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  1. 88 points
    FPP SOLO, THEN DUO, THEN SQUAD. that's my opinion
  2. 35 points
    Players, Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week. Test Schedule [This week] PST: November 21st 11:00PM - November 23rd 11:00PM CET: November 22nd 08:00AM - November 24th 08:00AM KST: November 22nd 04:00PM - November 24th 04:00PM [Next week] PST: November 27th 06:00PM – December 1st 02:00AM CET: November 28th 03:00AM - December 1st 11:00AM KST: November 28th 11:00AM - December 1st 07:00PM Region & Modes NA - SOLO & SQUAD, First-person / Third-person EU - SOLO & SQUAD, First-person / Third-person ASIA - SOLO & SQUAD, First-person / Third-person On this test build, you will be able to try out vaulting & climbing again and test other features. You will also notice the changes we made to some mechanics to make them more balanced. Below are the patch notes for the second PC 1.0 test build. (Updated Patch Notes) Bug Fixes Fixed the issue of the boost icon not showing up on the health bar when a player uses a boost item Kill Cam (Note: please enable the kill cam in Options before you enter a match) Fixed some of the crashes related to the kill cam function Fixed the client freezing issue right after recording the kill cam Fixed the issue of weapon images overlapping in the inventory slot Fixed the delay on weapon swapping animation when watching a kill cam Sound Improved the red zone bomb sound effects and modified the volume of the explosions UI/UX Changed the font for game HUD, inventory item names, etc. Improved the design of the compass Improved the back panel colors and transparency for all game HUD elements Improved the back panel colors and transparency for kill log icons Applied a blur effect to the background of the game result screen Changed death icon of kill log into a skull shape icon (Previous Patch Notes) Optimization Optimize character animations Added LODs to further optimize weapon rendering for long distance Optimized various world effects Optimized various UI elements Optimized the sea by reducing wave effects Decreased terrain loading time Decrease memory usage of characters Animation Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key) Greatly reduced jacket/coat clipping issue when moving in ADS while leaning Gameplay Reduced the hit damage for hands and feet and increased the hit damage on thighs and arms. The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds. The casting time and the amount of health restored are the same as before. Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island Added markings for zeroing distances on 15x scope reticle texture Added new 4x reticle for 7.62mm weapons Added new 4x reticle for sniper and SMG weapons Added blur effect on the outside of scopes Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration) Lowered camera position when proning in third-person Decreased firing rate of SKS and Mini-14 Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles) Decreased recoil for Mk14 8x and 15x scopes cannot be attached to an M16A now Item Added 2 new weapons. - Added DP-28. DP-28 will be spawned in world. It has a 7.62mm 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage - Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil. Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same UI/UX Applied a new font for English Improved designs for in-game HUD, option window, inventory, menu screen, and system message box Improved Solo/Team Play UI - Moved health bars of team member(s) from the top left corner to the bottom left corner - Changed colors and markings in the mini map, world Map, and team list UI - Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.) Improved interaction HUD - If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up Improved the mini map and the world map - Decreased the saturation of the mini map to further emphasize information of team members - Adjusted the colors of the world map to increase visibility of markers and other information - Players can check team members’ FOV direction through the world map and the mini map - When team members get on the same vehicle, a single indicator will appear Moved the kill log from the bottom left corner to the top right corner Modified the design of the health bar to show the point for 75%. The bar will not turn red when health is below 75% Added killcam feature that can be found in Settings. Now players can check killcams in the result screen - For Duo and Squad modes, killcam can be checked after all team members have died Sound Changed the lobby music Improved vehicle engine sounds Added a sound that will be played around the edge of the blue zone Added three different sound effects for the red zone - Sounds of bombs being released - Sounds of bombs falling - Sounds of bombs exploding Added sounds when character jumps into water. Sound will be different based on the speed Language Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional) Bug fixes Fixed camera jittering for passenger sitting on the back of a motorcycle with sidecar Fixed the issue where animations are not played when bandages are used consecutively Removed the pink circle that appeared on certain buildings when parachuting Fixed the issue where shooting was possible when vaulting Greatly reduced blurriness of the reticle while in ADS mode We hope to get a lot of feedback on our second PC 1.0 test build! Thank you. The PUBG Development and Community Team
  3. 32 points
    Infelizmente já temos muito poucas pessoas no FPP, é preciso gostar muito para puxar solo no squad. Acredito que remover squad fpp da rotação será muito ruim para o competitivo do jogo progredir em nossa região, já que o competitivo internacional é completamente FPP, porém acho que o mais justo e o melhor para a rotação seria a fila solo, atrairia mais pessoas e talvez, eu disse talvez, teriamos uma rotação de partidas saudável, sem uma espear de 20 minutos pra achar game como está no squad Na real eu gostaria que houvessem recompensas para as seasons, essas deveriam ser dadas apenas na fila FPP, uma vez que outros jogos tem fila ranked, isso seria uma espécia de rankeada pois estariamos no modo do competitivo. Assim a fila TPP seria a fila casual.
  4. 26 points
    I'm not saying to let it'll choose weather conditions but I do believe it's important to let players choose which map they want to play on. Hopefully this is just for the test server, however if it isn't going to be an option in 1.0 people are going to get irritated.
  5. 26 points
    Players, We are excited beyond words that we can finally share the name of our new desert map and tell you a little bit about some of the places you can visit. When we decided to create a new map, we focused on creating an environment that is very different from Erangel. We wanted to go the opposite direction of having lush fields and forests and arrived at the harsh and unforgiving desert of what we can now reveal is Miramar. The unique terrain and dense urban areas of Miramar will create a new Battle Royale experience where the old strategies may no longer work and new tactics are required. We don't want to tell you too much as you will soon be able to experience it all yourself but we did write a few short descriptions of several of the key landmarks and towns. You can find them below, together with the new screenshots. These aren't the only fun places to visit, of course, but you will have to discover the rest of them on your own. Miramar will be playable during the final test round before PUBG hits version 1.0. When you get your hands on it, you can share your favorite moments, top plays and beautiful vistas from Miramar with us on Twitter and Facebook using #ThisIsBattleRoyale See you in-game, The PUBG Development and Community Team
  6. 24 points
    Players, As we draw ever closer to the release of the PC 1.0 version of our game, we wanted to pause for a moment and take a look back at our journey so far - where we started and how we got where we are today. We started working on our game in late March 2016 and conducted the first closed pre-alpha test in July. Back then almost everything besides the main mechanics and the game concept was a placeholder. But we knew that the Battle Royale experience we were offering was unique and the feedback of that small group of first testers confirmed it. From the first pre-alpha test, until this very day, and going into the future, we have always strived to keep our development as open as possible and take into account and act upon player feedback. We went through several alpha and beta stages, adding content, improving and optimizing every aspect of the game and opening access to more and more players. Before our release on Steam Early Access in March 2017, after only a year of development, we knew that we already had a small fan base that was looking forward to our Steam release. Our community enjoyed playing the early builds of our game but also really enjoyed watching others play. Based on our testers and viewers reactions we prepared and hoped for a moderate success. We were not prepared for what followed. Breaking all kinds of videogame records was a very exciting experience, especially for a small team like ours, but it also meant that we had some very serious stepping up to do. We had to grow as a company and we had to do it very quickly. We hired new people, made opened new departments within the company and finally even separated from Bluehole into PUBG Corporation to better focus on PUBG. Since our release on Steam Early Access, we’ve added new areas to the map, a whole range of new weapons, new animations, a new vehicle, fixed a whole lot of bugs, broke quite a few concurrent user records (most of them our own) and there is still so much to do. We know that there have been problems along the way and that things aren’t always perfect. Halfway through Early Access, we decided to upgrade our game engine to the latest version. This meant that our live server build now had a different engine version from the 1.0, which in itself led to a workload increase. We had to work on and monitor two builds, the differences between which were more than trivial. As a result we were unable to address the issues on the live servers as quickly as we used to before. We are very sorry about any frustration that this has caused. Investigating and fixing server/connection issues is currently one of our top priorities. We know how upsetting it can be when you’re facing these issues in-game, as it means that you’re unable to use your skills and enjoy the game. We are looking into ways of tweaking our server settings to alleviate this problem. We plan to gradually improve this issue on many fronts. Please always let us know on our forum, in as much detail as possible, about the server issues you’re experiencing. As we mentioned in other posts, we were not prepared for the amount of cheaters we found in our game and apologize for the obvious inconvenience they have caused to our players. And though things in this regard have now visibly improved, combating cheating, just as optimizing our game is a constant task. It never goes away and we are committed to staying vigilant, doing our best and then doing better than our best to provide you with the ultimate Battle Royale experience. Our journey is your journey, because without you none of this would be possible. We are forever grateful to our community for your support, your constructive criticism and your love for our game. Most importantly, we want you to know that this is just the beginning. When PC 1.0 comes out, our journey doesn’t end. When PC 1.0 comes out, the first part of our journey will be over, but only so that the next one can begin. * Please note that when the killcam is activated, performance can be lowered on some PCs. * Your client may crash after changing resolution or switching to windowed mode Test Schedule [Phase 1] PST: December 8th 02:00AM - December 10th 02:00AM CET: December 8th 11:00AM - December 10th 11:00AM KST: December 8th 07:00PM - December 11th 07:00PM [Phase 2] Test servers will stay open until PC 1.0 on live servers No downtime required Region & Modes NA - SOLO & DUO & SQUAD, First-person / Third-person EU - SOLO & DUO & SQUAD, First-person / Third-person ASIA - SOLO & DUO & SQUAD, First-person / Third-person Lobby Redesigned the lobby background and UI Some menu options will stay hidden for this test server due to them still being worked on World Added a new map - Miramar. Miramar will be the only map available during phase 1 Miramar supports 2 weather types: Clear Sunrise Miramar builds on and modifies the core Battle Royale experience by providing varied visuals and gameplay: Vaulting & Climbing action will be even more useful when crossing the Miramar terrain Players can experience highly tactical battles that will force them to utilize their cover and concealment skills Choosing the vehicle type is more important than before, as off-road driving is now different from on-road driving experience Items Added 3 new weapons. These weapons are Miramar exclusives: Added R45. R45 will be spawned in world, it uses .45 ammo and 6 bullets can be loaded. Red dot sight can be attached. It has high accuracy and faster reload speed than R1895 Added Win94. Win94 will be spawned in world. It’s a variant of a lever action rifle that uses .45 ammo and 8 bullets can be loaded. It’s for an expert player since it doesn’t take any attachments and is mid-range effective with slow reload speed but high damage Added Sawed-Off. Sawed-Off will be spawned in world. It uses 12 gauge shot and 2 shells can be loaded. No attachments available. It has short range, high dispersion, lower damage than other shotguns but can fire in rapid succession Added new Ghillie suit to the care package R1895 will not spawn in Miramar Vehicles Added 3 new vehicles: Added Van. Van is a six-seat vehicle. It has low maximum speed and driving force but it has the highest HP in the game. Therefore, the Van can be useful in various tactical situations Added Pickup. Pickup is a four-seat off-road vehicle and designed to be well adjusted for Miramar’s bumpy terrain. Pickup is the most all-around vehicle in the game and suitable for various playstyles Added Aquarail. Aquarail is a two-seat water vehicle. The player in the passenger seat can user their weapons. It has good cornering and high mobility so you can expect Aquarail to do well in guerrilla tactics. Motorcycle and Buggy are also available in Miramar. They have different skins compared to their Erangel cousins. Server Optimization Reduced the server lag issue of players moving abnormally Gameplay Added the ability to heal and boost while in a vehicle (only for the passengers) Increased damage of Kar98k and M24 and reduced damage of AWM. Increased overall damage multiplier to Torso for sniper rifles by 10% Increased the vertical aiming range in prone stance Improved water penetration particle effects Adjusted the blur fade-in effect for scopes UI/UX Redesigned the color of HP bar Displayed in yellow when the HP is below 50% Displayed in red when the HP is below 25% Displayed in red and blinking when the HP is below 10% Modified the game font for several regions Adjusted Russian, Polish, Turkish, Vietnamese for readability Sound Improved the sound effect of frag grenade: The sound changes depending on the distance from the explosion For example, player can hear only the explosion sound from long distance but within 20m distance, player can hear the explosion sound and the sound of the debris raised by the explosion Lowered the sound of the edge the blue zone Animation The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm Added the missing firing mode switching animations (and sounds) to UZI Tweaked the FPP animations and limits to reduce seeing the inside of own character Moved the camera to correct position in FPP mode for drivers Position of most of the guns in FPP has been changed to ensure further reduction of clipping with clothing Transitions between sprinting and running animations are now smoother. Leaning animations have been improved to ensure consistency between ADS/FPP and TPP Bug Fixes Now player can fall (F key) from the airplane while the world map is open Fixed the issue where most of melee attack animations were not displayed when jumping in place and attacking Fixed the issue where changing stances while punching (from standing to crouching and vice versa) will not be instant anymore Fixed the issue where while vaulting in FPP, player could look inside own body Fixed the unintentionally extreme aim punch when being hit Improved the animation loops to prevent gun "skipping" while moving crouched in ADS Fixed the issue where the character movement speeds were inconsistent when using sprint button and travelling in any direction other than forward, forward left and forward right The reticle on 15x scope will no longer appear blurry when used for the first time Fixed the issue where a player could lean out of a vehicle even though they should not be able to physically (due to an object blocking the area outside the window) When scoping and close to the wall, character should no longer be able to see through it Running with DP-28 should now be slower (same as other LMG and sniper rifles) Fixed the issue where a player would occasionally be teleported to remote location while vaulting As we announced at The Game Awards, we will be leaving Steam Early Access and launching version 1.0 on PC on December 20th (or December 21st, depending on your timezone) and there will be no price increase when we move out of the Early Access. In addition, all new Battle Royale maps will be free for all players. We believe that we’ve completed the core Battle Royale structure for PUBG through the Closed Beta and Early Access. We want to continue our work on perfecting it and improve in many areas. Before the launch we will be sharing our post-1.0 plans with you in a separate dev blog. Expect to see some major (and some minor) changes in gameplay, sound, optimization, matchmaking, UI, animation, gunplay and other areas after the release of version 1.0. We are very grateful for your support and understanding. Thank you for coming along with us on this first part of our journey that has led to PC 1.0. We are so excited to get ready to go to the next destination together with you. See you in-game, The PUBG Development and Community Team
  7. 21 points
    We would like to start by expressing our gratitude for all your help with testing Miramar and all the new features added to our game. Your feedback is instrumental for our efforts to improve PUBG. Players, we are aware of some ongoing server stability issues and our engineers have been working to alleviate these problems. Creating a smooth playing environment is one of our top priorities. Thank you for your patience. We are looking into different solutions and hope to see some improvements soon. From this week we will be adding Erangel back in the mix. We want to test Erangel in conjunction with all the new features as we make our final adjustments for PC 1.0. Taking into consideration player feedback, and different issues being discovered and fixed, we will be applying more patches to the current test build. If any of them require a maintenance period, we will announce the schedule beforehand. For those of you who missed the announcement, we wanted to note again that the test servers will remain open until the PC 1.0 release. Please find the notes for the current patch below. Test Schedule Test servers will stay open until PC 1.0 on live servers Region & Modes NA - SOLO & DUO & SQUAD, First-person / Third-person EU - SOLO & DUO & SQUAD, First-person / Third-person ASIA - SOLO & DUO & SQUAD, First-person / Third-person Lobby Unlocked the rewards menu Players will now be able to check their performance in Career, and Leaderboard World Erangel and Miramar - both maps are now playable Which map is played will be selected randomly when a match begins Added a wet effect to vehicles. This effect can be found in rainy weather on Erangel Vehicles Added Aquarail on Erangel Items Added Miramar's new Ghillie suit to the care package on Erangel UI/UX Helmet, vest, bag HUD UI elements will now be on by default Added a transparent background box behind HUD UI for clear visibility Bug Fixes Fixed the issue with the insides of Erangel buildings being too dark Fixed the issue with players not receiving BP after playing in FPP mode Fixed the abnormal player shadow in FPP Deleted M16A4 from the tool tip of 8x and 15x scopes Fixed the issue where player's footstep sound was silenced when player moved diagonally or wore particular shoes Fixed the issue of two instances of player characters existing after reconnecting See you in-game, The PUBG Development and Community Team
  8. 20 points
    You know you can just plug your PC into your big screen TV right?
  9. 18 points
    Players, As some of you may already know, we’ve been working on improving vehicle sounds in our game and have spoken to PUBG Sound FX Lead Kyungwon Park and our Action and Gunplay Programmer Marek Krasowski. What were your main goals with these changes to vehicle sounds? Our main goals were improving the quality of the sound effects (and sound samples) and optimizing the vehicle sounds. We decided to change the vehicle audio because our audio quality was subpar compared to the rest of the game sounds. It was problematic especially because we did not have an audio library with the correct vehicle sounds that we have in the game. We researched granular synthesis plugin (REV) and it reduced our usage of channels and CPU per vehicle. This improved the sound quality dramatically by taking the exact engine RPM from each vehicle model. We also had to modify our vehicles to behave more like real-world vehicles. Now we model acceleration and gear box ratio, engine parameters very similar to the real-world models. This is a system that is already commonly used by many other Triple A racing games. Before, we had vehicle audio effects corresponding to every 1000 rpm, up to the maximum rpm. We used to blend them to suit the specific rpm and it was very hard to make realistic acceleration sounds this way because of a technical limit. The range of sound effects is now extended a lot more but this is still a work in progress and we will add more effects as we go. Can you briefly explain what kind of work went into improving the vehicle sounds? We sent a list of vehicles that are used in-game to recording companies in Germany, asking for engine sound, driving sound, brake sound, and so forth. It took approximately two to three weeks for these companies to find the exact vehicles and record the sounds. Then we used the REV program to tweak and fit the actual driving experience with proper acceleration curve and parameters. Vaulting system involves over 40 different animations. How many sound sources are included for each vehicle? We worked on engine sound, gear box shifting sound, clutch, ground surface running sound, spinning/sliding/braking wheels, and there are still more detailed sounds to come. What else do you intend to improve in the future? We still have a lot of work left in terms of the vehicle sounds on different surfaces. We plan to make our own sound samples with filming studios in the future. We are also interested in switching between the interior sound and the exterior sound of a vehicle when a character shifts between FPP and TPP to make it more realistic. We have already made a system that changes the vehicle sound according to the user's point of view but it is not perfect yet. We plan to improve it considering the structural character of each vehicle. Any last words to our players? Please be mindful that this still a work in progress. We really appreciate your feedback and it helps us improve the game a lot. We do read your feedback and gain a lot of insight from it. We’ve also prepared a short video showing how some of the vehicle sounds were recorded. You can find it below. Hope you enjoy!
  10. 15 points
    At this year's G-STAR, our CEO, Changhan Kim, and the Lead Game Designer, Junhyuk Choi, did a short Q&A session during a dev panel and below you can find the translated version. We thought it might be interesting for you to read. 1. What are PUBG’s current and future strategies in addressing the cheater issue? Before answering this question, we want to apologize for the inconvenience caused by the cheaters. It is true that the company has not been well prepared to deal with this issue, with the game being launched on the early access program. The number of different cheats we have encountered has far surpassed our expectations. We are aggressively addressing this issue as it is our top priority. There is a new team dedicated to this task, which has already demonstrated great results through tighter and improved policies as well as around-the-clock monitoring. We are well aware that an anti-cheat effort is an endless fight. However, we will never be discouraged and keep working hard to create a frustration-free play environment. 2. I want to know more about upcoming new content like the Desert Map, new weapons, vehicles and clothing items. As you might have seen in the screenshots released last week, the Desert Map will look completely new and different to Erangel. You will be able to enjoy new battles with the larger and more three-dimensional map design. We are working on new weapons, clothing items and vehicles, and there will be a surprise announcement about them before their releases. 3. What improvements and optimizations will we see in the release version as opposed to the current version? What are PUBG Corp.’s future plans? There have been a lot of optimizations for both the server and the client of the official release version. We have seen some significant improvements from those optimizations through internal tests. We will be able to share in more detail exactly which areas have been improved in patch notes before launching the 2nd and 3rd test servers, where players themselves will be able to experience those improvements as well. We plan on keep improving the game through and after the official launch, so please stay tuned. 4. Will the lobby area also change with the official launch, such as friend invitation feature and readiness indicator? I also want the leaderboard to display more information. Not only the lobby or leaderboard but also the game’s UI, readability and usability are being upgraded in a comprehensive manner. Players will be able to try the improved UI in test servers to be launched in the future. Community features like friend invitation and readiness indicator are of course on our roadmap. We will be continuously rolling out updates through and after the official launch, and we look forward to feedback from our players. 5. I wish there were a customer service center in Korea. Also, I would like to follow up on how the reports I submitted in the game are being handled. We have invited experts in this field and will do our best to open customer centers for players in Korea as well as all over the world as soon as possible. We closely review players’ reports. Player reporting has been very helpful and we appreciate it greatly. 6. What standards does PUBG Corp. use to add new weapons? Any anecdotal example about weapon design and development? We add new weapons to complement deficiencies in the given lineup of weapons, considering each weapon’s purpose and features. Of course, the weapon lineup reflects our individual preferences a lot as well. Whether popular or specific, there are people with diverse preferences here, so many interesting weapons are being considered. Some weapons are discarded at the selection process if they are too disruptive balance-wise according to concrete internal standards. We are aware that many Korean players really want K2 to be added as a new weapon. It is definitely on our lineup of weapons to be considered, but since it may overlap with other existing weapons in terms of its purpose and features, we are approaching this addition from a perspective of design diversification. 7. How does the Redzone work? It is completely random. It would only be a groundless assumption if someone feels that there is a rule behind it. Its location is random, and red zone initiations are also almost random although there is a minimum time gap between them. So, you can simply consider Redzone as a random phenomenon. 8. Does PUBG Corp. plan on adding a new crate with a special item as you did for the Gamescom Invitational? As you may already know, we will never add anything that affects the gameplay. However, there is a relatively strong demand for cosmetic items. Since the official launch is our top priority, we plan on adding new items after that. 9. Does PUBG Corp. plan on developing a training mode where players can practice on their own? Frankly, I think there lies PUBG’s charm. Our thought was, ‘There is no practice in life! It should be tough!’ since delivering the reality was important. However, many players are requesting a tutorial mode or a shooting range, and we believe this could be helpful for some players. So, we will start devising a plan to develop such a feature after the official release.
  11. 14 points
    In the last patch none of the biggest changes I noticed were listed: Parachuting completely changed. I can now no longer fly straight down and I only reach 200km/h max, and parachuting feels very different because of it. This has been a core feature of the game since the beginning and now it's suddenly changed in a major way with no mention from you. Why? Forced post-processing. SSAO, which is usually a very costly effect and an ugly one if implemented poorly, is now forced even if you have post-processing set to very low. And it is implemented poorly in PUBG, it's probably the worst implementation of SSAO I've seen in a modern game. This is also undoubtably a big performance hit for people with slower systems. Forced dynamic shadows. I'm not 100% sure this happened in the latest patch, but now I suddenly have shadows on grass etc. even with shadows on very low. Flickering ugly shadows that almost force me to increase my shadow quality to make it less ugly. Also undoubtably a performance hit for those with slower systems. Much better looking anti-aliasing and post-processing. Like much much much better looking. This was one of my biggest complaints with the test server, but the game now looks better than it ever has if you set post-processing to Ultra. You've seemingly added some sort of sharping / super sampling to the post processing now and it looks great, but no mention in the patch notes so I only discovered it by accident. It feels like you have people just changing stuff at will after the patch notes are written. Very unprofessional and a disservice to your players. Accurate patch notes aren't hard to make if you have proper procedures in place for actually committing changes to the patch.
  12. 14 points
    Players, we are now very close to leaving Early Access and no efforts are spared in preparation for bringing you the best possible experience with PC 1.0. Before we move on to the patch notes, we wanted to briefly talk about a few important issues. Our original idea was “this is Battle Royale and players should be able to survive in any environment”. This is why weather was made to be random together with which map is being played on. But we heard your feedback - we understand that you see the new map as an almost separate mode. So we came to the conclusion that it is best to allow our players to choose which map they want to play on. However, we have 3 team modes and 2 perspectives - TPP and FPP. Adding map selection will result in there effectively being 12 game modes in total. You also need 100 players to fully experience Battle Royale. When all these factors are combined, it could be very difficult to offer a seamless experience 24/7 to players looking for matches. In some regions with smaller player bases, many issues are already expected to occur; queueing times could be extremely lengthy, matches may not start at all, matches may start with a number of players that is much lower than 100 in off-peak times. Despite these circumstances, our development team has decided to listen to our community’s feedback. We need some time to address the anticipated problems and technical issues, so maps will not be selectable right after PC 1.0 release. However, we will do our best to add the feature and required systems as soon as we can, so you can enjoy Battle Royale in the map of your choice. We will be adding solo FPP mode to OCE and SA servers next week. Please keep in mind that outside peak times it may be hard to find FPP matches in these regions, especially after we add the map selection feature. Off-peak times could last anywhere from 11 to 17 hours. But since this is a widely requested game mode in OCE and SA, we still decided to add it and will be monitoring the situation. If there is less than 1 session per 2 hours on average after we add the map selection feature, less popular FPP mode may be closed. We have made a similar decision regarding FPP mode in another region in the past to remove negative experience for our players. We will keep you posted on the schedule for the update. As we’ve already mentioned a few times, server stability is one of our top priorities. We’ve seen your feedback and our data analysis confirms that some players are having to deal with issues that disrupts their game experience. Alongside other measures we will be implementing, we are now also looking into implementing ping lock to help with server lag and other stability issues. We are in the process of developing this feature and it will be tested in a single region at first. We will keep you updated on our progress. Thank you once again for providing us with your feedback regarding the test build and reporting the bugs you encounter. Your voices are being heard. You will find that in the patch notes below a lot of the changes we’ve made are based on your feedback. Please keep it coming. It’s very useful and highly appreciated. Lobby Added Replays menu Added replay function which can record up to 1km around the character Please enable the replay saving in Options before you enter a match When the game ends, the replay will be saved and can be played on “Lobby – Replays” menu Up to 20 replays can be saved. They will be automatically deleted in the oldest order when the number exceeds 20 Control Guide J: Time line ON / OFF (Player can move to desired time, pause) P: Pause ↑, ↓: Play speed change B: Back to own character W, A, S, D: Camera move E, Q: Camera height change Holding Shift, Ctrl: Camera move speed change TAB: Open the player list (If you click the ID, camera moves to that player’s view) V or LMB: Observing camera (You can see the view of the selected player) C or RMB: Following camera (The camera follows selected player and you can control the camera angles and zoom) F or SPACE: Free camera (Move to the camera view which can freely move on the map) L: Open the battle list (You can check engagements with and around the currently selected player) M: Map (If you LMB click the player’s icon on the map, you can move to the observing camera of the selected player. If you RMB click any empty area of the map, you can move to the free camera at that position) Gameplay Adjusted the size of Miramar’s first blue zone, considering it was relatively large Win94 Bullet loops can now be attached to Win94 Added red tip for Win94 ironsights for easier aiming Increased the zoom level on Win94 in ADS while holding breath Increased recoil Increased the drag effect on Kar98k Increased slightly the drag effect and reduced base damage of M24 by about 2% Decreased duration of camera shake while firing Vector (Vector should now be slightly easier to handle while shooting) The size of blood particle effects has been toned down at greater distance UI/UX Added two new keybindings to enable toggle/hold action for Aiming and ADS on separate keys Animation Added a new animation for Win94. Its lever action is now about 30% faster Items Adjusted item spawn rate of Miramar to better optimize for Miramar area Vehicles Increased the fuel efficiency of Pickup Adjusted the front skin of Aquarail World Removed rainy and foggy weather from Erangel (Test server only) Road signs in Miramar are now breakable when hit with vehicles Sound Reduced BGM volume in lobby Reduced the volume of window breaking sound effect Added a sound effect for road sign breaking Lowered the reverb for the character’s voice when getting hit indoors Adjusted the short distance volume of Pickup and Buggy Bug Fixes Fixed the issue where trying to aim while freelooking would produce an undesired visual effect Fixed the issue where the Kar98k thumbnail in inventory screen had magazine clip in view Fixed the issue where in parachute or plane in FPP mode, there was a viewing angle limit applied Fixed the issue where the SKS did not have gun sway Fixed the issue where the motorbike and buggy would slide down when parked on a slope Fixed the issue where the report button would appear at the battle result screen even when player had won the game Fixed the issue where a player could climb up on a blocked off floor of a particular building in Military Base Killcam Fixed the issue where a character was not visible or sound came first when killcam was played Fixed the issue where if a character was more than 400m away, they seemed to be shooting through a closed door even when the door was open Fixed the issue where the camera would show the inside of a character’s face Fixed the issue where when the inventory was full, player could not drop or replace AR quickdraw magazines See you in-game, The PUBG Development and Community Team
  13. 14 points
    ALL APPEALS SUBMITTED WILL ONLY BE VISIBLE BY FORUM ADMINISTRATORS Please login or register an account to gain permission to submit an appeal. If you believe you've been banned incorrectly or unfairly, please follow the instructions below. Create a new topic here, with the following format: -- Ensure that all information requested is provided with complete accuracy. Misspelling your in game name or providing an incorrect 17 digit Steam ID can result in your appeal being delayed. Please be aware that it may take up to 5 business days to receive a response to your appeal. Sending multiple ban appeal messages will delay the appeal process. Disclaimer: Please do not create additional posts for this appeal, or private message any of the PUBG team on the forum to enquire about the status of your appeal. Failure to abide by this disclaimer may result in an extension of your ban.
  14. 12 points
    É bem óbvio que teremos mais votos no solo FPP. Esse modo é muito novo na nossa região e são poucos os times que jogam ele justamente por isso. Acredito que o ideal seria deixar o modo Solo FPP e Squad FPP disponível para todos. Agora retirar o modo Squad FPP só vai atrasar mais ainda o crescimento no cenário competitivo do jogo!
  15. 11 points
    This is not a unique phenomenon to this game, but it is something I have seen a few times so far in the threads on this forum, so I figured I would address it here. I've been a gamer for literally DECADES. I'm 42 years old and witnessed the rise and upsurge of the internet, and especially internet gaming. I was playing Warcraft 2 competitively over an IPX/SPX to TCP/IP converter program way back in 1993... I started playing Ultima Online the week it was released, and played it for years. I played Counter-Strike when it was in version 1.5... then 1.6, then Source, then CS:GO... My steam account has a 15 years badge. I played World of Warcraft since Vanilla... all the way up until this past April when I finally quit for good. In all of these gaming experiences, I have experienced what I would call "hackers and slackers". We all know what hackers are, but what are "slackers"? The best way I can describe it is... teammates who would screw up and lose the game for your team, because they didn't care enough to try, or because they were literally just having fun in their own way that ran counter to the purpose of the rest of the team. (Intentional team killing because they thought it was funny, for example...) The point is, hackers and slackers always pissed me off. As a raid leader, with a team of 10, or a team of 25, I would be responsible for the fun of those other 9 or 24 people... and inevitably there would be ONE GUY who would screw things up for the rest, and I would either have to counsel them, train them to be better, or cut them from the team. The inevitable drama from all of this almost ALWAYS had someone saying that phrase that is the topic of this thread. "Dude, why you stressin'? It's JUST a GAME!" The same thing applies to games where we would encounter hackers. OF COURSE it pissed me off! OF COURSE it angered me to be cheated. But then you have those very same types of people... the "git gud" types... the deliberately contrarian types... the ones who have zero capacity for empathy, and who just simple "Don't Get It™"... "Dude, why you stressin'? It's JUST a GAME!" Sorry, but NO. It's not "just a game". To use the word "just" means to say "only" as in... 100% game, 0% anything else. It's not. All I need to do to prove that it's not, is to show how it is at least somewhat ANYTHING else but... It's my time. It's my precious and limited time, where I get to try to enjoy myself playing a game. That's just ONE of the things that these activities are OTHER THAN being "JUST a game". My point here is... we're not mad at the cheaters for winning. We're not mad at the cheaters for beating us in the game. Speaking for myself personally, I'm mad at the cheaters for WASTING MY TIME. I play games for my own reasons; for my own purposes... some of it is to challenge myself... some of it is because I like the social aspects of teamwork... there's probably many other reasons that would take a VERY long time to explain. Suffice to say, hackers and slackers ruin ALL of that when they prevent the game from being played in the manner it was intended, on the level playing field that the game developers have tried to create. They ruin the gaming experience. And thus they are taking my time that I have INVESTED in my leisure, and they have stolen it... deprived me of it... ripped it away from me as if they own it. I take that personally, and I hate the people that do it. And the only reason they really get away with it is because of the anonymity of the internet. Trust me, if they could be easily identified and confronted in public, they'd be getting their asses kicked by so many people, they'd need to enter witness protection just to save their sorry hides from further beatdowns. And they know that this is the dynamic they are operating in. To most hackers and slackers, the people on the other side of that internet connection aren't real people. These people are sociopaths that lack any empathy at all for the harm they are causing to others. They see the avatars on the screen, but they don't see THROUGH them the way they see through walls to know where they are. They see an avatar, and don't connect the mental dots to understand that behind that avatar is someone at a computer, trying to have a little fun before they have to put their kids to bed for the night, who is just trying to unwind from a long day at work... they don't SEE that the person controlling that avatar is a human worthy of any respect... They just see the avatar. And those of you who say "It's JUST a GAME"... you're just as sociopathic as they are. I don't say this to slam on you or bash you... I say this to identify for you what your blind spot is, so maybe you can recognize it intellectually... because sociopaths do not recognize things like this emotionally. It's NOT "just a game"... It's more than that. And real harm is caused when you cheat.
  16. 10 points
    Релиз версии 1.0 для ПК все ближе, и мы хотели бы взять паузу на мгновение и посмотреть на путь, который мы успели пройти. Где мы начали и как оказались там, где находимся сегодня. Мы начали работать над игрой в Марте 2016 года и провели первый пре-альфа тест в июле. В то время почти все элементы игры, кроме ключевых механик, были просто временными заполнителями. Но мы знали, что игровой опыт в жанре Battle Royale, который мы предлагали, был уникальным и отзывы маленькой на тот момент группы тестеров подтвердили это. С самого первого пре-альфа теста мы всегда стремились разрабатывать игру настолько открыто, насколько это было возможно и принимать во внимание отзывы игроков. Мы прошли через несколько альфа и бета стадий, добавление различного контента, улучшение и оптимизация каждого аспекта игры и предоставления доступа для еще большего количества игроков. Прежде чем игра была выпущена в раннем доступе на платформе Steam в марте 2017, после всего одного года разработки, мы знали, что у нас уже появилась небольшая группа поклонников, которые с нетерпением ждали выхода игры в Steam. Нашему сообществу нравилось играть в ранние версии, но также нравилось смотреть, как играют другие. Основываясь на отзывах наших тестеров и зрителей, мы подготовились и надеялись на определенный успех. Но мы совершенно не были готовы к тому, что произошло. Покорение различных рекордов в области видеоигр было очень захватывающим опытом, особенно для такой небольшой команды как наша, но это также означало что нам необходимо было сильно нарастить наши силы. Нам необходимо было расти как компании и делать это очень быстро. Мы наняли новых людей, открыли новые отделы внутри компании и наконец даже отделились от Bluehole в PUBG Corporation чтобы больше сфокусироваться на PUBG. Начиная с нашего выхода в Steam Early Access, мы добавили новые зоны на карту, целый ряд новых видов оружия, новые анимации, новые транспортные средства, исправили множество ошибок, побили довольно много рекордов (большинство из них установили сами), и нам еще многое предстоит сделать. Мы знаем, что были проблемы, и что вещи не всегда идеальны. На полпути через ранний доступ мы решили обновить игровой движок до последней версии. Это означает, что наша основная сборка имеет отличную от версии 1.0 для ПК версию движка, что само по себе привело к увеличению нагрузки. Нам пришлось работать и контролировать две сборки, различия между которыми были более чем тривиальными. В результате мы не смогли решать проблемы на основных серверах так же быстро как могли это делать раньше. Мы очень сожалеем о любых причиненных этим неудобствах. Изучение и устранение проблем с серверами и подключением в настоящее время является одним из наших главных приоритетов. Мы знаем насколько могут разочаровывать моменты, когда вы сталкиваетесь с этими проблемами в игре, так как это означает, что вы не можете использовать свои навыки и наслаждаться игрой. Мы изучаем способы настройки наших серверов для облегчения этой проблемы. Мы планируем постепенно улучшать ситуацию на многих фронтах. Пожалуйста, всегда сообщайте нам на нашем форуме, настолько подробно насколько это возможно, о проблемах с сервером, которые вы испытываете. Как мы упоминали в других наших сообщениях, мы были не готовы к такому количеству читеров в нашей игре, и мы извиняемся за весьма очевидные неудобства, которые они вызвали для наших игроков. И хотя вещи в этом плане заметно улучшились, борьба с читерами так же, как и оптимизация - постоянная задача. Эти задачи постоянны, и мы стремимся сохранять бдительность, прилагаем все усилия, а затем делаем все, что в наших силах, чтобы предоставить вам полноценный опыт игры в режиме королевской битвы. Наше путешествие - это ваше путешествие, потому что без вас ничего из этого не было бы возможным. Мы всегда благодарны нашему сообществу за вашу поддержку, вашу конструктивную критику и за вашу любовь к нашей игре. Самое главное, мы хотим, чтобы вы знали, что это только начало. Когда выйдет версия 1.0 для ПК, наше путешествие не закончится. Когда выйдет версия 1.0 для ПК, первая часть нашего путешествия будет закончена, но только для того, чтобы начать следующую. * Обратите внимание, что при активации killcam производительность на некоторых ПК может быть снижена. * Могут возникать вылеты клиента при смене разрешения и при переключении в оконный режим Расписание тестов [Фаза 1] 8 декабря 11:00 - 11 декабря 13:00 [Время Московское] [Фаза 2] Скоро будет анонсировано Регионы и режимы NA - SOLO & DUO & SQUAD, От первого лица / От третьего лица EU - SOLO & DUO & SQUAD, От первого лица / От третьего лица ASIA - SOLO & DUO & SQUAD, От первого лица / От третьего лица Лобби Изменен дизайн фона и интерфейса в лобби Некоторые опции в меню останутся скрытыми в этот период тестирования, так как они еще находятся в разработке Мир Добавлена новая карта - Мирамар. Мирамар будет единственной картой, доступной в первой фазе тестирования Мирамар поддерживает 2 типа погодных условий Ясно Восход Мирамар строится на основном игровом опыте Королевской Битвы и модифицирует его, предоставляя разнообразные визуальные эффекты и игровой процесс: Система преодоления препятствий станет еще более полезной при передвижении по ландшафту Мирамара Игроки смогут получить удовольствие от тактических боев, которые заставят их использовать свои навыки маскировки и способность занимать укрытия Выбор транспортного средства теперь будет играть еще большую роль, потому что вождение по бездорожью теперь будет сильно отличаться от езды по дороге Предметы Добавлены 3 новых оружия Добавлен R45. R45 будет появляться в мире, использовать патроны калибра .45 и позволяет заряжать до 6 пуль. Может использовать коллиматорный прицел. Имеет высокую точность и более быструю перезарядку, чем R1895 Добавлен Win94. Win94 будет появляться в мире. Это вариант винтовки рычажного действия, которая использует патроны калибра .45 и позволяет заряжать до 8 пуль. Она подходит для опытных игроков, потому как на нее нельзя вешать никакие обвесы, она имеет среднюю дальность действия и медленную скорость перезарядки, но большой урон Добавлен Обрез. Обрез будет появляться в мире. Он использует патроны 12 калибра и позволяет заряжать 2 патрона. Обвесы недоступны. Имеет малую дальность, большой разброс, меньший урон, чем у других дробовиков, но скорость стрельбы быстрее. Добавлен новый маскировочный костюм в ящик R1895 не будет спавнится на карте Мирамар Транспорт Добавлено 3 новых транспортных средства Van [Фургон] - это шестиместный автомобиль. Он имеет низкую максимальную скорость и силу, но он самый прочный в игре. Поэтому фургон может быть полезен в различных тактических ситуациях Pickup [Пикап] - Пикап является четырехместным внедорожником и отлично подходит для езды по ухабистой местности Мирамара. Пикап - самый универсальный автомобиль в игре и подходит для различных игровых стилей Aquarail [Гидроцикл]- двухместное водное транспортное средство. Игрок на месте пассажира может использовать свое оружие. Его легко поворачивать и у него высокая мобильность, поэтому вы можете ожидать, что Aquarail преуспеет в тактике повстанцев. Мотоцикл и багги также доступны в Мирамаре. Они будут иметь другую раскраску по сравнению со своими братьями из Эрангеля. Оптимизация серверов Уменьшены возникающие проблемы с задержкой сервера для игроков, двигающихся аномально Игровой процесс Добавлена возможность использовать медикаменты и бустеры в машине (только для пассажиров). Увеличен урон Kar98k и M24, уменьшен урон AWM. Увеличен общий множитель урона в торс для снайперских винтовок на 10%. Увеличен вертикальный радиус стрельбы в положении лежа. Улучшены эффекты проникновения пуль в воду. Отрегулирован эффект размытия вокруг прицелов. Пользовательский интерфейс Переработан цвет полоски здоровья Отображается желтым, когда здоровье ниже 50% Отображается красным, когда здоровье ниже 25% Отображается красным и мигает, когда здоровье ниже 10% Изменен шрифт в игре для некоторых регионов Новый шрифт для KR (только для KR) Отрегулированы шрифты для русского, турецкого и вьетнамского языков для повышения читабельности. Звук Улучшен звуковой эффект осколочной гранаты. Звук меняется в зависимости от расстояния до взрыва. Например, на больших расстояниях игроки услышат только звук взрыва, но в радиусе 20 метров игрок слышит звук взрыва и звук от мусора, поднятого взрывом. Уменьшена громкость звука края синей зоны. Анимация Оружие в FPP будет расположено ниже в зависимости от прицела и других приспособлений, установленных на оружии. Добавлены отсутствовавшие анимации переключения режима огня (и звуки) для UZI. Изменены анимации в FPP режиме для уменьшения возможности видеть внутренности своего персонажа. Изменено положение камеры на более правильное для водителя в FPP режиме. Изменено положение большинства оружия в FPP для уменьшения появления одежды в кадре. Переключение между анимацией бега и спринта теперь более плавное. Улучшены анимации наклона для обеспечения соответствия между режимом прицеливания от первого и от третьего лица. Исправления багов Теперь игрок могут выпрыгивать (кнопка F) из самолета с открытой картой. Исправлена ошибка, из-за которой при атаке в ближнем бою и прыжке на месте большинство анимаций атак не отображались. Исправлена ошибка, из-за которой при ударе, изменении стойки (из положения стоя в положение вприсядку, и наоборот) не было мгновенным. Исправлена ошибка, из-за которой, перелезая через препятствие, игрок мог посмотреть внутрь своего персонажа. Исправлено непреднамеренно сильное смещение прицела при попадании по вашему персонажу. Улучшены циклы анимации для предотвращения рывков оружия в режиме прицеливания при передвижении вприсядку. Исправлена ошибка, из-за которой скорость персонажа была непостоянна при использовании спринта и перемещении в любом направлении кроме перемещения вперед, вперед влево и вперед вправо. Сетка на прицеле 15х больше не будет размытой при использовании в первый раз. Исправлена ошибка, позволяющая игроку высунуться из машины, даже если физически это невозможно (из-за объекта, блокирующего зону за окном). Находясь рядом со стеной и прицеливании, персонаж больше не будет видеть сквозь стену. Уменьшена скорость передвижения с DP-28 (скорость такая же, как с другими пулеметами и снайперскими винтовками) Исправлена ошибка, из-за которой игрока могло телепортировать при перелезании через препятствие. Как мы объявили на The Game Awards, мы выйдем из раннего доступа и запустим версию 1.0 на ПК 20 декабря (или 21 декабря, в зависимости от вашего часового пояса), и после выхода из раннего доступа не будет повышения цены. Кроме того, все новые карты Battle Royale будут бесплатными для всех игроков. Мы считаем, что завершили базовую структуру Battle Royale для PUBG во время закрытого бета тестирования и раннего доступа. Мы хотим продолжить нашу работу по совершенствованию и улучшению в различных областях. Перед запуском мы обязательно расскажем вам о планах после выхода версии 1.0 для ПК в отдельном выпуске дневников разработчиков. Вы можете ожидать большие (и некоторые мелкие) изменения в игровом процессе, звуках, оптимизации, матчмейкинге, пользовательском интерфейсе, перестрелках и других различных областях, после выхода версии 1.0. Мы безмерно благодарны за вашу поддержку и понимание. Спасибо за то, что прошли с нами эту часть нашего пути, которая привела к версии 1.0 для ПК. Мы так рады и готовы вместе с вами отправиться к следующей цели.
  17. 10 points
    Often 25% or more of players leave when they get into a fog/rain map. (I am one of them) If you give people an option in the prematching lobby to select/deselect certain type of weather that they dont wanna play , you remove this problem.
  18. 10 points
    While we're at this, why do I die when bullets hit me. Even little bullets. There's a lot of documented instances of people being shot and not dying. Being dead is not fun.
  19. 9 points
    Long post with a disclaimer to start: I don't think this decision will wreck the game and I doubt the big regions will experience much disruption to wait times. I would assume that if the smaller regions are affected too much that the choice will be removed. I offer a few alternative solutions at the end of the post. I do think allowing players to opt out of weather maps violates the spirit of the game. This is an example of giving players what they SAY they want instead of something that is good for the game. It is especially odd given that players already have a way to opt out of a weather map. Sure, it costs a little time and a very small amount of effort to go back to the lobby if you enter a game with weather you don't like, but that cost seems reasonable. The game is about throwing players into difficult and challenging situations. If a player wants to choose the conditions in which they fight, they can expend the little effort it takes to make it happen. There are a lot of things that the PUBG community SAYS they want which is not what they MEAN they want. And often neither what they SAY they want nor what they MEAN they want are good for the game. For example: there is a fairly steady stream of folks who SAY they want more ARs to spawn-- that there are too many pistols and shotguns and clothes and whatever else. You'll hear this about other items too: "I want more of X." Unfortunately I suspect that when folks say "I want more of X" what they really mean is: "I want more of X as long as no one else has more of X." A significant part of this game is dealing with scarcity. From a game stand-point it is good that we don't have everything we want right at our immediate disposal. It forces us to go out and scrounge and hunt and watch our backs. There is a strong tendency for the community to SAY they want new maps and new scenarios but then complain about them. Rain map: "I can't hear!" (that is the point). Fog map: "I can't see!" (also the point) and "It sounds weird!" (so?). Miramar map: "It's too big!" Folks seem interested in a night map which will seem great until the moment it drops and then folks will complain that it is too dark. And they will want night vision goggles (as long as no one else gets night vision goggles). This boils down to comfort. Players SAY they want variety but they really WANT comfort. I don't think PUBG should feel obligated to make players comfortable. Discomfort is a big part of what makes this game re-playable. If there are frame-rate problems with specific maps, that is a game-play issue and should be addressed. But as far as I can tell, the maps and weather effects are generally solid. The complaints are largely based on personal preference and not on technical operation. A few suggestions as alternatives: Lightly incentivize play in the more rare weather conditions. Increase the BP rewards (lightly) and perhaps provide opportunities to earn cosmetic gear that is only available through play in those conditions. You could earn special loot boxes or straight-up gear for reaching benchmarks in those maps. Folks can still leave, they just can't earn some cool stuff. Statistics / leader-boards are not maintained for those who globally opt out of conditions. This is just for those who click the button to automatically avoid a weather condition. The battle royale experience should mean you accept a level of discomfort. Players who fully accept the challenge get to be on the leader-board. Anyone else is playing buffet style-- more like an arcade. This resets each season so you can join back in to competitive play with the reset. In addition, you do need to play (parachute into) at least one of each map per season to appear on the leader-board. Players can still exit back to the lobby (without penalty) but that puts the responsibility on them to get the maps they need. You can leave a map you don't like but that is on you. Folks who choose to accept all weather conditions should have preference when it comes to filling games. People who globally opt out have put a stress on the system. Their actions can lead to longer wait times. They should not benefit from that. They should not be excluded, but they should be expected to wait longer than someone who is willing to play in any game environment. Again, individuals can exit back to the lobby but that puts the responsibility on them and they pay a cost in time and effort.
  20. 9 points
    ALL REPORTS SUBMITTED WILL ONLY BE VISIBLE BY FORUM ADMINISTRATORS Please login or register an account to gain permission to submit a report. Using third party programs, macros, client-side hacks, edited game files or anything else that may give you an unfair advantage in the game is unacceptable and will result in a permanent ban from the game. If you have evidence of a user cheating, please create a new topic with the following format and include the names of the reported players in the title: Ensure that all information requested is provided with complete accuracy. We will respond to your report as soon as possible. Please be patient during this process. Please be aware that we do not generally provide direct feedback on whether a reported cheater / hacker has banned. Disclaimer: Please do not create multiple reports for the same offense, or private message any of the PUBG team on the forum to enquire about this report. Failure to heed this disclaimer will result in the investigation being delayed and may result in further action being taken.
  21. 8 points
    it looks like a shoe lol they over designed this to begin with man its got an outboard motor which no "jet ski" has , they work internally pumping water to produce thrust , secondly i haven't seen a wooden jet ski ......EVER (not that i have looked mind you) i think white with a touch of shading would've been easier and be less pron to glitches the motor moves around like on a boat so more things to work on whereas they could just remove it and it'd be perfectly justified not having a visible motor and given the funds raised buy the game thus far im sure they could fork out for some decent handlebars , But i agree with you its all g for now and they should focus more on server side performance,cheats and those entertaining glitches like the one on the plane (don't remove this from the lobby xD)
  22. 8 points
    I am not saying you are not right. I'll be saying that money alone can't magically fix things. As a software developer myself if I got paid ten times more from tomorrow, I still would have the same knowledge. Yeah, they could hire new people. BUT there is a shortage of good developers on the whole planet. Finding better people and letting them get familiar with what is at hand now and then letting them build better solutions would take / will take long months, but rather years. It's not potato that you can buy more with more money. So money is a nice starting point. But only money + time can solve anything.
  23. 8 points
    Players, First of all, we would like to sincerely apologize for the inconvenience caused by the cheaters and we are sorry that you have not been able to enjoy PUBG in a safe and fair environment. Our development team is doing their best to detect and ban those who use cheats in a more proactive manner. We are aware that we still have much to do. We will use all available resources to combat cheaters and foster a safe and fair in-game environment. We will also continue to take actions against those who develop and distribute cheats. As we announced before, we are in the process of adopting new tools to detect and verify users with unusual gameplay patterns and today, we will be rolling out additional measures. We will continue to permanently ban those who are using cheats. When unusual gameplay patterns are detected from an account, that account will be temporarily suspended and investigated. Although we hope to bring about a safe and fair environment in PUBG as soon as possible, our battle against cheaters will not end overnight. We will continue our research and development to establish a better system for combatting cheaters. We will take stronger actions to find and ban cheaters, while at the same time taking good care to not harm innocent players. Next week, we will be deploying yet another patch related to cheat detection. Again, we would like to assure you that we will continue our efforts to shape a healthy environment in PUBG. Your feedback is crucial for us in banning cheaters and combatting the use of cheats. We will be listening to your feedback as we continue to build our anticheat system and adopt new measures. Thank you. The PUBG Development and Community Team
  24. 7 points
    Hard to see the kill feed on the test server (top right). I feel like it's not within my vision when you're focusing on the game. Anyone?
  25. 7 points
    Maybe we should take RNG to the next level. I just hit a desktop icon "Play Game" and it decides which game I should play. Sometimes it will be PUBG, but other times it will be Battlefield, Quake, or something else I have installed.
  26. 7 points
    Please bring back TXAA or what ever the live version of the game is using to test servers, the current AA method on test servers is the worst (very blurry)
  27. 7 points
    I think the Winchester should take bullet loops and an 8x, we have one at home with an 8x on The pixture is just an example of what we have!
  28. 7 points
    On these suggestions, I have agreed with my teammates who have got a playtime of around 800 hours including me. Gameplay Add the option to heal while driving. Of course, only if you are not a driver. In DUO and SQUAD modes, I would have added a combined kills. This would make the game much more cooperative and one of the reasons why players are arguing during the game would disappear. This would also mean a reduction in achieved points for kill (for example, from 20 to 15). Add offline practice mode where players could train with weapons and learn the map and game mechanics. This would allow you to remove all the weapons from the spawning island, which could reduce fps drops from the beginning of the game. This would allow items to be spawned on the remaining map just after connecting to the server, instead of retrieving things after the aircraft flew. I also have suggestion on how to deal with AFK players. Cancel the automatic ejection from the plane and return the AFK players back to the lobby without penalty. Add kick button to lobby. Sometimes someone turns off the game and forgets to disconnect from the lobby. Remove the bars from windows. Quite often these bars are at the same height as my weapon and I cannot shoot through the window. Animation I think you're really trying to make the game realistic, but if you want the game to be successful in the professional scene, you have to make it faster. I do not mean to speed up the zones or increase running speed, but rather to cancel the floor picking animation or pop-up animation that you added to the test servers. It would also be good if there were the same animation for swimming and running from the third and first person. I would also reduce animations of the grass and animations of the waves on rivers and on the sea. Optimalization Add more and detailed graphics settings. For example: Anti-Aliasing: None; 2x; 4x; 8x; 16x Texture filtering: Bilinear; Trilinear; Anisotropic 2x; Anisotropic 4x; Anisotropic 8x; Anisotropic 16x FXAA: On/Off Bullet decals: On/Off Ambient occlusion: On/Off Depth of Field: On/Off Framerate limit: 60-unlimited Bloom: On/Off Refresh rate: 60; 70; 75; 80; 120; 144; 240 Field of view: 60-110 Game detail: Very Low- Ultra Multicore Rendering: On/Off DirectX level: DirectX 10/ DirectX 11/ DirectX 12 Eye Adaptation: Very low- Ultra I would remove the clothes on the map. I think it is useless and moreover and it could increase server performance. Customization Add more and detailed UI settings. For example: Radar rotation: On/Off Radar position: Top Left/ Top Right/ Bottom Left/ Bottom Right Teammates position: Top Left/ Top Right/ Bottom Left/ Bottom Right Killfeed position: Top Left/ Top Right/ Bottom Left/ Bottom Right Crosshair alpha: 0-255 Crosshair color: Red: 0-255/ Green: 0-255 / Blue: 0-255 Crosshair size: 0-1000 Crosshair dot: On/Off Show kills: Always/ Only in inventory Background alpha: 0-255 Show FPS/Ping: On/Off FPS/Ping position: Top Left/ Top Right/ Botton Left/ Botton Right Aiming modes: Normal/ Hold to aim/ Toggle to aim Grass animation: None/Very low-Ultra Preferred firing mode after pick up: full auto -> burst -> single Show map help: Yes/No Water detail: Very low- Ultra Primary hand: Right/ Left
  29. 7 points
    tbh... there's no point in even entertaining your post. Even if by some miracle you've hit the nail on the head and got your numbers spot on you have no clue what the team are going through. Put it this way... Imagine you're an independent coffee shop... One day you tell the world you're in the process of creating a coffee that's so awesome, it will make other types of coffee obsolete. People try your coffee and they love it - it's so different, so awesome! Then, it starts to snowball... Now EVERYONE wants your coffee. Try as hard as you like, you're still an independent coffee shop and there's only so much you can do. Queues down the street, people start moaning about the service... So you bring in new people - but they haven't been there from the start so they aren't on the same page and need training up. Now some people in the queue have decided the coffee should be tea, others hot chocolate... How DARE the coffee shop only sell this coffee! And what's this, they've also change the recipe slightly to suit more peoples tastes - This is unbelievable!!! Other people realise how much money they can make off the back of this coffee, start figuring out ways to undermine the coffee shop... How DARE the coffee shop let other people do that! AND THE COFFEE SHOP GOT ALL THIS MONEY SO THEY SHOULD BE ASHAMED OF THEMSELVES!!!! Maybe... just maybe... old high and mighty sir Slic3_ could cut the developers some slack whilst they are DEVELOPING THEIR PRODUCT!!!
  30. 7 points
    I know i'll be in the minority, but I say suck it up and deal with it and stop being a whiny rain/fog baby. Filters? Pfft. Gamers these days are such pussies.
  31. 7 points
    Your guess is as good as mine. IMO, this is is absolute worst part of having hackers in PUBG. Not so much that hackers exist, but the fact they are allowed to run around with impunity for months at a time. I can deal with the fact that there will be hackers in games, but its disheartening that it appears that you can report a player multiple times, then check their profile on www.dak.gg or www.pubg.me and they're still playing and hacking months later. It's almost like someone is allowed to drive their car on the sidewalk, running over pedestrians for weeks at a time, but the cops are to understaffed to do anything about it or even address it. Some people seem to think development doesn't owe the playerbase a single thing and we should just be grateful and be honored we get to play PUBG in the first place. But I don't agree. The players gave money to an early access game with the understanding there would be transparency with how this game progressing. That's at least what it explicitly says on the steam store page. IMO, this transparency includes: "Why hackers are allowed to operate for months after being reported multiple times?" If the answer is because of being understaffed: "Why is the most popular game on steam with 10 of millions in sales not hiring more people to process hackers out of the game?" "How many more months does Bluehole plan to allow multiple-reported hackers to run around on their servers outside the rules of the game?" This question has been asked multiple times on this forum, and there's yet to be a response from development or mods. The only response I've ever seen from them is the sticky, which was a direct result of people leaving negative steam reviews. So, it's pretty simple to see how players are meant to get a response to this.
  32. 7 points
    Прекрасный патч. Шрифт вообще офигенный, регистрация попаданий переделана, новый киллкам позволяет понять, откуда тебя сделали трупом.
  33. 6 points
    Recent Official PUBG announcement: "We will be adding solo FPP mode to OCE and SA servers next week. Please keep in mind that outside peak times it may be hard to find FPP matches in these regions, especially after we add the map selection feature. Off-peak times could last anywhere from 11 to 17 hours. But since this is a widely requested game mode in OCE and SA, we still decided to add it and will be monitoring the situation. If there is less than 1 session per 2 hours on average after we add the map selection feature, less popular FPP mode may be closed. We have made a similar decision regarding FPP mode in another region in the past to remove negative experience for our players. We will keep you posted on the schedule for the update" Ok, Aussies and Kiwis and others!! We need to seriously flood these servers 24/7 and show these guys how serious we are in this neck of the woods about our FPP gameplay on the OCE servers! OR else they'll scrub the servers! Get organised, get on and play as much as you can. I am simply so pleased to be able to finally play my fav game mode (FPP) on a local server that I get a nice stable 24ms ping to, rather than having to jump on Asian/other servers with a 200/250+ ping response!!. This is going to be so sweet! Lets not blow this people by not turning up!! It's up to all of us to justify the existence of FPP servers in the OCE region, by BEING there! p.s. Thank you PUBG for the servers...we Antipodean's will not let you down!
  34. 6 points
    Granted, I haven't been part of this forum for very long bit as I look around, I only see other players. Are there any active mods or admins? Shouldn't there be an official news section by the devs or at least some type of interaction with the players?
  35. 6 points
    If you guys were still wondering. Just a render issue
  36. 6 points
    Gostaria de saber se com o FIM do squad FPP, devido a votação MANIPULADA feita a pedidos do Streamer Tecnosh, eu teria meu dinheiro reembolsado? Pois o modo que eu jogo (Squad FPP) não existiria mais, com isso o jogo não atenderia meus princípios. Deveria ser feita a votação com pessoas que tem o jogo, e não apenas estão aqui por pedidos de um Streamer. Desde já, GRATO!
  37. 6 points
    Обновлено 27.11.2017 Игроки, Сегодня мы хотели бы сообщить вам, что запуск тестовых серверов для версии 1.0 для ПК состоится на этой и следующей неделе. Расписание тестирования [Эта неделя] 22 ноября 10:00 - 24 ноября 10:00 [Московское время] [Следующая неделя] 28 ноября 05:00 - 1 декабря 13:00 [Московское время] Регион и режимы NA - SOLO и SQUAD, первое / третье лицо EU - SOLO и SQUAD, первое / третье лицо ASIA - SOLO и SQUAD, первое / третье лицо В этой тестовой сборке вы сможете снова попробовать механику преодоления препятствия и протестировать другие функции. Вы также заметите изменения, которые мы внесли в некоторые механики, чтобы сделать их более сбалансированными. Ниже приведены исправления для второй тестовой сборки версии 1.0 для ПК. Обновленный патч ноут. [27.11.2017] Исправления багов Исправлена ошибка, из-за которой не отображалась иконка буста над полоской здоровья, когда игрок использовал бусты Камера убийств (Примечание: пожалуйста, включите опцию “Камера убийств” в настройках до того, как начнете матч) Исправлены некоторые проблемы с этой функцией, которые вызывали вылет клиента Исправлено зависание клиента, которое возникало сразу после записи Исправлена проблема, из-за которой изображение оружия в слоте в инвентаре дублировалось Исправлена задержка анимации переключения оружия при просмотре записи убийства Звук Улучшены звуковые эффекты красной зоны и модифицирован уровень звука взрывов Пользовательский интерфейс / опыт Изменен шрифт игрового HUD, названий предметов в инвентаре, и т.д. Улучшен дизайн компаса Улучшен цвет и прозрачность задней панели для всех игровых HUD элементов Улучшен цвет и прозрачность задней панели для списка убийств Применен эффект размытия фона на экране результатов матча Изменен значок смерти в списке убийств на иконку в форме черепа Предыдущий патчноут Оптимизация Оптимизированы анимации персонажа Добавлены уровни детализации для дальнейшей оптимизации рендеринга оружия на большой дистанции Оптимизированы различные эффекты окружения Оптимизированы различные элементы пользовательского интерфейса Оптимизировано море за счет уменьшения волновых эффектов Сокращено время загрузки местности Сокращено использование памяти персонажами Анимация Дополнительная анимация перелезания для объектов с приблизительной высотой в 60 см и ниже (при удерживании клавиши Shift) Значительно уменьшена проблема с отображением куртки при перемещении в режиме прицеливания с наклоном Игровой процесс Увеличен получаемый урон по кистям и бедрам и снижен урон от ударов по ногам и рукам Период восстановления здоровья после использования бинтов сократился 8,5 секунд до 4,5. Скорость применения и количество восстановленного здоровья не изменились Игроки теперь могут парашютироваться и приземлиться в ранее недоступные районы, включая окраины острова Нанесены маркировки дистанций на текстуре сетки прицела x15 Добавлена новая 4-х кратная сетка прицеливания для 7,62-мм оружия Добавлена новая 4-х кратная сетка прицеливания для снайперского оружия и пистолетов-пулеметов Добавлен эффект размытия вне прицела Пули теперь способны пробивать воду, исходя из скорости полета (чем быстрее скорость, тем меньше проникновение) Снижена высота положения камеры в позиции лежа от третьего лица Снижена скорость стрельбы SKS и Mini-14 Увеличена скорость бега с DMR в руках (теперь так же быстро, как со штурмовыми винтовками) Уменьшена отдача Mk14 С этого момента прицелы 8x и 15x не могут быть прикреплены к M16A Предметы: Добавлено два новых оружия Добавлен DP-28. DP-28 будет встречаться по всей карте. Он имеет круглый 47-вместимый магазин патронов калибра 7,62 мм. Возможно закрепление прицельных приспособлений вплоть до 4-х кратного. Имеет низкий темп стрельбы, в противовес высокому урону, эффективен на дальних дистанциях. Добавлен AUG A3. AUG A3 доступен только в ящике. Это вариант булл-пап штурмовой винтовки, в которой используется стандартный 30-вместимый магазин калибра 5,56 мм и 40-вместимый при его расширении. Он имеет высокую начальную скорость полета пули, высокую скорость стрельбы и низкую вертикальную отдачу. Kar98k убран из ящиков. Частота появления Kar98k на карте останется прежней Пользовательский интерфейс / опыт Применен новый шрифт для английского языка Улучшен дизайн игрового HUD, окна настроек, инвентаря, экрана меню и окна системных сообщений Улучшены элементы одиночного/командного пользовательского интерфейса Полоса здоровья напарников перемещена из левого верхнего угла в нижний левый угол Изменены цвета и маркеры на мини-карте, карте мира и пользовательском интерфейсе списка команд Добавлены индикаторы для того, чтобы видеть статус членов команды (в транспорте, летит с парашютом, жив/мертв, вырублен, статус подключения) Улучшен интерфейс взаимодействия Если в рюкзаке нет больше места, шрифт станет красным, чтобы показать, что предметы невозможно подобрать Улучшена мини-карта и карта мира Уменьшена насыщенность мини-карты, чтобы дополнительно выделить информацию о членах команды Скорректированы цвета на карте мира, чтобы увеличить видимость маркеров и другой информации Игроки могут видеть направление взгляда напарников на карте мира и мини-карте Когда члены команды находятся в одном транспортном средстве появится индикатор Список убийств был перемещен из левого нижнего в правый верхний угол экрана Изменен дизайн полосы здоровья, для более наглядного отображения 75%. Полоса не станет красной, если уровень здоровья выше 75% Добавлена функция “Камера убийства”, включить ее можно в настройках. Теперь игроки могут посмотреть как были убиты на экране результатов Для режимов Duo и Squad, “Камера убийства” доступна только после гибели всей команды Звук Изменена музыка в лобби Улучшены звуки двигателя автомобиля Добавлен звук, который будет воспроизводиться на краю синей зоны Добавлены три разных звуковых эффекта для красной зоны Звуки выпускаемых бомб Звуки падения бомб Звуки взрывов бомб Добавлены звуки при прыжке персонажа в воду. Звук будет отличаться в зависимости от скорости Язык Добавлено четыре языка: итальянский, португальский (Бразилия), испанский (Мексика) и китайский (традиционный) Исправление багов Исправлена дрожащая камера для пассажира, сидящего сзади мотоцикла с коляской Исправлена проблема с анимацией, которая не воспроизводилась, если использовать бинты подряд Удален розовый круг, который появлялся на некоторых зданиях во время приземления Исправлена проблема при который можно было стрелять во время преодоления препятствий Значительно уменьшенная размытость сетки в режиме прицеливания Мы надеемся получить много отзывов о нашей второй тестовой сборке 1.0 для ПК! Спасибо. Команда разработчиков и команда сообщества PUBG
  38. 6 points
    I could understand if they released 1.0 and it had issues, then sure, whine away, but complaining before the biggest patch in this games history rolls out seems premature. So we know the 1.0 patch includes a new engine, hundreds of bug fixes, fixed sound effects, a ton of optimization work, a heap of new content, better squad UI, better interface, better map, vaulting, fixed smoke grenades, improved ballistics, improved damage modelling, hold to ads, improved driving mechanics... but I'm sure the haters are going to say "what? you fixed 200 things? It was bug 201 that annoyed me the most!"
  39. 6 points
    Покажи мне игру за последние 5 лет, которая бы имела онлайн 3 ляма. Покажи мне Разрабов, которые в твиттере так же контактируют с игроками. Покажи мне разрабов, которые сидят на стримах у игроков и выпускают хот фиксы увидев баги. При всех проблемах этой игры, она все равно лучшая, что появилось за последние годы. Все ноют, но при этом онлайн только растет. Не понимаю, что вам не нравится. Если вам не нравится оптимизация или ещё что то, то можно просто не играть. Я вот просто не захожу уже в основу больше месяца и жду, но не ною каждый раз, что они медленно что то делают. Я уверен, что там прогеры сидят круглосуточно работают над игрой. То что они заработали на продажах это ничто по сравнению с тем, что они заработают на выпуске сундуков и они это прекрасно понимают. Поэтому так и напрягаются.
  40. 6 points
    Hello guys, i'm graphic designer from Brazil and i have the idea to create a new PUBG UI for study. Leave your feedback I'll update the project here: https://www.behance.net/gallery/59131993/PUBG-UI-Concept-(Not-Finished-Yet)
  41. 6 points
    You can do this already. Verbal communication
  42. 6 points
    No you didn't. You were given a warning for another post of yours on someone else's thread. There is matchmaking in our game and it is related to your game ranking. The Gamepedia page you linked isn't official.
  43. 6 points
    Even more interesting: how come you die from jumping from a damn boat into the water?
  44. 6 points
  45. 6 points
    Because it's an unfair advantage to be able to be behind a tree/on a roof and see the person coming at you while they cannot see you. Simple as that.
  46. 6 points
    I think they should eliminate 3p altogether.
  47. 6 points
    I like it how people who get good at something think they "deserve" advantages. If you're a good player, you already have an advantage. If anything you "deserve" a handicap, not a further boost above other players.
  48. 6 points
    Nope just call them what they are: cheaters.
  49. 6 points
    Made it worse for the people who try to arrive late.* I have noticed zero difference in how my games play out. Sometimes you get good circles and you can hang out for a bit, sometimes you get bad circles and you have to move early. I'm not sure I've died to a blue zone since the update. If you're constantly getting to the new zone after the blue lands and medding up only to find out you have to sprint all the way to a new circle, well then maybe you need to reevaluate your strategy.
  50. 6 points
    All those anti-cheat routines you all wanted and begged for take precious CPU cycles. PUBG fans - never happy with anything.
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