un nuevo método de renderizado de alcance (sin paralaje) que permite una mayor precisión de apuntado. Vista de ADS mejorada. Modificación del retroceso para las siguientes armas: AKM, SCAR, M16, M416 Se ha corregido un problema que permite a un jugador hacer zoom con un click derecho cuando espera antes de lanzar una granada Disminución del tiempo de ADS cuando se utiliza la mira x2. Vehículo Se ha añadido el efecto de la rueda pinchada y el sonido Se añadieron marcas quemadas a los vehículos después de ser destruidos Se agregó la imagen de la matrícula de moto Cuando un vehículo explota, las vallas cerca del vehículo ahora también serán destruidas Mundo Se agregó nueva vegetación al vestíbulo UI Los jugadores pueden presionar "borrar" para eliminar su marcador colocado en el mapa del mundo Ajustada la transparencia del mini-mapa de la cuadrícula y coordinado el texto para hacer el mapa más visible Se agregó una línea punteada hacia la siguiente zona de juego en el mini-mapa Se modificó el diseño del icono del kit de primeros auxilios Añadido idioma tailandés en las opciones de idioma Se agregaron nuevas combinaciones de teclas para mantener la respiración, el control de aire de la moto y cambiar al arma anterior Sonido Mejorado el sonido de la moto Sonido añadido para el efecto de destrucción de la puerta Corrección de errores Se ha corregido un error que provocó que los vehículos respawneen en garajes consistentemente. Los vehículos deben respawnear en una tasa más alta en los garajes, pero no al 100% Solucionado un problema que deshabilitaba el seguimiento de balas para SKS Se ha corregido un error que provocaba que el cliente del juego se bloqueara cuando el efecto de las flashbang se apagase Fallo parcialmente corregido que causaba que un personaje se quedara atascado en el terreno, edificios u objetos Parcialmente arreglado un error que causaba que un vehículo se atasque en edificios, cercas u otros vehículos Parcialmente arreglado un error que causaba que el looteo no se pudiese recoger del suelo. Arreglado un error que causaba que los airdrops se sacudieran al caer Se ha corregido un error que provocaba que un arma lanzable se lanzara en la dirección freelook y no en la dirección en la que un personaje miraba Solucionado un problema con dos marcadores que son visibles al colocar un marcador en el avión después de colocarlo en el vestíbulo. (Bug visual de mapa) Se ha corregido un error que causaba que un icono de jugador se duplicara en el minimapa. Se ha corregido un error que causaba el mismo color para dos iconos de compañero de equipo Se ha corregido un error que causaba la creación de la zona de juego final sobre el agua Corregido un error que esporádicamente silenciaba el sonido de la lluvia Corregido significativamente un problema que permitia que un jugador en una casa cerrada fuera asesinado por las bombas de la zona roja Se ha corregido un error que provocaba que la animación no se detuviera al utilizar elementos consumibles mientras revivía a un compañero de equipo Se ha corregido un error que provocaba que un personaje experimentara el efecto de daño al azar Se ha corregido un error que provocaba que todos los compañeros de equipo entraran en el estado REVIVE cuando un compañero de equipo es golpeado por una bomba en la Zona Roja mientras estaba en un vehículo Se ha corregido un error que provocaba que el indicador REVIVE no desapareciera cuando el personaje que se está reviviendo está desconectado Se ha corregido un error que provocaba que el volumen de sonido de UMP con silenciador fuera demasiado bajo Se ha corregido un error que causaba que los elementos que se podían lanzar no cayeran al cambiar a otras armas Arreglado un error que causaba que el efecto de rastreo (la marca roja que indica donde impactara la granada) no desapareciera después de usar armas lanzables Solucionado un problema con puntos de la brújula que no coinciden con la dirección real cuando se encuentra en el asiento del pasajero de un vehículo Añadida una animacion a la hora de arrastrar objetos del suelo al inventario Nos vemos en el juego, PLAYERUNKNOWN
  37. 5 likes
    Except we would need a bell we could ring when we wanted to be ballsy.
  38. 5 likes
  39. 5 likes
    I guess no one would pay for skins when you only see them in the mainscreen.
  40. 5 likes
    Only the leaderboards and stats will reset. This question was asked lastnight in our weekly meeting. If there is a change of plans we will be informed and share the information.
  41. 5 likes
    I love your game, but I cannot fathom you can't deliver better performance (not talking about FPS optimization, but desync). Most of the games are not won by someone outplaying you, but simply by shooting blanks until suddenly you fall over dead behind cover 2 seconds after the gunfire. Most of the friends I started PUBG with have left again or as they say "taking a break", but it's no secret that they're simply tired as f**k that you can't play the game. I won't call it playing to land and hope you have better desync luck than the nearest people around you and end up coming out on top. Regardless the excuse for this desync "it's a core issue" ... I just can't fathom how you went to early access with this performance (surely you had same problems in BETA?) Your game feels like being pushed back to the 90's isdn/modems only with better graphics ... seriously, you're running UE, it's a bought and paid engine, so fact that you can't get THAT working, makes me sceptical for the future of PUBG -.- Another development studio could come along with identical gameplay but their own engine and they'll slaughter your playerbase numbers. Luckily atm your closest competition is a war simulation game and an arcade style survivor ... but that may not be for long, considering you brag yourselves selling 2 million copies, despite this HORRIBLE performance ... I could easily see another studio wanting to get in on that market and killing you guys off while you're still unable to deliver a "playable" experience ...
  42. 5 likes
    Every game is in "early access" these days, it's not a reason to expect THIS level of problems. Perhaps you should read my post again, because you seem to just entirely react as a blind fanboi. I did say I love the game, but it doesn't make me blind to the fact that people are dying left and right behind cover and ghost-shots is not a phenomenon, but more of a "feature" in this game. Bugs, performance optimization, lack of "future features" etc etc, all of it is expected for a game at this stage.. but the servers running like it's 1990's, regardless the "fault", be it engine problems or server/networking problems - that is not acceptable imho. And yes you're welcome to your opinion too, as as I am mine. As for my PC, it's far far beyond the requirements for this game and again I guess you failed to read my post before your fanboi heart started bleeding and you had to attack me. So let me repeat: "I'm not talking about FPS issues/Optimization" --- I have great FPS, but what on earth does it help to receive network packages containing frames which already took place 1 or 2 full seconds back and then fall over dead, repeatedly. Ty for your "feedback" to my "rant" though.
  43. 5 likes
    An exact read out of the compass would enhance squad communication considerably, especially during times of duress.
  44. 5 likes
    Hey guys! If you follow the PUBATTLEGROUNDS subreddit, you've probably seen me post times in the last week! I've been collecting data on the game along with subreddit feedback to make a map with loot, vehicle and boat locations along with some extra callouts/names for locations on the map! It has been upvoted quite a lot and reached the top on the subreddit. I also wanted to be more active on the official Battlegrounds forum so here's my first Strategy guide on this forum! Two versions: one with 100% Vehicle Spawns only and one with all Vehicle Spawn % ! You can also find this guide on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=898402255 0.4 changes: Changed "Fish Town" to "Pier Town", because apparently fish stink, aren't even there and the town has a pier (thanks for multiple people suggesting it) Added lots of Vehicle Spawn % on the Military Island! Checked the Villa again and have finally corrected the actual 100% spawn. Thanks /u/fknsonikk , /u/kirbyfreako and /u/Thoughtwolf and sorry for placing incorrectly so many versions Added "Novorepnoye" Radio and made it a Medium Loot spawn (there's Lvl 2 loot a lot of the times, but not enough for a 3-4 player squad). Thanks /u/ZoomityZimZam Added "Pochinki Hill" (East of Pochinki) Added "Mylta West" (West of Mylta) Added a few boats to Water Town/Rozhok and a bunch of Vehicle Spawn % at Gun Range. Thanks /u/strongsmash ! Added "Yasnaya Compound" and added a Vehicle Spawn % there! Thanks /u/K_Lou ! Added High % Loot (Red) to the Spawn Island. Make sure you leave the boat in a wide area around the Island as there is an invisible wall that blocks vehicles. So jump out about 50 meters out and swim to the island and profit of Military Loot! If you have suggestions/feedback, let me know and I'll see what I can do for you in version 0.5!
  45. 5 likes
    Hi there! I've come with a small suggestion in regards to team player markers on the minimap. Coming from a strong Counter Strike background, the game utilises ingame colours to distinguish between team members on the map. This had proven useful in game where I didn't know players or even people I knew who I was playing with, because we always stuck with the same colours. For those who don't know what I'm talking about, Counter Strike allows you to choose a colour within the lobby and it'll be displayed ingame on the radar as the colour you picked. The minimap that appears for player with individual colours. My suggestion is that we can change our map markers when we're in the lobby, to help distinguish us from our teammates. Currently we're all blue markers, and at a glance, if someone says "Come to me" for example, you need to ask where they or work out where. Just having each player their own coloured marker can help quickly identify where the player is. If I'm typically red within my team squad and I say "Come to red, there's a (x weapon) here", they know where to go right away. Being able to change the colour of our marker in the lobby is a way we could do this, near the team function at the bottom. Clicking it can bring up a colour pallet that you can choose from, with markers above player heads indicating the colour they've picked. And once ingame, the makers will show on the map and minimap respectively. Allowing quick glancing at the minimap to tell where your teammates are without already knowing where they're going. You know that Bob picks blue? Look at the minimap, see blue, and know exactly where Bob is at all times. Just a small suggestion helping team visibility on the minimap. I find this to be a super useful feature in CS and I hope to see something similar in PUBG. Thank you! Edit: Spelling errors.
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    Why is he a noob if you're the one running across the open field?
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    Bluehole Inc. is looking for an Assistant Community Manager for BATTLEGROUNDS who will build communities with players in France, Spain, Germany, Russia and Brazil. As an assistant community manager, you’ll collaborate with Community Teams in North America and Europe to build an active community around BATTLEGROUNDS. You will share your passion for the game with players from your region while ensuring consistent messaging across all communication channels. What we look for: You love meeting new people within the BATTLEGROUNDS community. You enjoy interacting with community members and checking in with them over the course of a day. You deliberately spend time and build relationships with community members who provide valuable feedback. You perceive ways to satisfy players’ communication needs and interest. You are dedicated to ensure that effective communication flow is maintained between the dev team and our community. You communicate fluently in English and your native language. Responsibilties Enjoy playing BATTLEGROUNDS with community members Conduct activities geared towards connecting players and rewarding outstanding members of the community Work with the community and moderation teams to identify the best community members across all channels Develop and cultivate relationships with players that are meaningful and drive awareness of community initiatives Join in on important conversations about BATTLEGROUNDS everyday Summarize insights and conversations in forums to create actionable reports for the dev team Create and maintain content calendars, if necessary Translate community content into your native language Post relevant content in forums and social media in accordance with content calendars Review comments and posts in a timely manner Coordinate with the CM team to ensure communication consistency Enforce social media/community management guidelines as defined by the CM team Escalate player-generated content, when necessary, to the CM team Qualifications 1-2 years of experience in moderating forums or gaming communities Demonstrated ability to produce community management guidelines and documents Excellent verbal, written, and presentation skills Ability to identify and track relevant community metrics Excellent interpersonal skills to interact with community members Attention to detail and ability to multitask Proficiency with Microsoft Office Instructions for applications: Please submit all your documents at once to PUBG_jobs@bluehole.net The title of your email should be “[Application] Assistant Community Manger – Country – Name”. Please submit below: Resume in English (Format: MS Word document and/or PDF) Submit answers to below questions and provide relevant links or references. (Format: MS Word document) Why do you want to join the BATTLEGROUNDS Community Team? Why are you qualified for this position? Be specific. What is your Steam profile link? What games do you play? Submit samples of your work if you have any. (Format: MS Word document) Include writing samples of forum/blog posts, newsletters, or other written content. You could also include examples of community building efforts either using social media or other platforms. If you don’t have any samples to submit, you can be creative and share your own ideas or suggestions. Thank you. - BATTLEGROUNDS Community Team
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    This game is not fun to play at this point with all the lag. Its bad enough the optimization is not there but the lag on top of it just makes it impossible to enjoy. love the game but this needs to be fixed asap.
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    Would really appreciate a South African Server if possible !
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    Hey everyone, I just wanted to make this post, just to avoid any confusion where people actually believe Early Access is going to be bug free/latency free and it's going to be the full game. I'm sorry to say that this is not the case. Early Access is a paid beta for people who wish to still help with testing. Of course we get to play the game as much as we want without waiting for the weekends to arrive. However; just be aware that Early Access is going to last for around 6 months before the game enters the full retail release. This means, over the course of the next 6 months, the developers are going to work on fixing the latency issues, FPS issues and other random bugs and crashes that we all encounter. So this means, we should still continue to make the reports on these forums, when something happens. I'm just saying all this because I know most of you understand what an Early Access is, but there are those, who will make posts within days of the Early Access saying "omg it sucks, why did I pay for such a buggy game!!" something along those lines. Anywho, take care ... 15 minutes of work left and then home .... where I can't play PUBG for 2 more days :'(