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Showing most liked content on 05/25/2017 in all areas

  1. 14 points
    Good news everyone! We will be pushing the monthly update to the Stable Servers at 1PM UTC / 3PM CEST / 6AM PDT / 10PM KST
  2. 12 points
    Due to several major issues with the Test Server build, we need to push back the monthly update to next week to give us time to resolve them fully. We'll have more updates on an expected ETA for the monthly patch early next week. Apologies for this delay and thank you for your patience! We'll be leaving the Test Server online, and continue pushing updates to it until the patch drops next week!
  3. 3 points
    I'm from Russia and I write through an interpreter, but I hope you'll get me. Developers, please do not make the game easier! Do not do it for children! The complexity of your game is the reason for its success / popularity! You decided to add animation when dragging items. What for? Why not leave a few different types of picking up items? Those who have just started playing can click on F. Those who have more experience can press TAB and then click the right mouse button. Those who are even more experienced can pick up items very quickly by dragging. Why are you trying to simplify this moment? What will you do next? Will make the map more smooth? To make it easier to ride a car? To hide was more difficult? Can be added help with the aiming as in the GTA on consoles? Can you make the players highlight on the map? I beg you not to simplify the game! The game became semi-ill, not because of what it will be in the future, but because of what it is now! Do not make it worse! Thank you! PS This is the best game in the last few years!
  4. 3 points
    I would like to see some binoculars/range finder. Hold left click when you shoot and you will stay zoomed until you let go.
  5. 3 points
    I was in the British Army as an infantry soldier - I can say that this is one of the only games where RL tactics work in-game. Everybody needs to suggest shot calls, but your appointed commander should issue the order. Whilst we're on the subject - proper target identification should also be the responsibility of every player. Direction, Reference point, Distance, Number, Direction of movement (left to right, or right to left), Speed. Another thing that bugs me - if you are knocked out, trying to crawl to safety, nothing is more annoying that your teammates stuck their with their thumbs up their ass, not doing anything. Always the excuses are: I couldn't see them, I didn't wanna get shot, I was sneaking up on them etc....... It's all rubbish. If your pal is downed and crawling for safety, you return an overwhelming amount of fire toward the general direction of the enemy (known as RTR). The objective is not to kill the enemy, but it will hopefully force them to take cover, rather than finish off your buddy. Don't be a jack-bastard, save yer teammates!
  6. 2 points
    Здравствуйте, игроки. Меня зовут Мария (можно Сандра) и я ассистент комьюнити менеджера для Российского сегмента игры PLAYERUNKNOWNS BATTLEGROUNDS. Я очень рада назначению и с огромным удовольствием начну работу с русскоговорящем сегментом сообщества. Я давно работаю в IT и обожаю видеоигры. До PUBG я играла в Battle Royale на Arma 3, думаю многим здесь этот мод знаком) По любым вопросам касательно PUBG можно связаться со мной в социальных сетях. Discord - Sandra_Mad#1842 Twitter - https://twitter.com/sandra__mad VK - https://vk.com/sandra_mad Так же можно писать мне на форуме. UPD: на Twitch.tv ник тоже Sandra_Mad Из первых вещей, которые стоит ожидать после моего назначения – официальное сообщество вк, модерацию русской части форума и дискорда (модераторы, которые уже есть или кто уже на форуме или в дискрорде помогает, напишите мне, познакомимся), и, конeчно же, теперь у вас появится более легкий способ связаться с разработчиками и комьюнити командой.
  7. 2 points
    Hi watch this video, and tell me that Roadblock isn't op 11.16 on the video....
  8. 2 points
    So with the new update, you bend down each time you pick up an item when drag & drop looting. My suggestion is having an animation for crouch drag & drop looting. If you want to pick up multiple items press crouch 1st then drag & drop to speed up time & it would also look better then bending down each time to pick up items from the floor.
  9. 2 points
  10. 2 points
    Hi guys, thought id share with you my best moments and wtf moments. Enjoy.
  11. 2 points
    it lags so bad i almost considered installing h1z1
  12. 2 points
    Hello! Before I dive into any details I would like to preface this thread with a comment: I am NOT promoting this solution because I work for a specific company or am hoping to gain anything out of suggesting this. It is simply a suggestion as I believe it may help the development process of improving the performance of PUBG AWS infrastructure. The value of this thread is dependent on your AWS deployment and if you utilize AWS native load balancing (ELB/ALB). If they are not utilized and you have an allocated another load balancing solution, this thread can basically be closed. Side note: If you lack knowledge of AWS functions and lingo, this post may be hard to understand. This is more directed towards the developers and infrastructure teams at PUBG/Bluehole. Now then: I am currently working as a Network Engineer for an unnamed 'fortune 100 company', and we are currently exploring AWS and its value, performance and deployment types. I'd rather not dive into details, but essentially I would like to suggest a certain solution that may provide a huge insight into your AWS infrastructure and expose issues with certain types of requests, latencies, regions, availability zones and load balancing performance. My suggestion is utilizing AVI networks (www.avinetworks.com) as a 'top-shelf' load balancing replacement for aws native load balancing. Of course your company would have to determine if this works, by simple POC'ing their solution and testing it out. My Perspective: The reason I suggest this is because we have some VERY latency sensitive applications that work in our physical colocation datacenters (specifically Cassandra application clusters). Moving them to AWS proved problematic as AWS native ELB's/ALB's lack true insight and appeared to be prone to 'unknown latency spikes'. It took us quite a long time to address this as we attempted to utilize F5 load balancers on EC2 instances, however the static nature of F5 in AWS was not achieving a full fix. We then looked into AVI networks, and the load balancing world in AWS became very simple, auto-scalable and provided insight into flows of traffic that was better than the mighty Splunk, that is for large scale data collection. TLDR: For Bluehole/PUBG it may be a great idea to test out AVI Networks for dedicated load balancing as the nature of 'sharing infrastructure' in the cloud/AWS can lead to some weird issues, and AVI's solution (for my company) sheds light on the entire flow of traffic. I hope that it may also help out the creators of this game and provide top quality performance like it did for us. Thanks for reading!
  13. 2 points
  14. 2 points
  15. 2 points
    i already can see the devs post on twitter "we are sorry and we apologize, and we are very sorry but we apologize!!!!111 we thank you for our apologize and we are sorry!!!!1111" "oh and we gona apply 20 hot fixes that wont fix the current issue and will add 20 new ones!!!!" then the fan boys will come to the rescue on the forums because ITS EARLLY ACESS!!!! so...nothing new here.
  16. 2 points
    Really? I cant believe this happened again; announce a patch release date, do the test server first a day before, run into issues which you can't fix in a day and postpone the announced patch. Didn't learn from the last time? Result: disappointment and salt by your own doing. And this time I'm a lot less likely to say; 'aw, it's okay, take your time', cause this is something you could have seen coming from miles away. Why don't you make the patches available a week before, so you have plenty of time to fix whatever you encounter, and have a proper patch on the actual announced date? Starting next patch it will take one week longer, but then you're on track. Saves people a lot of annoyance and makes you look more professional.
  17. 2 points
    Why does my girlfriend insist she wants to spend time with me on Thursdays. Does she not understand?
  18. 2 points
    Спасибо большое. Я реально стараюсь сделать для вас хорошие переводы. Работы очень много.
  19. 2 points
    For those who are having trouble with the crash reporter, you can manually submit them until it's fixed. Use https://www.dropbox.com to save your crash logs and leave the generated link in your post. Your crashlogs are located in: C:\Users\<user>\AppData\Local\TslGame\Saved\Logs Upload the file folder(s) including it's contents to Drop Box. The folder will contain 2 files, similar to below : Once uploaded to Dropbox, click share; ( a link will be generated); copy link and paste it in your reply. Thank you and sorry for the inconvenience this has caused.
  20. 2 points
    a week holiday for devs just a month after early access release, an "empty" weekly patch last week, failed monthly patch this week, probably no weekly patch next week. come on early access or not try to be professional. The promise, this game gonna be stable release in autumn is a nice dream with such mentality.
  21. 2 points
    Agree , why not try and fix the issue and push the patch for Saturday atleast , don't know how big the issue might be but I even left my PC on to update today , a bit disappointing!
  22. 2 points
    nah. add animation to tab method is obvious, it gives depth to game when it looks like youre actually looting stuff and not just having everything instantly to your inventory
  23. 2 points
    You are the smartest man in the world, I have an xbox one controller plugged in for playing Dark Souls, and sure enough it is laying on the ground with the stick pointed up. Thanks a lot smookie! It seems that the vibration from the joystick would cause it to start giving input. Turns out I'm just retarded, thanks everyone!
  24. 2 points
    Это еще один элемент игры на выживание. Будь готов к предательству. Стреляй первым! )))
  25. 2 points
    Players, Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach![gamersoutreach.org] Thank you all once again for helping the kids in a truly tremendous fashion! GG WP Next, another quick word about server performance. I have seen a lot of speculation about the cause of the lag some ofyou experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest possible spec machines that AWS offer. We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players. While next monthly update will be focused on improving server performance, theoptimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access. Now onto what we have changed, fixed and added in this, our second monthly update! We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.Early Access - Month 2 - Patch NotesClient Performance Improved CPU usage for world level streaming Improved rendering performance of fences Improved rendering performance of grass Improved rendering performance for weapons and attachments seen at distance Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered at distance Improved character animation performance Improved effect performance Improved the performance of team-mate name plate, map and mini-map in teamplay Content Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn Added Motorbike Gameplay Reduced the moving speed of the two final play zones for better engagement during the endgame Made a balance pass on certain weapons: Vector Reduced bullet damage slightly Increased deviation gain per shot Winchester/S686/S12K Reduced pellet damage slightly AKM Increased bullet damage slightly Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death. Action & Gunplay Now players can put stock attachments on following weapons: SKS : Sniper rifle cheek pad Vector : Tactical stock (for M416) Adjusted the color of the aiming point for the basic crossbow scope. Added new scope rendering method (parallax free) allowing for greater aiming precision https://twitter.com/PUBATTLEGROUNDS/status/866623042922790912 Improved ADS view Modified recoil for following weapons: AKM, SCAR, M16, M416 Fixed an issue allowing a player to zoom in with right click when waiting before throwing a grenade Decreased the time to ADS when using the 2X scope Vehicle Added punctured wheel effect and sound Added burnt markings to vehicles after being destroyed Added the motorbike number plate image When a vehicle explodes, the fences near the vehicle will now also be destroyed World Added new vegetation to the lobby UI Players can press ‘delete’ to remove their marker placed on the world map Adjusted the transparency of mini-map grid and coordinates text to make the map more visible Added a dotted line towards the next play zone on the mini-map Modified the icon design of the First Aid Kit Added Thai language in language options Added new key bindings for hold breath, motorbike air control and switch to previous weapon Sound Improved the sound of Motorbike Added sound for door destruction effect Bugfixes Fixed a bug that caused vehicles to be spawned in garages consistantly. Vehicles should be spawned at a higher rate in garages, but not at 100% Fixed an issue that disabled bullet tracing for SKS Fixed a bug that caused the game client to crash when a flashbang goes off Partially fixed bug that caused a character to get stuck in terrain, buildings or objects Partially fixed a bug that caused a vehicle to get stuck in buildings, fences or other vehicles Partially fixed a bug that caused items to be unlootable Fixed a bug that caused carepackages to shake when falling Fixed a bug that caused a throwable weapon to be thrown in the freelook direction and not the direction in which a character is facing Fixed an issue with two markers being visible when placing a marker in the airplane after placing it in the lobby Fixed a bug that caused a player icon to be doubled up on the minimap. Fixed a bug that caused the same color for two teammate icons Fixed a bug that caused the final play zone to be created over water Fixed a bug that sporadically muted the rain sound Significantly mitigated an issue that allowed a player in a closed house to be killed by the red zone bombs Fixed a bug that caused animation not to stop when using consumable items while reviving a teammate Fixed a bug that caused a character experience the damage effect at random Fixed a bug that caused all teammates to enter the REVIVE state when one teammate is hit by a bomb in Red Zone while being in a vehicle Fixed a bug that caused the REVIVE gauge not to disappear when the character being revived is disconnected Fixed a bug that caused the sound volume of UMP with silencer to be too low Fixed a bug that caused throwable items not to drop when switching to other weapons Fixed a bug that caused the trace effect to not disappear after using throwable weapons Fixed a bug where removing the pin from a grenade was canceled by changing the throwing posture. Fixed an issue with compass points not matching the actual direction when in the passenger seat of a vehicle Added a character animation for when dragging an item into the inventory See you in-game,PLAYERUNKNOWN
  26. 1 point
  27. 1 point
    lags like a tramp. unplayable.
  28. 1 point
    Yep I get it now. I didn't realise that the player model is still left in game, makes sense now. Also the dotted line I get it, shows the shortest point. I thought it was going to show you where the circle is going to move to. Should've just played first I guess
  29. 1 point
    "camping" or in this case, holding a strategically superior position, is a large part of the game, as is camping the campers. if you know someone is inside, put yourself in a strategically superior position, and kill them when they exit.
  30. 1 point
    Hey since the update came out everytime i go into a house its just so dark that i can nearly see nothing (look at the pictures) and before the update there were no shadows on my screen now there are? my fps are gone like from 70 to 20/30 this update was so bad for me :// please help me
  31. 1 point
    Официальные правила Приведенные ниже правила не являются исчерпывающими, и модераторы могут и будут использовать свое мнение при работе с недопустимым поведением. Все решения, принятые модераторами, являются окончательными. Любая попытка обойти эти правила является нарушением само по себе. Если у вас есть жалоба или критика, предоставьте конструктивные предложения о том, как проблему можно решить. Не нападайте на разработчиков, сотрудников или других участников форума. Этот форум предназначен для активных игроков PLAYERUNKNOWN'S BATTLEGROUNDS, которые заинтересованы в поддержке и улучшении игры и ее сообщества. Уклонение от правил Не пытайтесь уклониться от правил или умышленно обходить суть правила. Разжигание ненависти / Излишняя вульгарность Мы не допускаем никакого разжигания и пропаганды ненависти [в любой ее форме], включая [но не ограничиваясь ими] национальность, расу, пол, ориентацию, выбор жизненного пути, политические взгляды или других факторов, которые будут сочтены неуместными командой модераторов. Пошлость, вульгарность, если будет сочтена излишней, экстремальной, также запрещена. Неподходящий/недопустимый контент Избегайте размещения материалов, которые не подходят для этих форумов, в том числе [но не ограничиваясь ими] дискуссий, видеороликов, изображений или аватаров, содержащих реальную наготу, гору, злоупотребление психоактивными веществами, политические или религиозные сообщения. Незаконная деятельность Запрещается одобрение или обсуждение лично совершаемой незаконной деятельности. Реклама и продвижение Пожалуйста, избегайте рекламы любых игр или коммерческих проектов, не принадлежащих Bluehole. Не размещайте видео или сайты, продающие, распространяющие или продвигающие любые читы, хаки или другие сторонние программы и решения, предназначенные для предоставления игрокам преимуществ в игре. Преследование и угрозы Преследования и угрозы другим пользователям форума абсолютно запрещены Личные атаки / Информация о личной жизни Вы не должны совершать прямые атаки на других пользователей, а также раскрывать частную/личную информацию [адрес, телефон, имя] любого пользователя форума. Введение в заблуждение Вы не должны ложно представляться модератором или сотрудником Bluehole, явно или неявно. Вы не должны ложно представляться другим игроком или человеком. Спам Не создавайте тем или сообщений, в которых нет содержания. Это включает в себя сообщения в стиле “первый!”, сообщения на наводящие темы или что-то подобное.
  32. 1 point
    Hey guys, so it has come to my attention that smoke grenades are client-side. I have experienced this in three different occasions that further solidify this claim. Idk if this is intentional, but it is definitely a huge issue. Someone had thrown a smoke to conceal their advance to another piece of cover (Rock to a tree). He threw the smoke grenade half way between, and smoke started to fill the void... on my screen, the smoke was blowing to the right, on my buddy's screen (whom I was spectating) The smoke blew to the left. The result is on my screen I see the enemy in question running wide open with no concealment, and my buddy who was actually in-game, could not see. However, on the enemy's screen, he was in the wide open as well, so he was able to see thru the 'smoke' at my buddy, when my buddy couldnt see though the smoke. I'm sure you can draw conclusions as to how this is not conducive to the multiplayer aspect of the game. To have one player potentially be able to see "through" smoke that the other player is denied is frankly unacceptable in its current state. Of course, I know this game is under development and this could very well be an issue coming down the pipe to be fixed, but I just wanted to highlight it further just in case. Any word if this is going to be fixed? (and hopefully not 'working as intended') -Agen7orange
  33. 1 point
    Thanks for the suggestions. However, I have used these launch settings, but it didn't get better. I was considering that, but does it actually need that much RAM? I think it's dependable, because currently when ingame I am using between 80-87% RAM, basically it does not go over 90% which means that it is quite enough. I assume that if I want to increase the distance view to high or ultra it will need more RAM so it can load farther surroundings and keep them cashed, isn't that so?
  34. 1 point
    Ye i much preferred drag & drop looting with no animation, but like above^ said this is a good middle ground
  35. 1 point
  36. 1 point
    the point of this is that from the beginning, the Left Shift key defaulted to 2 actions - sprint and hold breath. Now that they are separate binds, the idea was for us lefties to finally be able to set these 2 actions to the same key, so that right handed players didn't have an advantage. The current way these 2 binds works is as follows: If you set both actions to Left Shift, the game allows it If you set both actions to anything else, the game does not allow it. This needs to be addressed as right handed players still have an advantage. All they need to do is allow these 2 actions to be bound to the same key regardless if it is Left Shift or not. Before you say "just bind it to something else", why? All along, these 2 actions were bound to a single key... I'm a left handed player and have to use the arrow keys for movement. I'd like to use Numpad0 for both sprint and hold breath just the same way right-handed players can use Left Shift for the same.
  37. 1 point
  38. 1 point
    Hope you like the vid Worked on it, plus more coming up in few weeks I laughed how potato I am, rewatching what you record is fcking funny
  39. 1 point
    The patch wasn't ready a few days earlier to publish to the Test Server. Just because some people understand Early Access games does not make them fan boys. Additionally I'd like to thank those who were patient whilst the issues were being resolved; submitted crash reports and did not throw toys out of their pram. The devs are working hard resolving bugs and the team is continuing to expand. Thanks for all your support.
  40. 1 point
  41. 1 point
    Aaand another one. 2nd monthly patch was postponed a week and now it just got postponed another half week due to some client crash issues. I think it's pretty safe to assume this means there won't be a weekly patch next week, just this monthly one. Now, test servers open up roughly 1 day before the patch is supposed to launch. Clearly it's not enough time to resolve the issues people have on the test servers, so they have to delay the patch - that's fair. But why is it that your immediate response is to postpone till early next week every time this happens, when it's only thursday? Do people not work on fridays in Korea? Help me understand, cause this to me seems like extremely poor execution. It's almost as if you can't comprehend just how much people are looking forward to dig into these changes during their long anticipated weekend, and how much it hurts your publicity delaying patches week after week like this. - At least try to fix the issues, before throwing in the towel and head on out for weekend, on a thursday!
  42. 1 point
    maybe we will have more info at E3. It's in 2 weeks that's not too long!
  43. 1 point
    Thanks for the report. Unfortunately, we cannot help you if you do not follow the bug reporting format for threads which includes posting your system information. Please reply to this thread with the format in the thread below and I'll update your first post. Hopefully we can find a fix for you as soon as possible! :-)
  44. 1 point
    I have seen someone get shot from a big distance maybe his numbers are exaggerated but the shotgun and its grouping and distance is disturbingly erratic.
  45. 1 point
    But why? I think additional risk and reward gameplay is good Slightly less action in the early game (smaller loot spots become more viable) More action in the mid game General idea more frequent than current airdrops no “special” loot, but high quality not as loud (no extra airplane) Possibly barrels/crates dropped by the planes already flying or dropped by drones etc. Possible loot table Level 3: helmet, vest, backpack Weapons: SKS, Kar98, Vector, VSS (with ammunition) Attachments: Silencer (SMG), Flash Hider (AR, Sniper), Scopes (2x, 4x), Ext. Quick Draw Mag. Pan (camo)
  46. 1 point
    i can barely land hits in melee combat, by the time i get close enough, the other guy (or me) is rubberbanding and i have no idea if I'm landing any punches.
  47. 1 point
    I probably will get this if console doesn't come out in somewhat decent time. However, I play on PS4 and I was wondering when this would come out. If anyone has any sort of educated guess or knowledge, please respond, this game looks so great.
  48. 1 point
    I want can can and superman, otherwise meh
  49. 1 point
    Is that a serious question? I mean, I just had to read that 3p is "more tactical" and "more immersive"... reading stuff like that is objectively depressing... but explains alot... Situational... Awareness.. by... definition... is... being... able... to... see... someone... while... they... can't... Wat?
  50. 1 point
    I agree with the simple no shoes = slower movement. It just makes the most sense and seemingly the easiest to implement.