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About BG_Daniel

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  1. Alpha 2 Report Dev Blog: Please use this thread for discussion related to the above dev blog or the Alpha 2 Wrap Up video.
  2. We're excited to announce that our next phase of testing will begin in February! 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!
  3. Thread unlocked to allow discussion.
  4. There was a lot of information covered in our last Dev Stream, and much of it resulted from the great questions you all published here or sent our way. To make it easier to keep track of all the questions that were covered covered, we've included a list of them below, along with corresponding answers that were given during the stream. You can find them broken down into categories, to make it a bit easier to sort through. Questions are in bold, and answers are in italics The Next Time We Can Play Are there any more testing servers coming up soon, and if so will you release the schedule? We can’t yet speak to the exact schedule, but we’ll be opening up testing again in the early part of next year Has PLAYERUNKNOWN decided whether Alpha 2 keys will be eligible for use in the next test? Yes! Alpha 2 keys will be valid for the next phase of testing Release / Price / Monetization / DLC When will the game release? We haven’t yet finalized what our launch date will be, but we’re aiming for the first half of 2017 When this game goes retail, what price point do you expect it to debut (USD)? This has also yet to be finalized Are there plans to support the game after launch with more content or will it just be bug fixes We absolutely have more content planned post-launch Hackers / Cheaters What are your stances on hackers/cheaters/exploiters? If we’re able to prove that a user is hacking/cheating/exploiting in the game, we’ll dispense appropriate punishment, which in many cases will include a ban from the game In what way are you going to combat hacking? We’re proud to announce we’ll be using BattlEye as our anti-cheat system Game Balance / Mechanics Will there be bullet penetration? Yes, we are planning for bullet penetration, in addition to things like the ability to destroy doors and fences Has there been work on automobiles since the last alpha? Yes, the vehicles should be a lot smoother by the next test. Vehicle physics have been moved to client side, as well, so controlling them should be easier Will the revive system remain in the full release? We believe so, though we are still polishing and modifying it before its release in the final game Will there be any stealthy vehicles, such as bikes? Probably no pedal bikes or other stealthy vehicles, but you will be able to turn the engine off is most vehicles Will frying pans be throwable? We think we might give it a try. We’ve received this suggestion a few times before, and it sounds fun. What do you currently think about the amount of trade kills in close quarter combat? If yes, how do you plan to lower the amount of trade kills? We understand there were a lot of complaints about trade kills. In the alpha, this usually resulted from latency issues, and we’re looking into a way to improve the situation Any thoughts on adding a rare or craftable remotely detonated/proximity explosive? Not currently planned, but we may look into this in the future Will you be adding fatigue after sprinting? No, we don’t think so. We feel it’s not the type of game for that Any plans to make air drops a more contested commodity in the mid game? As more people are able to spread across the island by dropping out of the plane when they please, it will mean there’s a higher likelihood of more users going after air drops. We may make them more visible as they are delivered, but we would still like some luck involved Will you guys be releasing full details on all weapons, attachments, armors, helmets, etc either in game or on your wiki? Such as specific numerical damages, what attachments do to the guns, how durability on armor works We’ll be considering doing this for sure; we see no harm in releasing it to the community when we’ve finalized these numbers Do you feel the player count should be increased? About half the server dies within the first big electric circle currently. We are currently considering increasing the playercount, in order to spread players out across the map more, but this isn’t finalized How does damage get dealt to the durability, it is 1:1 bullet damage vs durability, or how is it calculated? It depends on how much durability the armor has left. If it has 50% absorption and you’re hit by 100 damage, 50 will be subtracted from durability, and 50 from player health UI Will you add splitting bullets when dropping them or during other actions? It’s currently low priority, but this will likely come in during a later phase Will you allow players to swap seats in a car? You can do that already! Just hit ctrl+1/2/3/etc. to move between vehicle positions Will there be a lot more information on the UI such as specific health numbers, more specific compass directions (SSE, NNW, ENE, WSW, etc etc), detailed blue energy bar breakpoint information for new players, etc? Many UI improvements are planned; expect an overhaul that will give the player much more information. We’re confident you’ll be happy in the changes Misc Will spectator mode be in the final release? Absolutely! We’re planning on having a full spectator mode in the final game Have you thought about making the large player spawn warehouses explorable/lootable during gameplay? We have plenty of new environments being tweaked and worked on, including the addition of making warehouses explorable and lootable Will there be separate leader boards for teamplay? All versions of team play will have a separate leaderboard I was wondering if there would be some kind of level system kinda like what we are seeing in H1Z1? A full ranking system is in the works, including the ability to lose and gain ranking as you play and compete in more matches Why did you choose Unreal Engine 4? Out of the engines available to us, we feel UE4 was the best option. We have so many interior spaces in our game and UE4 is a good fit for that. Additionally, the team works best with UE4, so we’ll be most comfortable as development progresses Do you plan to disallow high latency connections to servers? Or maybe have dedicated regional servers for clients with high latency? As we’re using AWS for our server hosting, we’ll have servers worldwide, so this should improve ping for those playing from most regions. In the case that high latency is still an issue for a player, they will likely be unable to connect If you have been working with modding support yet, can you share some details about it? E.g. how it will be implemented? We’ve yet to work on modding support while we polish the base game until we’re comfortable with it. But modding support is still planned to be an integral part of the final release, where anyone will be able to spin up a custom server and make adjustments, or more experienced modders can make more substantial changes to the game
  5. In advance of the Dev Stream coming this weekend, we'd like to find out which questions you'd all like answered when we go live. Interested in an upcoming feature, mechanic, bug fix or some other aspect of development? We're all ears! Just post your PLAYERUNKNOWN'S BATTLEGROUNDS questions in this thread and we'll do our best to answer them during the stream this weekend. Please note: While we'll answer as many questions as we can and to the best of our ability, we won't be able to answer them all during this weekend's stream. There are also some questions we will not yet have an answer for, but that doesn't mean we won't keep them in mind for when we can reveal more. Thank you all for your understanding. ----- Missed the livestream? Here's the VOD: Twitch -
  6. This is your place to discuss the latest changes made to PLAYERUNKNOWN'S BATTLEGROUNDS Alpha build, outlined in the post above.
  7. What are you talking about? It's just like when they told me it wasn't a Mesert Meagle...
  8. Thanks for the feedback! Moved this over to the suggestions sub-forums.
  9. As already state, the Discord will remain open only to those who are behind NDA. We'll let you all know if that changes. Locking this topic.
  10. The situations you listed above will not be cases for a loss of Alpha access. Mistakes happen; we're not going to be bringing down the hammer for anything like that. However, if it's able to be proven on our side that a player has killed his teammate deliberately or repeatedly for the sake of griefing, then we'll take action.
  11. New Features • 2 Player Team Play Mode (WIP) • You can choose your teammate from the Steam friends list in the pre-game lobby, if their profile is public. • If you have a private Steam profile, you can be invited to join a team by using the nickname invite box. • You can now view your friend’s stats by hovering over their profile picture and clicking the stats button • Added push-to-talk for team voice chat • Revive System for Team Play Modes (WIP) • In 2 player team mode, once your HP reaches 0, your character will enter DBNO (Down But Not Out) state • While in DBNO state, your character won’t be able to do anything (i.e – move, fire weapons, use items, etc) except be revived by a teammate • When in DBNO state, your character’s revive time will gradually decrease. When your revive time reaches zero, your character will die and cannot be revived for the rest of the match • When your teammate enters DBNO state, the teammate icon on the HUD will change to indicate that your teammate needs help • If your character enters DBNO state while your teammate is either dead or also already in a DBNO state, your character will instantly die. • When your teammate is in DBNO state, you can revive them by nearing them and interacting with the character using the “F” key • It is possible for your character to enter DNBO state multiple times in a single match, but it will cause your revive time to decrease at a faster rate for every subsequent time that you enter a DBNO state Stability Improvements • Fixed an issue causing the game servers to crash last weekend Quality of Life Improvements • Decreased the time players remain in the airplane at the start of a match • Players are now dropped from the airplane at more diverse areas of the island • Stackable items (Medical items, Boost items, Ammo) are now distributed into multiple slots when exceeding a certain amount • Added some camera effects during the freefall/parachuting phase • All consumable items (Medical items, Boost items) can now be canceled • When in third person view, you can now press the tilde (`) key to swap between left and right shoulder view Balance Adjustments • Adjusted the shrinking rate of the play area. Now, the area will shrink more quickly during the initial phases of a match, but slower during the later phases Loot Adjustments • Increased the spawn rate of low value weapons and items • Decreased the spawn rate of high value weapons • Decreased the spawn rate of level 3 gear Bug Fixes • Fixed a bug causing some players to appear invisible or transparent • Fixed a bug that caused Crossbows to sometimes spawn without bolts nearby
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