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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. 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
  3. 51 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
  4. 47 likes
    South African server or African server please !!! Ping very bad if we play on EU server.
  5. 32 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.
  6. 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
  7. 29 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.
  8. 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.
  9. 26 likes
    Would really appreciate a South African Server if possible !
  10. 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!
  11. 24 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.
  12. 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!
  13. 22 likes
    SOUTH AMERICA Like if you agree.
  14. 22 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. 21 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...
  16. 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
  17. 20 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
  18. 20 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
  19. 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.
  20. 18 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.
  21. 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 ^^
  22. 18 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. ;-)
  23. 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
  24. 17 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
  25. 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/
  26. 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
  27. 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
  28. 16 likes
    We are happy to announce that we will be bringing Oceania and South American servers online this Thursday!
  29. 16 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
  30. 15 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.
  31. 15 likes
    South/Latin American servers NOW!!!!!
  32. 15 likes
    Please do not buy PUBG CBT keys from any website or person. They are not authorised to sell them and we cannot guarantee that you will be able to use them or that they won't be revoked. Anyone encouraging others to buy CBT keys will be removed from the forum.
  33. 14 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.
  34. 14 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.
  35. 14 likes
    +1 for South African server...awesome game and enjoying it like crazy!
  36. 13 likes
    First of all, GREAT work by the devs with the servers and the performance boost! Game is way more smooth now. Still needs work, but good improvements. When thats being said, I gotta say that the gun "adjustments" and change of loot has left me sad and frustrated. For me the game was way more fun to play before this patch. First of all. You can't just write in the patch notes that you "Adjusted the overall balance of all attachments/assault riffles". You need to give more info on how you adjusted it. People play your game with a compettetive mindset. Those "adjustments" changed the whole meta of the game. Im all for balancing and so on. But in my oppinion the only gun that needed a nerf was the m16. The m416 was already pretty terrible and the Scar was ballanced. AK needed a buff. Now you can't fight ppl on long distance with an AR. Snipers are crazy strong right now, but maybe 80-90% of the players won't have a sniper in a game. The lucky bastards who gets the snipers will now be in such a huge advantage. If you think of that and then put it together with the change of the loot, you are left with a much less compettetive game thats based on rng. Before this patch the game was awesome. It was compettetive, intense and all in all just entertaining. Now its still fun for casual games with your friends, but the competetive side has just vanished. My suggestion is. -Bring back the old loot with the added new stuff. -Remove cosmetics from the loot. -Go back to how the ARs worked before. -Nerf m16 -Buff smgs and pistols You said it yourselves, the game is meant to be competetive. Dont make it a random survivalgame. Remove as much rng as possible. Make it so the skillgap is high. I love your game and I just want it to be perfect. Right now you are going in the wrong direction.
  37. 13 likes
    South Africa server pretty please.
  38. 13 likes
    People really need to stop playing this game like it's H1Z1. Almost every single game there's only around 15 players alive when the area actually starts getting smaller. The reason for this is that people are just trying to land as fast as possible and get weapons before anybody else and take them out immediately. In H1Z1 you have to be aggressive and land as quickly as possible because you don't have a lot of maneuverability while falling. In Battlegrounds you can actually pull your chute immediately and travel up to 3 km distance from your original location. This way you can safely get geared up before starting to fight. In H1Z1 people start from random locations and the whole map is evenly filled. There's around 200 players so It doesn't matter if half of them die immediately. But in Battlegrounds all players start falling from the same location. And because everybody is falling down as fast as possible, everybody from the game starts within 1 square kilometer from each other. There isn't enough loot for 60 players in a single town and most of the players will die because they can't find a weapon. Is it really fun to join a game and die within 5 minutes from start of the game? There's a lot of time to scavenge for loot before the area starts getting smaller. So you can basically travel across the map by flying that 2-3km and then picking a car to go another 2-3km and still have 5 minutes to loot before you need to start thinking about going to the safe zone. I'm able to get a fully modded gun every single game by playing safe in the beginning. Most of the time I have a sniper rifle as well. I'm within the top 10 almost every game and have won twice and gotten to 2nd and 3rd place multiple times. I'm rank 8 on the win points leaderboard at the time I write this. When you actually look at the top winners from the leaderboard, they have around 20-30 games played so far and the top killers have around 50-80 games played. Do you see a pattern here? The idea of the game is not to kill as many players as possible before going down yourself. The point of the game is to be last man standing whatever it takes. When people play with this "H1Z1 tactic" of rushing for kills in the beginning, it really takes a lot away from the mid and end game. There's not much happening in mid game because 80% of players are dead the minute the game starts. I don't think anyone should die before the gas starts advancing in this game or at least have 50 players left when that happens. TL;DR: Only thing that I dislike about this game is the playstyle almost every single player has. Your goal is to survive and be the last man standing, not kill as many players as possible before you go down.
  39. 13 likes
    We've sent out the emails to those of you who have pre-ordered PLAYERUNKNOWN'S BATTLEGROUNDS. Please follow the instructions in the email on how to redeem the game. If you need support, please contact http://h.xsolla.com
  40. 13 likes
    Hit markers just make it easier. Why do people always want easier? Dont you guys realize thats what ruins games?
  41. 12 likes
    1 week 3 days since EA Launch = 3 weeks.... Are you from the future?
  42. 12 likes
    Hi, Please add South African Servers. There will be a big enough player base soon, if not already. Loving the game. Keep it up!
  43. 12 likes
    +1 to South African servers please.. the EU latency is not great at all for us.
  44. 12 likes
    Please see blow thread for updated early access thread. Thank you very much everyone for submitting any bugs you've found and sorry if I didn't credit you for finding it
  45. 12 likes
    KNOWN ISSUES • Your character may sometimes exit a vehicle in an unarmed state (This issue has now been fixed) CHANGES GAMEPLAY • Added SQUADS gamemode. In SQUADS, you can create teams from 1 to 4 players in size. You can enter a round with either the group you teamed up with, or be randomly teamed with 3 other players once in the match • Increased player count to 100 per match • All players now start the match in a single airplane • Fixed a bug that prevented certain items not being lootable due to them spawning inside of walls, or stuck between different objects ACTION • The moving speed when in the REVIVE state has been slightly increased • The moving speed when sprinting now varies slightly according to the weapon your character is holding • Improved the quality of swimming animations • Fixed an issue that caused the looting animation to not happen if a player has bad connectivity to the server ENVIRONMENT • Fog effects have been added to long distance views when freefalling/parachuting down to the island UI/UX IMPROVMENTS • The compass on the top of the screen is now more visible • When in team modes, a speaker icon will appear next to the name of the teammate talking • When in team spectate mode and there are more than 2 teammates alive, you can toggle between views of the remaining teammates • The drag-and-unequip-from-inventory action has now been improved to be more responsive LEADERBOARDS • Balance changes mande to rankings. There won’t be any changes to any previous ranking attained BUG FIXES • Fixed some issues that were causing client crashes • Fixed a bug that caused the character to go under the map when landing with a parachute • Fixed team spectator so now you will see all views (3rd/1st/ADS) of the spectated player • Fixed a bug that prevented you from figuring out sound direction in spectate mode You can read the full devblog here: https://playbattlegrounds.com/news/posts/closed-beta-update-3
  46. 12 likes
    UPDATE: Looks like we will need at least one more hour to fix the problem. Please accept our apologies!
  47. 12 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.
  48. 11 likes
    So to start, many people compare this game to H1Z1, just don't, ok both games are BR genre but other then that the games litterly has nothing in common. I'm going to list up a few tips and advice on how you might up your odds of winning games in PUBG. I'm a small streamer( https://twitch.tv/FroszTV ) and all these advices comes from playing a lot of survival and BR games like: DayZ, H1Z1(JS & KOTK), RUST, arma2 BR, arma3 BR, Nether and counter strike. Each game has different playstyle, and the advices im giving below is what I think suits for this game as it is in the current state. THESE ARE JUST SOME ADVICE AND TIPS I HAVE, I'M NOT SAYING IT'S THE BEST THING OR THAT YOU WILL WIN EVERY GAME BY FOLLOW THE TIPS, USE THE ONE THAT YOU CAN AND EVOLVE YOUR OWN PLAYSTYLE AND ENJOY THE GAME! 1. BE TACTICAL Don't run straight for people like you do in H1Z1, the mechanics in this game is totally different. You want to be much more tactical. Know your surroundings, where have you heard people, what buildings or area are the highest chance of getting into a gun fight? Always plan ahead! Even in the start, where are you going to land, and what area are you gonna try to be moving towards after the landing zone is cleared? 2. ALWAYS HAVE A BACKUP PLAN You always want to have a backup plan in case your plan dosen't work out and you get into a gun fight, can you go backwards into cover without having people to spot you? Always make sure you have a exit strategy, it might meaning taking cover in a shed or just behind a wall, or maybe running through a field with bushes you can hide behind. 3. PROPER LOADOUT Try to plan ahead, where is the game going to take you on the map? Make sure you have the right equipment for the upcoming fights. What that means is, make sure you have proper meds and use then the right way, have you only taken a small amount of damage and quickly need to heal yourself, use bandages, if you need to heal even more use first aids or med kits. But be aware that bandages has the lower using time, then first ands and lastely med kits. And make sure that if you are going to have fights in a large open area you want to be able to shot peope on a far distance meaning that you should equip a gun with a long rage scope, no matter if it's 4x, 8x, or 15x, you most likely won't be needing a shotgun on long ranges. 4. LOOTING Try to be quick and know what you need before you start looting. Many people die because they are looting for too long, you are so vulnerable when looting so you want to spend as little time as possible looting other peoples bodies. Makes sure to plan ahead, do you need meds? ammo? gun attachments? If you have a plan before you start looting you will be finishing looting much quicker and can get back into play. When looting things in the enviroment many people uses proximity looting, this means that you hit tab and see what is in your proximity and loot in inventory instead, you can do this instead of looting with the interaction button(F). However which looting style suits you best is up to each player, I think that proximity looting can be good in some situations, but the thing is that you are standing there totally vulnerable just like looting a body box when you do proximity, sometimes just looting with interaction button might be better because you have more control over your surroundings then. 5. TRICK PEOPLE So when you get into a gun fight, many times they might not end as soon as the first shots are made, try to trick the player you are facing. What that means is try using your surroundings to to tactical and move around the player without getting seen if possible, you might then be able to either backstab or getting an advantage before the next fire fight against that player again. 6. GUNS, FIRING MODE AND AMMO Make sure to use the right gun and firing mode depending on situations. Always try to have a gun for short to medium distance fights and a backup for either long or short distance fights, this means planing ahead of you what is going to happend. For example, you might have a 5.56 gun(M416, M16 or Scar) but you might still want to pick up some 7.62 ammo even though you don't have a gun for it right now you might loot a body with an AKM or M24. The higher caliber means that each bullet will do more damage, so you might want to snipe with an AKM instead of a 5.56 cali gun. Firing mode is a big deal of the game, if you are going to be in a medium/long range fight you want to use single fire to be able to control your shots and the recoil as good as possible. I tend to only use full auto and burst(m16 only) on short to very short distances when i do not have a shotgun on me. Choosing the right gun is up to you and your playstyle, try them all out and pick the one you think it's the best for you! So what about grenades? I don't use grenades but I do think they are very good in this game, therefore im not going to give any advices on how to use them. 7. CARS AND BOATS The cars and boats are supposed to be used for transportations only. Again, this is not H1Z1 but you can use the cards as shields when needed, not recommended though. If you are driving you are very easy to spot, and you can't jump out of them in a high speed(well you can but you might hurting or even worse, driving over yourself by doing that and die). If you spot other people in cars, you can always try pop their tires which will make the car more or less undrivable. My advice is to more or less just use cars as an transportation veichle. So that's all for now, I hope that you can implement some of the advices into your gameplay to become a better player. Remember the game is in closed beta right now, there is bugs in the game, if you do find them, please report them to help the dev team make this game even better, and follow the rules! Solo servers are for solo playing, not teaming! If you want more advice on gameplay or have questions I do stream the game during this clsoed beta, you can find me over at https://twitch.tv/FroszTV Here are the promised gameplay videos: Win no.1 - 5 kills https://www.twitch.tv/videos/125156814 Win no.2 - 11 kills https://www.twitch.tv/videos/125157473 Win no.3 - 7 kills https://www.twitch.tv/videos/125157700 Win no.4 - 9 kills https://www.twitch.tv/videos/125157887 Win no.5 - 15 kills https://www.twitch.tv/videos/124801259 Win no.6 - 9 kills https://www.twitch.tv/videos/125158360 Win no.7 - 5 kills https://www.twitch.tv/videos/125158766 Win no.8 - 7 kills https://www.twitch.tv/videos/125060298 Win no.9 - 13 kills https://www.twitch.tv/videos/125060996 Win no.10 - 9 kills https://www.twitch.tv/videos/125061568 Win no.11 - 8 kills https://www.twitch.tv/videos/125062077 Big thanks to PlayerUnknown, the dev team and everyone in this great community for an so far awesome game, can't wait to play it again!
  49. 11 likes
    This could use a little work but made this today for fun! Loving the game so much!
  50. 11 likes
    Man, I could really use a vacation. Instead here I am, collecting your bug reports for our engineers like a dumbass. Sad life.