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Popular Content

Showing most liked content since 11/10/2016 in all areas

  1. 118 likes
    We've now sent out keys to all our forum members. Please check the inboxes and spam folders for the email addresses you used to sign up for this forum.
  2. 61 likes
    South African server or African server please !!! Ping very bad if we play on EU server.
  3. 54 likes
    Хотел получить статус партнёра, но не успел, хотел бы узнать. Возможно ли дальнейшее получение данного статуса? Хочу парашютик с твичём :3 twitch.tv/bratishkinoff youtube.com/c/bratishkinoff
  4. 52 likes
    Players, This week we roll out our first monthly patch. This patch will the first of many to address performance, fix bugs and add new content to the game. I must stress that we will not be able to fix all performance issues with a single patch. For this patch, we focused on stabilizing performance for all users, trying to ensure there would be less FPS drops, and improve performance for those with lower spec systems. Optimizing the game will take us time, and will continue all through early access, so please have patience while we work to improve the game experience for all players. We are opening a Test Server to better manage our updates and ensure stability before we push updates to the Live Servers. We will push each new update to this server on the Wednesday of the week, to allow a full days testing before updating the live servers. We will have the exact time you should expect this server to be online tomorrow, so stay tuned to our Twitter! We are aware that some of you are experiencing what appear to be memory leaks, and we will work on fixing this going forward, but over the last month, we have been concentrating on improving the performance for min spec systems, and stabilizing FPS for everyone no matter what their PC specs. We are still a relativity small team, so we must focus on one problem at a time right now. We are working to expand the team, but finding the right people with suitable experience and capabilities takes time, so please bear with us. Next I need to address a slight price change for the game in New Zealand. We’ve been seeing some abnormal patterns in our New Zealand sales. It turns out that due to the comparatively low price in New Zealand (roughly US$25) and the fact that gifting from New Zealand to other countries is not restricted the same as it is for other countries like China, Russia and Brazil, people seem to be exploiting the system. We have slightly raised the price to US$28 to combat this. I also want to address server lag once again. The lag you experience on the servers is not due to the hardware or size of the server, nor does it have to do with the number of players online. It is due to a networking issue with the core engine code, and it is something we are working hard to resolve, but it is not a simple issue to fix, so it will take us some time. Please bear with us and we will get it fixed as soon as we can. Finally, before we get to the patch-notes for this month’s update, I want to once again thank everyone for their support over the past month. We broke 100,000 concurrent users on Monday which is a huge milestone for any game and we wouldn’t have done this without the tremendous support of every player, so from all team here, a sincere thank you.This patch will be deployed for both clients and servers Thursday, April 20, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.Early Access - Month 1 - Patch Notes Known issues The motorbike leans slightly to the right when being driven straight. The tires of the motorbike cannot be shot out at the moment [Non-English Players] There are some mistranslated in-game texts and they will be shown in English Client Performance Improvements Made some improvements to address the issue of FPS drops when opening the inventory UI Reduced the load on the CPU through instance rendering so that the GPUs can function to their full capabilities Made improvements to address the issue of FPS severely dropping when in the vicinity of Yasnaya, Polyana & Georgopol Rendering performance on PCs with minimum system requirements has been improved Graphic performance and quality on PCs with minimum system requirements has been improved Server Performance Improvements Performance improvements have been made with relation to the items spawned in the world Content Updates Added Vector SMG. A very powerful SMG most appropriate for short to mid-range combat that is spawned in the world Added Motorbike w/ sidecar. A sidecar-less version will be added in a future update Added a 2X Aimpoint scope Added a Ballistic Mask Added 3 new color variations for the Dacia Added the crossbow back into the game World Adjusted the density of environmental elements to be identical across all graphic options Adjusted object placement to address issues of characters getting stuck Adjusted placement of trees that were spawning inside houses or above the terrain Adjusted the frequency of thunder sound effects UI Revised certain system messages and item descriptions. Added descriptions for attachments The dead team-mate icon will now disappear after a certain time and distance when in team modes Map markers are now visible to all teammates Names of teammates now appear on the world map Gameplay You are now able to move sideways and backwards in the REVIVE state The REVIVE timer will no longer decrease when a team mate is attempting to revive you When attempting to revive a team mate, the reviving timer icon will now also be visible to the player being revived Adjusted the character position slightly when in the REVIVE state Made improvements to address the issue of characters shaking while being spectated You are now able to open the world map when spectating You can now view the casting bar when the teammate you are spectating uses heal and/or boost items You can no longer use heal and/or boost items when in water Action/Gunplay Adjusted the overall balance on all attachments Adjusted the overall balance on Assault Rifles We will continue to balance all weapons and attachments throughout Early Access Fixed the issue that caused cars to temporarily stop when their tires get shot out You can now sprint when in the crouch stance Fixed the issue of “Armed/Unarmed” state not being applied when there are delays in the server network The blood hit effect size now varies according to the weapon caliber You can now move when in aiming and/or scoping in the prone state Fixed an issue with the sitting position of the character in the back-right seat of the UAZ Fixed an issue with the position of the left hand when reloading the AWM Fixed an issue where aiming from vehicles was not accurate The positions of bullet hits are now the same for both yourself and the others Fixed an issue that caused the hit box for the head to be slightly larger than the actual head Adjusted the ragdoll physics for dead characters to be more natural Fixed an issue that caused the character to use the wrong aim offset when using the freelook function while holding a grenade Fixed an issue that caused the landing-from-a-high-altitude motion to seem awkward when holding a pistol Improved the quality of zoomed-in scope views Bolt actions are now triggered even after the final shot has been fired, so that you can starti re-firing as soon as reload is complete Added swimming animations to go upwards and downwards Fixed an issue that caused the reticle to appear even when in situations where you are not able to shoot Your character now uses a different animation when in crouch stance while holding a melee weapon Made improvements to the reload animations for the M249 Made improvements to the reload animations for the P1911 The muzzle flash is now brighter than before and is now visible from a longer distance Sound There are now sound effect differences for supersonic and non-supersonic bullet speeds Made adjustments so that the sound of the bullet flying through air doesn’t play when shots are fired from a short distance from your character You can now figure out what floor the opponents are at just by listening to their footsteps Adjusted the firing sound of the SKS in mid to long range combat Adjusted the volume of the footsteps Miscellaneous We have opened a test server to better manage our content and secure stability for our live environment updates Additional in-game texts have been localized Bug fixes Fixed a bug that caused some buildings to not be visible at long distance Fixed a bug that caused a knocked out player to be ejected in front of a vehicle. If knocked out in a vehicle, you will now be ejected to the side Fixed a bug that caused weapons to clip through walls Fixed a bug that caused the icons for certain “pants” items to not appear correctly Fixed a bug that caused the PLAYERUNKNOWN shoes to not render properly Fixed a bug that caused the hit effects to play at random Fixed a bug that caused bald characters to have hair Fixed a bug that caused disconnects after 5 minutes into a match See you in-game,PLAYERUNKNOWN
  5. 50 likes
    Players, This patch will be deployed to the main servers on Thursday, June 22nd, 5 PM KST / 8 AM UTC / 1 AM PDT and is expected to take approx. 1 hour to complete.The test server is already live! Server Performance Resolved an issue with server performance dropping drastically in certain circumstances. Client Performance Improved rendering performance of other characters. Improved client performance during ranged combat. Improved rendering performance of vehicles, motorbikes, and boats at a distance. Improved the rendering performance of weapon effects at a distance. Bug Fix Fixed a client crash that occurred when changing character appearance. Prevented users from removing shadows by changing Steam launch options. Fixed a bug that caused players to fire more ammo than the amount loaded. Fixed a bug that caused lung icon to be displayed as full while taking damage due to lack of oxygen underwater. Fixed an issue with indoor walls and objects overlapping each other. Fixed a bug that caused the wooden doors inside houses to have a metallic gloss. Fixed a bug that caused some parts of the clothing to be shown when firing a weapon while aiming down sights, using 4x or higher scopes. Fixed a bug that caused players to enter the DBNO state after drowning. You will now die immediately after taking fatal damage from lack of oxygen. Fixed a bug that prevented the use of healing items after firing full auto mode. Fixed a bug that caused flower beds to be shown incorrectly at a distance Partially fixed a bug that caused a character to be stuck in terrain. Partially fixed a bug that caused the camera to pass through some objects. See you in-game, PUBG Community Team
  6. 34 likes
    Asking for keys is against the forum rules. This also includes begging for keys, implying that you should have received a key, complaining that you didn't receive a key and PMing mods and admins with any of the above. Breaking forum rules can and will result in a ban.
  7. 33 likes
    Would really appreciate a South African Server if possible !
  8. 31 likes
    Sounds - The sound of doors opening and closing can now be heard from a further distance - When in rainy weather, you will now sporadically hear thunder sounds - Adjusted the volumes for the sounds of the wind, rain, and footsteps - Improved the sounds for the buggy Gameplay - Fixed and improved compass readability Bug Fixes - Applied additional fixes to address the issue of players going under the map in certain areas
  9. 30 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.
  10. 30 likes
    Probably because it made the game more casual looking. Honestly seeing about 5 gallons of blood piss out of somebodies stomach is a good enough hit marker for me.
  11. 28 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
  12. 28 likes
    Evening All, There is now a quicker way to report players. Please follow the link and steps below. http://support.enmasse.com/playerunknown-s-battlegrounds Create an En Masse Account if you do not have one. Step 1: Click on "Contact Support" Step 2: Select PUBG as the game...Find the issue that is most fitting, in this case it is "Game Support" Step 3: Complete the Issue Details drop down, you will want to fill in "I need to report another player." Next, add the Issue Details... I would say "hacking" or "teaming" and click Submit a Ticket Step 4: Fill out the Description, Characters, Your Character Name and Date/Time. ***Please attach any media to prove your case, it will make the review process easier***.... After you have filled in all the information Click "Finish & Submit" Thank you all and see you in the field!.... or maybe you won't. ;-)
  13. 27 likes
    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
  14. 27 likes
    Hello! Great news for the active input in new servers. Im also from South Africa. How do we let you know that we need servers here? Must we all buy the game and then hope that they get released. Playing with 250ping is not an option until then. Thanks
  15. 27 likes
    We've noticed that some players were confused about the true nature of the Closed Beta keys they have received or still covet. They grant access only to the Closed Beta Testing phase. They do not grant access to the Steam Early Access stage that will follow the Closed Beta Testing. We have not, at any point, given out keys for the Early Access stage of the game.
  16. 26 likes
    Dropping in here to +1 servers for South Africa, please! Aaaaand disappointment, I know AWS hires lots of techies here to work on their infra and assumed they must have servers here... which they don't...
  17. 26 likes
    Loving this game but the same as always, no South African servers. Most of the time devs dont have South African servers because the community is not large enough but no one buys it because we rarely get servers hosted. We have plenty of good game hosts and hosting companies commited to their community, Please consider adding at least a few servers, even as a trial for the Africa region, it will be much appreciated. PS, I played Battle Royale and Breaking Point on EU servers, so im used to the 200+ ms lag we get
  18. 26 likes
    We're excited to announce that our next phase of testing will begin on February 24th! Following the fantastic feedback we received during our Alpha 2 test, we're looking forward to hearing your thoughts on what we've been working on for our this next testing phase. There's a ton of new stuff we have to show you, so we hope you look forward to it as well. We'll have more specific details for you all on our Closed Beta in the coming weeks. Until then, stay tuned!
  19. 23 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
  20. 23 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.
  21. 23 likes
    We're happy to announce we'll be opening Australian servers next week. This will involve a small client patch. More info over the coming days!
  22. 22 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.
  23. 22 likes
    SOUTH AMERICA Like if you agree.
  24. 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!
  25. 21 likes
    KNOWN ISSUES • You may experience camera shake while in spectator mode • Your client may freeze/lock when entering a game, or when returning to the lobby. Restart your game to fix this issue Gameplay • Added DUOs game-mode. For this weekend, only DUOs will be available • Add ability to spectate your teammate when you die • Increased damage from unarmed melee attacks • Modified parachute system to give more control Performance & Stability • Resolved a number of crash issues • Improved server performance. This should reduce the lag seen at the start of matches Outgame • Added BATTLEGROUNDS POINTS (BP) reward system • The Pioneer Crate can now be acquired using BP • The BP required to buy crates with will increase with each crate you buy • Added ability to trade unwanted skin items for BP • Added character customization options World • The fences around the military base on the southern island will now be easier to destroy with vehicles UI/UX • Added key-binding to hide in-game HUD (Ctrl + U) • When acquiring enemy loot, attachments will now appear in the items list • Added warning for duplicate key binds. This issue caused key-bindings not to be saved during the first week of testing Items • Added 2 new weapon attachments. (Bullet Loops for Kar98k, Angled Foregrip) Sound • Resolved an issue with weapon sounds resulting in the inability to locate gunshot origin BUG FIXES World • Fixed collision for certain tunnels, buildings and trees • Fixed issues with indoor lighting and shadow effects • Fixed an issue where character would get trapped in certain areas(edited) Gameplay & UI/UX • Fixed an issue causing map zoom in/out to lag at certain times • Fixed inability to use items with hot keys while in driver's seat • Partially resolved the inability to pick up items off floors • Fixed kill message issues to do with remaining players • Fixed an issue causing certain attachments to not be attached from vicinity • Fixed an issue with map markers not displaying correctly • Fixed an issue of parachute getting stuck in certain situations Action & Gunplay • Fixed the issue of being able to fire while reload animation is still playing for M249 • Fixed issue of magazines disappearing when switching weapons • Fixed the issue of grenades not being able to damage multiple players • Fixed an issue causing the shotgun reload animation to be played constantly • Fixed an issue with throwable items not dropping when switching to another item • Fixed an issue causing the character to remain in the throwing motion after the action has been completed
  26. 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!
  27. 20 likes
    Hey, To start off, the examples and situations im talking about are top 5 situations only. The final few circles where there are only a couple teams alive, or a few teams, or solo players. So we all know that there are end circles that go RIGHT TO THE EDGE, and tilt the favor of whoever is in that area because they dont have to move at all, and can just camp and kill anyone running into them. Heres a situation, although its a little extreme and perfectly placed, I believe this solution could work for almost any scenario or ending situation. Original ending circle: The red dots are players. Lets say its a 1v1v1, Top 3. Right now everyone is in their spots and sitting. No one moving or shooting because they feel safe and want to wait for the next circle to see if they have to move or not. In the CURRENT STATE, this is what could happen: Now here is where things get really unfair and the LUCK comes into play. This guy at the bottom of the circle just got almost a free win. I'm not going to say that the other 2 guys cant win, or cant outshoot that player, but his chances of winning probably increased by like a LARGE PERCENT. So he has positional advantage, he doesnt have to move, and the other two players both have to move which makes them likely to see eachother first, also means that the guy in the circle can easy spot them running right into him and get the kills. The exact same situation could have happened if the circle spawned on the player at the TOP or if it spawned at the player on the WEST side. This is what a lot of the top players are currently frustrated with because it really gives one person or team a huge advantage and there isnt much way to outplay that player since there are no flank potential. So basically it becomes a shooting contest with one person in a field and 1 person behind cover. I understand WHY the circles can move to the edges of the blue electric zone. They made it this way so the circles can be unpredictable and have lots of map variation and end zone variation in the EARLY/MID GAME so it doesnt get stale and boring always being central in the middle and never goes to the edges of the map. SO, NOW TO THE POINT OF THE THREAD... The solution to the LATE GAME circle luck: I don't know the exact number of circles it takes to bring people to a top 10/top 5 situation, but lets say 4-5 circles. AFTER 4-5 circles, I suggest that the next circles become completely central in the current white circle once the blue circle closes in. Heres the situation with my suggestion: ORIGINAL SITUATION: Now instead of LUCK, all 3 of the players KNOW the next circle will be directly in the middle of the current one. So there is a lot more strategy and outplay scenarios. Yes, someone can run right to the middle of the larger circle, and be in position for the final circle and everyone would have to come to them. But the differences are 1) He has to actually MOVE from his position and take that risk, and 2) he is now exposed to ALL directions of attack on the next circle. 360 degrees of flank. Heres what the situation would look like now with my suggestion: Sorry for bad paint skills, but imagine that circle being exactly centered. So if the south player decides to run to the middle of that circle, the north and west players can either shoot him while running, or if they dont see him they can flank left or right and wrap around (SIMILAR TO WHAT PEOPLE IN ARMA DO when they run outside the circle and flank the other side). This way ALL 3 PLAYERS will have to move. And all 3 players will be in danger at all times from flank, or from moving. It still forces those gun battles, but doesnt give positional advantage to a single player or team. There are many strategies that can be played. You can rush the center and try to be the "king of the hill", you can ride the gas in and try to fight anyone else doing the same, you can flank 360 degrees in a circle and try to backstab someone running in. I think this idea of making the final circles 100% predictable and centered make it for a more skill based ending and remove some of the insane luck some people can have in the current state. PLEASE LET ME KNOW WHAT YOU GUYS THINK ON THIS IDEA! Think of all the possibilities, negative and positive, and keep the future of the game in mind and how things may change later on. Thanks. EDIT: Talked to Hawkinz and we think it could also help that the final circles that get centered the electric field moves SLIGHTLY slower. I know that when the white safe zone is centered the electric moves slower all around, but maybe even just decrease the speed a little more could help make some strategies work better. It just creeps in like a slow fog.
  28. 20 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.
  29. 19 likes
    These two are very underrated and underused items right now. But it can really help you. First off let's clarify what they do for you. In case you weren't aware both will give you heal over time. The notches that you see on the bar (top of health bar), 2nd will give you sprint/movement boost and the 3rd notch will give more sprint boost + health regeneration. Only health regen past 1st notch. Health regen, speed boost past 3rd notch. 1 pain killer will get you up to 2nd notch; 1 energy drink will get you up to 1st notch and a half; Energy drinks full regeneration will get you up to about 95%. You will need to drink 2 energy drinks if you want full regen. It is REALLY slow though, FYI. You can always load up before you head into a fight to help with heal over time too. Trying to get to the safe zone but still have ways to go? Pop that pain killer or couple of energy drinks past that second notch so you can move a little faster.
  30. 19 likes
    Here's a small glance into the future and what it holds for PUBG from PLAYERUNKNOWN: I now want to run through a timeline for optimization of our game. A lot of you have been asking about how and when we will optimize the game, so hopefully this post will give you a better idea of our plans over the coming months. One important thing to note. Client optimization takes time, and will not be solved in one single patch. We will be working hard over the next 6 months to ensure all players enjoy smooth gameplay with no lag or FPS drops. Initial Performance Improvements Key Objectives • To reduce the overload on the CPU, and make sure that the GPU performs to its full capability Expected Results • Frame rates will be stable even when in high-density areas • Get higher frame rates across all graphic options ETA: Apr. 14th (Expected to take roughly 5 weeks) Further Performance Improvements Step 1: Art assets optimization (Apr. 7th) • Decrease the LOD vertex for buildings seen at long distances • Decrease the total amount of vertex by adjusting the LOD on terrains Step 2: Improve the rendering performance of terrain and ocean shader (TBD) Step 3: Decrease the overload on the CPU by rearranging wall near buildings (TBD) Step 4: Decrease the usage rate of the video memory (TBD) * We have already managed to make some of the improvements in our final CBT build, decreasing video memory usage by 1 GB. You can read the full post here: http://playbattlegrounds.com/news/64.pu
  31. 19 likes
    Hit markers just make it easier. Why do people always want easier? Dont you guys realize thats what ruins games?
  32. 18 likes
    http://steamcommunity.com/games/578080/announcements/detail/2533687504393796928
  33. 18 likes
    Good news everyone! We will be pushing the monthly update to the Stable Servers at 1PM UTC / 3PM CEST / 6AM PDT / 10PM KST
  34. 18 likes
    Public test server is now LIVE! You can try out upcoming updates before they hit the live servers tomorrow. Keep in mind that there will be bugs. To download the test server, go to your Steam Library - it will be a separate item in your games list.
  35. 18 likes
    Honestly, there are so many people on the forums talking negatively about hit reg, low/high damage, time to kill to low/high, etc etc etc etc. Unless you have proof of these things happening, I dont believe any of it. I have zero issues killing people, and when I shoot people they die. I think people are missing their shots and just making excuses or blaming the game. If I see a blood splat... I hit them. If I shoot them in the helmet.... I hit them and almost kill them. If I snipe them in the head with level 3 helmet... They dont die unless its a AWM. If they have level 3 vest/helmet and I shoot them like 4-5 times... They can still live. Its absorbs a lot of damage. If I land a shotgun blast nicely center of mass close range... They die. If I shoot someone 400+ meters with a suppressed M16... You arent getting shot from a cheater or invisible players. The gunplay in this game is pretty damn good. Does need some balancing (and they need to implement that bullet drag system), but in general it doesnt have many issues. Remember a few things: Players can literally play on any server or region from anywhere around the world. I could go play on asia servers and lag all over the place and people probably wouldnt be able to hit me. There is lots of lag currently (obviously) so players may be teleporting or desynced. Please if you guys post something claiming the game is broken or not working correctly. Show us a video or some proof that its not, otherwise to me it just sounds like excuses for poor aim, hearing, vision, etc. Sorry just lots of threads that don't make sense. EDIT: Except the SKS, I think the gun is buggy and doesnt shoot properly with a scope if you try shooting too fast. https://clips.twitch.tv/BlushingGrossPigSpicyBoy See thats how you should post something ^^
  36. 18 likes
    South African servers please. This is an insanely fun game both solo and squad. Me and my 3 mates played untill the very early hours and actually managed to win a round, and got second twice. This is my default go-to game now, not BF1. Please give us some servers
  37. 17 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!
  38. 17 likes
    Players, Today we outline the schedule for updates during Early Access and address some of the bigger issues some of you have faced so far. First though I want to highlight the work done by Jon Jablonsky (@dearsomeone). Jon has been making highlight reels for BATTLEGROUNDS all through our Closed Beta Test, and is now doing a weekly highlight reel each week during Early Access. We really enjoy his work, and you can check it out here: Early Access Schedule During Early Access, we plan to release updates in 3 phases. Daily updates, to improve server performance Weekly updates, to push bug fixes & client performance and stability fixes Monthly updates, to add new content and push balance passes for game-play Known Issues There is a rare bug which will cause some buildings not to render for players, allowing them to shoot others seemingly through the walls. We are tracking down the cause of this and will update you when it is fixed. Sound A lot of you have given feedback on our positional sounds, and today Marek will explain in a little more detail how sounds work in the game. Gunshot Sound Each gunshot sound you hear in game has propagation delay based on distance between source and the listener The propagation velocity is 340m/s so if a pistol is shot 340m away from the listener, he will see the muzzle flash first and hear the gunshot after 1 second If gunshot is fired from indoor or there is no direct or approximate line of sight (obstructed), the reverb effect and LPF are applied to the sound effect Bullet Crack/Whizz Effect Bullet crack effect (or bullet bow shockwave) is generated when a supersonic projectile passes in close proximity to the listener. The effect can be heard in a closest point on bullet trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left headphone, you know that the shooter is either directly in front of you, or behind you Most of our weapons are supersonic. This means that you will hear the crack/whizz before you hear the actual gunshot In a scenario where you see a shooter 1000m away, using AWM (>900m/s muzzle velocity) the events will occur in such order: 1. You see the muzzle flash 2. After ~1 sec you hear the crack/whizz (assuming no air drag) 3. After ~3 sec you hear the gunshot Bullets passing close to the player will generate a crack sound, the ones passing further away will only generate whizz effect We blend between different sound samples based on distance (the maximum distance and attenuation characteristic is also affected by suppressor attachment). The close gunshot sounds louder and more clear than the distant one In the current public build, all bullets generate a sound crack effect. We've changed this mechanic by adding a velocity check, so bullets travelling slower than speed of sound will not generate the crack effect but just whizz. I will do a Q&A session soon to get more feedback on sounds in the game, so stay tuned! - Marek Client Optimization In case you missed it last week, here is a look at our schedule for client optimization. This process will take time, and will not be fixed with a single patch. We ask for your patience as we work to improve performance. Initial Performance Improvements Key Objectives To reduce the overload on the CPU, and make sure that the GPU performs to its full capability Expected Results Frame rates will be stable even when in high-density areas Get higher frame rates across all graphic options ETA: Apr. 14th (Expected to take roughly 5 weeks) Further Performance Improvements Step 1:Art assets optimization (Apr. 7th) Decrease the LOD vertex for buildings seen at long distances Decrease the total amount of vertex by adjusting the LOD on terrains ETA: Apr. 7th Step 2:Improve the rendering performance of terrain and ocean shader (TBD) Step 3:Decrease the overload on the CPU by rearranging wall near buildings (TBD) Step 4:Decrease the usage rate of the video memory (TBD) Leaderboards Our leaderboard system has proven to be a very popular feature, and for the most part, we are happy with the current ranking system. However, the system will need balancing once we have sufficient data from a good sample size. The ELO system will need many balance passes before it is ready and to complete this we will be wiping the leaderboards on a monthly basis so to allow us to get a clean data-set from any changes we make. OC/SA Servers With tomorrow’s client update we will be bringing Oceania and South American servers online. These servers will feature their own regional leaderboards. Ping Lock We are looking into implementing a ping lock for our servers. We have no ETA on when this will be added just yet as we have limited resources, and at the moment server performance and stability is our highest priority. We also don’t want to restrict the ability for friends in different regions to play together, but we understand how frustrating it can be playing against high ping players and take this very seriously. Please bear with us while we come up with the best way to add this new feature.{o:p} Finally today, here are the patch notes for the weekly patch we will push this Thursday. Week 1 Patch Notes This patch will be deployed for both clients and servers Thursday, March 30, 5PM KST/1AM PDT/8AM UTC Out-game Added Oceanian & South American servers Server Performance/Stability Resolved an issue where game server performance would degrade over time Resolved several server crash issues Client Stability Resolved several client crash issues Client Optimization Added View Distance setting to graphics options Gameplay Adjusted movement speed of endgame play zones Adjusted weapon sound volume in the lobby UI Removed crosshair while in a vehicle and not in the aiming state Added ability to see item durability state directly in vicinity pane Bug fixes Fixed a bug with the volume of crouch walking Partially addressed performance degradation when opening inventory Fixed a problem which would allow characters to go under the map in certain areas Removed the depth of field effect when spectating in team-play modes. Fixed a bug with the character creation system Fixed an issue in the REVIVE system where a player would get stuck in the revive animation when the downed player died Fixed a bug which would cause the PLAYERUNKNOWN hi-top trainers to render incorrectly Fixed a bug where a character would receive damage from vehicles while behind trees/walls You can read the full post here: http://playbattlegrounds.com/news/65.pu | http://steamcommunity.com/games/578080/announcements/detail/646671482148934992
  39. 17 likes
    PLAYERUNKNOWN'S BATTLEGROUNDS will launch on Steam Early Access on March 23! Check out our new trailer! Here's the full PCGamer article http://www.pcgamer.com/playerunknowns-battlegrounds-will-hit-early-access-on-march-23-and-heres-the-official-trailer/
  40. 17 likes
    We are excited to announce that our pre-orders are now available and in two different versions! http://preorder.battlegroundsgame.com/ Standard Edition : $29.99 One full copy of PLAYERUNKNOWN'S BATTLEGROUNDS Instant access to the Closed Beta (1 Beta Key) Deluxe Edition : $39.99 One full copy of PLAYERUNKNOWN'S BATTLEGROUNDS Exclusive limited edition PLAYERUNKNOWN skins! These items will later be marketable on the Steam Community Market Instance access to the Closed Beta (2 Beta Keys) *Note : Both the full copy of the game and the exclusive skins will be delivered once the game is released on Steam Early Access! We hereby announce that the price of PLAYERUNKNOWN'S BATTLEGROUNDS will be $29.99 as well! Thank you! Hyowon
  41. 16 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!
  42. 16 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
  43. 16 likes
    Players, Today on the dev blog we look at what we have updated in this week’s upcoming patch. Before we get to that I want to quickly explain what happened with the loot balance after the first monthly patch last week. To facilitate the custom game feature allowing users to change the balance of the loot in their games, we had to change the core loot system. When this new system was implemented, we missed a bug that altered the balance of weapons spawned in the world. We have now resolved this issue and the loot balance will be restored to how it was before the update last week. Going forward, we do intend to apply balance passes to the loot, and we will update you here on the dev blog when any of these passes are implemented. In case you missed it yesterday, we announced our first Charity Invitational[playbattlegrounds.com], which will be taking place next Thursday, May 4th. We are excited to help Gamers Outreach[gamersoutreach.org], and hope you will tune on in on Twitch and see some great streamers battle it out and raise funds for this worthy cause. Finally, next week the team will be taking a well-deserved week off, so there will be no weekly update. We will be back in the office on Monday May 8th refreshed and ready to push more updates your way! Now onto what we have changed for this week’s 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 main servers on Thursday, April 27, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete. Early Access - Week 5 - Patch Notes Client Performance Improvement Improved the drop in FPS when firing a gun or driving a vehicle Gameplay Rolled back the item spawn balance Reduced the amount of health lost when a character is ejected from a flipping motorbike Bug fixes Fixed a bug that caused the door to open towards the player Fixed a bug causing incorrect lighting on the 2x scope Fixed a bug that caused loot to be not shown in the inventory when a character first obtained it Fixed a bug that caused crossbow attachments not to show up in the vicinity pane Fixed a bug that caused the sound to stutter See you in-game, PLAYERUNKNOWN
  44. 16 likes
    Please refrain from posting links to videos or websites advertising cheats/hacks for PUBG. If you want to report a cheat instead of advertising it, please send me a PM. To report a player, please follow this guide: A few things to keep in mind: just because there's a video on YouTube showing someone using a cheat, doesn't mean it still works or that we're necessarily unaware of it. We too use Google search. Please do not panic at the first sign on danger. By the time you've discovered a cheat, it may already be ineffective. We will not look kindly upon those members who persist to link to cheats in public.
  45. 16 likes
    We are happy to announce that we will be bringing Oceania and South American servers online this Thursday!
  46. 16 likes
    +1 for South African server...awesome game and enjoying it like crazy!
  47. 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.
  48. 15 likes
    South Africa server pretty please.
  49. 15 likes
    South/Latin American servers NOW!!!!!
  50. 15 likes
    PLAYERUNKNOWN’S BATTLEGROUNDS Official Forum Guidelines While there are a number of rules you’re required to read and understand to participate on these forums, there are some rather simple ways you can safely avoid breaking them. Contribute Constructively Keep your posts on-topic, both for the sub-forum and the thread in which you’re posting. Give feedback that can contribute to a conversation. Respect your fellow forum-goers, even when you disagree with them. Be Friendly and Polite Be good to one another. Don’t insult anyone directly, including the Bluehole staff. Don’t publicly call out other users or players. Don’t use hate speech of any kind, including (but not limited to) hate speech related to ethnicity, race, sexuality, gender, life choice, political inclination or slurs of any kind. Penalties for Violating Forum Guidelines Keep in mind that these penalties aren’t mutually dependent. Users can be suspended or banned without warning if an infraction is severe enough. Light warning – For first-time offenses which are very minor, such as a comment which is off-topic but was made in good faith , or a duplicate forum post, a light warning will be issued, frequently in the form of a public mod response. These comments may apply to multiple forum users in the case where multiple off-topic comments have been made which threaten to derail a thread. If users continue to take threads off-topic after a warning, then harsher punishments may be issued. Warning – If a post or comment isn’t both constructive and on-topic, the poster will get a system warning. This warning is an account-flag which will go away after some period of time, depending on the situation. Suspension – A warning is not required before temporary suspension occurs. Depending on the nature of the infraction, a temporary suspension can last anywhere from a week to several months. Ban – Again, a warning/suspension is not required ahead of time depending on what the user posted. A user that has been suspended in the past will very likely be permabanned upon further infraction. Moderators are present on these forums to maintain the community and ensure all players are encouraged to participate here. If it’s decided that you’re being destructive in any way, a punishment will be issued. When you first join the forum, until your reach 10 legitimate posts, you will be restricted from posting in certain areas. This is done to give newcomers time to get acquainted with the forum structure before they post another "how to use ads?" topic in General Discussion.