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

  1. 118 points
    We've now sent out keys to all our forum members. Please check the inboxes and spam folders for the email addresses you used to sign up for this forum.
  2. 89 points
    FPP SOLO, THEN DUO, THEN SQUAD. that's my opinion
  3. 85 points
    Xbox players, Thank you for your enthusiastic feedback and support as we transitioned into 2018. The team has been working diligently to elevate the overall player experience, as well as listen and react to our community feedback. Below you will find quality of life fixes, as well as our efforts to resolve known memory crashes, and incremental improvements to performance. Given the complexity of some of the crashes that have been logged, we know there is still work remaining in order for us to reproduce and address all remaining issues. Crash fixes, like all areas of the game, will be something we continue to improve upon as part of our Xbox Game Preview roadmap. Gameplay Aim acceleration can now be adjusted by players via in-game option Player weapon damage has been increased against vehicles. We will continue to monitor player feedback and telemetry and make further balancing adjustments as needed in future updates FPP Solo matchmaking queue will be made available for NA/EU/and Oceanic servers. We will open other modes within those regions as concurrency allows Fixed an issue that caused indoor lighting and shadows to appear too dark and blueish Analog stick acceleration added while exiting the plane and while parachuting Optimization PhysX performance enhancements Server FPS slightly increased Client FPS slightly increased Some VFX received slight optimizations Option Music on/off option added Bug fixes Addressed a number of known crashes Fixed a UI issue that occurred when multiple players attempted to loot from the same source The servers will be in maintenance from 1 AM PST / 9 AM UTC / 6 PM KST in preparation for the new patch. It will take about 30 minutes. Please close the game and update your client. Apologies for the inconvenience. We ask that you continue to direct feedback, questions, or bugs to: General Discussion & Feedback General Help Suggestions Bug Reports & Troubleshooting See you in-game, The PUBG Development and Community Team
  4. 85 points
    Happy New Year’s Xbox players, Quick update: We’ve finalized our list of fixes for our first “Client Side” patch of 2018. This next patch is focused on addressing known crashes as well as providing some quality of life improvements and gameplay adjustments. If all goes as planned we’ll be submitting our patch to Microsoft Certification tomorrow, with more specifics regarding release timing as well as the content of our patch later this week. Thanks again for your continued feedback and support, and please direct discussion to the Xbox links below: General Discussion & Feedback General Help Suggestions Bug Reports & Troubleshooting See you in-game, The PUBG Development and Community Team
  5. 85 points
    South African server or African server please !!! Ping very bad if we play on EU server.
  6. 77 points
    Xbox players, Quick update; we are pushing a fix for an in-game issue that was undermining the core experience for some players. As part of that update, we have decided to include some additional performance and gameplay improvements, as well as a new controller option. We want to thank our community for the continued feedback and look forward to the discussion that the changes below bring. Gameplay Pistols have been removed from Y button's weapon rotation and grouped with the melee weapon. Players can now equip pistols by pressing 'up' on the D pad. Optimization Continued improvements related to player “rubber banding”. Enhanced server performance while parachuting. Option Added a new controller preset to options menu. Type B (new preset) now supports: Holding LT to aim down sight. Holding LB to use 3rd person perspective aim sight. Controller guide has been updated to include the new controller preset. Bug fixes Fixed an issue where players repositioned out of the battleground after certain actions and remained invulnerable until the end of the match. Additional memory and non-memory related crash fixes. Fixed the inability to join duo/squad through invites outside of game. Known issues to be addressed next patch: Dropping objects causes the player to switch weapons. User is unable to switch grenade types when tapping right on the D-Pad. We ask that you continue to direct feedback, questions, or bugs to: General Discussion & Feedback General Help Suggestions Bug Reports & Troubleshooting See you in-game, The PUBG Development and Community Team
  7. 52 points
    Players, This patch will be deployed to the main servers on Thursday, June 22nd, 5 PM KST / 8 AM UTC / 1 AM PDT and is expected to take approx. 1 hour to complete.The test server is already live! Server Performance Resolved an issue with server performance dropping drastically in certain circumstances. Client Performance Improved rendering performance of other characters. Improved client performance during ranged combat. Improved rendering performance of vehicles, motorbikes, and boats at a distance. Improved the rendering performance of weapon effects at a distance. Bug Fix Fixed a client crash that occurred when changing character appearance. Prevented users from removing shadows by changing Steam launch options. Fixed a bug that caused players to fire more ammo than the amount loaded. Fixed a bug that caused lung icon to be displayed as full while taking damage due to lack of oxygen underwater. Fixed an issue with indoor walls and objects overlapping each other. Fixed a bug that caused the wooden doors inside houses to have a metallic gloss. Fixed a bug that caused some parts of the clothing to be shown when firing a weapon while aiming down sights, using 4x or higher scopes. Fixed a bug that caused players to enter the DBNO state after drowning. You will now die immediately after taking fatal damage from lack of oxygen. Fixed a bug that prevented the use of healing items after firing full auto mode. Fixed a bug that caused flower beds to be shown incorrectly at a distance Partially fixed a bug that caused a character to be stuck in terrain. Partially fixed a bug that caused the camera to pass through some objects. See you in-game, PUBG Community Team
  8. 52 points
    Players, This week we roll out our first monthly patch. This patch will the first of many to address performance, fix bugs and add new content to the game. I must stress that we will not be able to fix all performance issues with a single patch. For this patch, we focused on stabilizing performance for all users, trying to ensure there would be less FPS drops, and improve performance for those with lower spec systems. Optimizing the game will take us time, and will continue all through early access, so please have patience while we work to improve the game experience for all players. We are opening a Test Server to better manage our updates and ensure stability before we push updates to the Live Servers. We will push each new update to this server on the Wednesday of the week, to allow a full days testing before updating the live servers. We will have the exact time you should expect this server to be online tomorrow, so stay tuned to our Twitter! We are aware that some of you are experiencing what appear to be memory leaks, and we will work on fixing this going forward, but over the last month, we have been concentrating on improving the performance for min spec systems, and stabilizing FPS for everyone no matter what their PC specs. We are still a relativity small team, so we must focus on one problem at a time right now. We are working to expand the team, but finding the right people with suitable experience and capabilities takes time, so please bear with us. Next I need to address a slight price change for the game in New Zealand. We’ve been seeing some abnormal patterns in our New Zealand sales. It turns out that due to the comparatively low price in New Zealand (roughly US$25) and the fact that gifting from New Zealand to other countries is not restricted the same as it is for other countries like China, Russia and Brazil, people seem to be exploiting the system. We have slightly raised the price to US$28 to combat this. I also want to address server lag once again. The lag you experience on the servers is not due to the hardware or size of the server, nor does it have to do with the number of players online. It is due to a networking issue with the core engine code, and it is something we are working hard to resolve, but it is not a simple issue to fix, so it will take us some time. Please bear with us and we will get it fixed as soon as we can. Finally, before we get to the patch-notes for this month’s update, I want to once again thank everyone for their support over the past month. We broke 100,000 concurrent users on Monday which is a huge milestone for any game and we wouldn’t have done this without the tremendous support of every player, so from all team here, a sincere thank you.This patch will be deployed for both clients and servers Thursday, April 20, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.Early Access - Month 1 - Patch Notes Known issues The motorbike leans slightly to the right when being driven straight. The tires of the motorbike cannot be shot out at the moment [Non-English Players] There are some mistranslated in-game texts and they will be shown in English Client Performance Improvements Made some improvements to address the issue of FPS drops when opening the inventory UI Reduced the load on the CPU through instance rendering so that the GPUs can function to their full capabilities Made improvements to address the issue of FPS severely dropping when in the vicinity of Yasnaya, Polyana & Georgopol Rendering performance on PCs with minimum system requirements has been improved Graphic performance and quality on PCs with minimum system requirements has been improved Server Performance Improvements Performance improvements have been made with relation to the items spawned in the world Content Updates Added Vector SMG. A very powerful SMG most appropriate for short to mid-range combat that is spawned in the world Added Motorbike w/ sidecar. A sidecar-less version will be added in a future update Added a 2X Aimpoint scope Added a Ballistic Mask Added 3 new color variations for the Dacia Added the crossbow back into the game World Adjusted the density of environmental elements to be identical across all graphic options Adjusted object placement to address issues of characters getting stuck Adjusted placement of trees that were spawning inside houses or above the terrain Adjusted the frequency of thunder sound effects UI Revised certain system messages and item descriptions. Added descriptions for attachments The dead team-mate icon will now disappear after a certain time and distance when in team modes Map markers are now visible to all teammates Names of teammates now appear on the world map Gameplay You are now able to move sideways and backwards in the REVIVE state The REVIVE timer will no longer decrease when a team mate is attempting to revive you When attempting to revive a team mate, the reviving timer icon will now also be visible to the player being revived Adjusted the character position slightly when in the REVIVE state Made improvements to address the issue of characters shaking while being spectated You are now able to open the world map when spectating You can now view the casting bar when the teammate you are spectating uses heal and/or boost items You can no longer use heal and/or boost items when in water Action/Gunplay Adjusted the overall balance on all attachments Adjusted the overall balance on Assault Rifles We will continue to balance all weapons and attachments throughout Early Access Fixed the issue that caused cars to temporarily stop when their tires get shot out You can now sprint when in the crouch stance Fixed the issue of “Armed/Unarmed” state not being applied when there are delays in the server network The blood hit effect size now varies according to the weapon caliber You can now move when in aiming and/or scoping in the prone state Fixed an issue with the sitting position of the character in the back-right seat of the UAZ Fixed an issue with the position of the left hand when reloading the AWM Fixed an issue where aiming from vehicles was not accurate The positions of bullet hits are now the same for both yourself and the others Fixed an issue that caused the hit box for the head to be slightly larger than the actual head Adjusted the ragdoll physics for dead characters to be more natural Fixed an issue that caused the character to use the wrong aim offset when using the freelook function while holding a grenade Fixed an issue that caused the landing-from-a-high-altitude motion to seem awkward when holding a pistol Improved the quality of zoomed-in scope views Bolt actions are now triggered even after the final shot has been fired, so that you can starti re-firing as soon as reload is complete Added swimming animations to go upwards and downwards Fixed an issue that caused the reticle to appear even when in situations where you are not able to shoot Your character now uses a different animation when in crouch stance while holding a melee weapon Made improvements to the reload animations for the M249 Made improvements to the reload animations for the P1911 The muzzle flash is now brighter than before and is now visible from a longer distance Sound There are now sound effect differences for supersonic and non-supersonic bullet speeds Made adjustments so that the sound of the bullet flying through air doesn’t play when shots are fired from a short distance from your character You can now figure out what floor the opponents are at just by listening to their footsteps Adjusted the firing sound of the SKS in mid to long range combat Adjusted the volume of the footsteps Miscellaneous We have opened a test server to better manage our content and secure stability for our live environment updates Additional in-game texts have been localized Bug fixes Fixed a bug that caused some buildings to not be visible at long distance Fixed a bug that caused a knocked out player to be ejected in front of a vehicle. If knocked out in a vehicle, you will now be ejected to the side Fixed a bug that caused weapons to clip through walls Fixed a bug that caused the icons for certain “pants” items to not appear correctly Fixed a bug that caused the PLAYERUNKNOWN shoes to not render properly Fixed a bug that caused the hit effects to play at random Fixed a bug that caused bald characters to have hair Fixed a bug that caused disconnects after 5 minutes into a match See you in-game,PLAYERUNKNOWN
  9. 47 points
    Here's a list of some controls you might not know about. Keep in mind everything is DEFAULT binds so if you rebound your keys, it may be different for you. When rebinding keys, make sure all slots have been bound to a key in order to be able to APPLY settings. Hold right click and E or Q - changes the camera view for Right Click ADS Hold left click after shooting - Gun will stay scoped in so you can watch where your bullet lands X - Puts away all equipped items Hold SHIFT - Hold breath when scoped, will also zoom in slightly if you are not scoped CTRL + Right click or drag - Split items = is Autorun Right-click tap brings out Iron sights/ADS Holding right click will zoom in aim Looking down with your mouse while swimming will take you deeper. You can also use crouch (C) to dive and jump (Space) to rise in water. Looking straight down with your mouse and pressing W while parachuting will help you get to max speed. This way your parachute will deploy lower and you will lose less speed when it is deployed. 7,8,9,0 are the default keybindings for medical and boost items. You can switch between different types of grenades by pressing 5 multiple times CTRL + T - Voice chat mute/unmute CTRL + U - Toggle UI CTRL + M - Master volume mute/unmute CTRL + Y - Switch voice channel Ctrl + 1,2,3,4 = Move vehicle seating positions. Holding ALT while running or ADS will let you free look around your character Page Up / Page Down - Change zeroing parameters on scopes B - Toggle between single, burst and full-auto fire mode depending on the gun Insert - Mark current position on the map Left click-hold, Right click then press 'R' - Underhand throw grenades If you have controls that you would like to add to this list please feel free to do so.
  10. 46 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
  11. 44 points
    Would really appreciate a South African Server if possible !
  12. 40 points
    Xbox players, we will be deploying a patch at 3AM PST / 12PM CET which will allow you to enjoy Squad mode in all the ways possible. You will now be able to play Squad mode as a 1, 2, or 3-man squad without having to matchmake with other players. This update doesn't require any server downtime or a game update.
  13. 38 points
    Xbox players, Sincere thanks for your continued feedback, and as usual please direct your thoughts and issues to: https://forums.playbattlegrounds.com/forum/178-xbox/ The team will continue to evaluate areas for improvement, whether its client and server optimizations or monitoring the current “Car Meta”. Our second patch is focused on quality of life fixes (weapon recoil for example) as well as trying to resolve some of the stability issues that have been brought to our attention. We expect to release our next patch at the beginning of the year, but we will monitor player feedback carefully and will address critical items over the holiday break as needed. Thanks again for your support. This patch will be live at 1AM PST / 10AM CET / 6PM KST. Please restart your Xbox after the patch goes live to get the update. Optimization Continued performance optimizations In-game The tuning range for the general sensitivity option has been expanded Weapon recoil reduced across the board (Xbox Only) Team UI will now correctly display voice chat status Additional Localization updates Bug A variety of crash fixes Fixed an issue where casting bar UI remains onscreen when spectating a target who died while using an item from their inventory See you in-game, The PUBG Development and Community Team
  14. 38 points
    Loving this game but the same as always, no South African servers. Most of the time devs dont have South African servers because the community is not large enough but no one buys it because we rarely get servers hosted. We have plenty of good game hosts and hosting companies commited to their community, Please consider adding at least a few servers, even as a trial for the Africa region, it will be much appreciated. PS, I played Battle Royale and Breaking Point on EU servers, so im used to the 200+ ms lag we get
  15. 38 points
    Official Rules The rules below are non-exhaustive and moderators can and will use their judgement when dealing with disruptive behaviour. All the decisions taken by the moderators are final. Any attempt to circumvent these rules is an offence in itself. If you have a complaint or criticism, provide constructive suggestions on how the problem might be addressed. Don't attack the developers, the staff, or other forum members. This forum is meant for active PLAYERUNKNOWN’S BATTLEGROUNDS players who are interested in supporting and improving the game and its community. Rule Circumvention Do not rule-dodge or purposely skirt just around breaking a rule. Hate Speech/Extreme Vulgarity We tolerate no hate speech of any kind, including (but not limited to) any directed at ethnicity, race, gender, sexuality or anything else deemed inappropriate by the moderation team. Vulgarity deemed extreme or excessive is also prohibited on these forums. Inappropriate Content Avoid posting other content that's not suitable for these forums, including (but not limited to) discussions, videos, images or avatars containing real life nudity, gore, substance abuse, political or religious messages. Illegal Activity The endorsement or discussion of personally conducted illegal activity is prohibited. Advertising & Promotion Please avoid advertising any games or commercial ventures that are not owned by PUBG Corp. Do not post videos or websites selling, distributing or promoting any cheats, hacks or other third party programs and solutions meant to grant in-game advantage to players. Harassment & Threats Harassing and personally threatening other forum users is absolutely prohibited. Personal Attacks/Real Life Information You may not issue direct attacks to other users, nor may you reveal real world information (address, name, etc.) of any forum users. Calling Out Do not publicly accuse other users/players of misconduct. Please always use proper channels for reporting users/players to us. Discussing Bans Do not start or post in threads discussing your or someone else's ban. This includes game, forum or any other platform bans. You can appeal your game ban HERE Misrepresentation You may not falsely present yourself as a moderator or an employee of PUBG Corp., whether explicitly or implicitly. You may not falsely present yourself as another player or person. Spam No topics/posts without actual content. This includes “first!” posts, bumping topics or anything in that category. No repeat posts/topics. No “thread necromancy,” AKA posting in a thread that’s long since been inactive. Spam includes asking for keys and/or access to the game. If you think that someone is breaking the forum rules, please use the "report post" function to bring it to our attention. Do not try to take the law into your own hands by attacking the offender in any way.
  16. 36 points
    Xbox players, We will be opening Duo and Squad FPP on NA and EU servers today at 12PM KST / 7PM PST / 4AM CET. We will continue to monitor player data to determine when we can add another game mode in other regions. See you in-game, The PUBG Development and Community Team
  17. 36 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
  18. 36 points
    Dropping in here to +1 servers for South Africa, please! Aaaaand disappointment, I know AWS hires lots of techies here to work on their infra and assumed they must have servers here... which they don't...
  19. 35 points
    Hello! Great news for the active input in new servers. Im also from South Africa. How do we let you know that we need servers here? Must we all buy the game and then hope that they get released. Playing with 250ping is not an option until then. Thanks
  20. 35 points
    PLAYERUNKNOWN’S BATTLEGROUNDS Official Forum Guidelines While there are a number of rules you’re required to read and understand to participate on these forums, there are some rather simple ways you can safely avoid breaking them. Contribute Constructively Keep your posts on-topic, both for the sub-forum and the thread in which you’re posting. Give feedback that can contribute to a conversation. Respect your fellow forum-goers, even when you disagree with them. Be Friendly and Polite Be good to one another. Don’t insult anyone directly, including the PUBG Corp. staff. Don’t publicly call out other users or players. Don’t use hate speech of any kind, including (but not limited to) hate speech related to ethnicity, race, sexuality, gender, life choice, political inclination or slurs of any kind. Penalties for Violating Forum Guidelines Keep in mind that these penalties aren’t mutually dependent. Users can be suspended or banned without warning if an infraction is severe enough. Light warning – For first-time offenses which are very minor, such as a comment which is off-topic but was made in good faith , or a duplicate forum post, a light warning will be issued, frequently in the form of a public mod response. These comments may apply to multiple forum users in the case where multiple off-topic comments have been made which threaten to derail a thread. If users continue to take threads off-topic after a warning, then harsher punishments may be issued. Warning – If a post or comment isn’t both constructive and on-topic, the poster will get a system warning. This warning is an account-flag which will go away after some period of time, depending on the situation. Suspension – A warning is not required before temporary suspension occurs. Depending on the nature of the infraction, a temporary suspension can last anywhere from a week to several months. Ban – Again, a warning/suspension is not required ahead of time depending on what the user posted. A user that has been suspended in the past will very likely be permabanned upon further infraction. Moderators are present on these forums to maintain the community and ensure all players are encouraged to participate here. If it’s decided that you’re being destructive in any way, a punishment will be issued. When you first join the forum, until your reach 10 legitimate posts, you will be restricted from posting in certain areas. This is done to give newcomers time to get acquainted with the forum structure before they post another "how to use ads?" topic in General Discussion.
  21. 34 points
    Asking for keys is against the forum rules. This also includes begging for keys, implying that you should have received a key, complaining that you didn't receive a key and PMing mods and admins with any of the above. Breaking forum rules can and will result in a ban.
  22. 32 points
    A tiny minority of whiners complain about rain and fog - Bluehole listens and removes this awesome, fantastic atmosphere-enhancing feature. A tiny minority of whiners complain "the plane is too loud" - Bluehole quietens the wonderful ear-blasting, plane noise A tiny minority of whiners complain "the buggy is too loud" even though it's a buggy with an open engine, Bluehole quietens it for you snowflakes Next they'll quieten or remove the fantastic new pants-tearingly great redzone Next they'll give you awesome loot in every house because you're too much of a snowflake to suck it up and git gud with a pistol, even though loot is already a bit too immersion-breakingly prevalent Next instead of a circle that closes in it'll be a parade of fluffy unicorns gently suggesting (quietly, so as not to disturb your poor ears) that you stop camping Soon they will have map selection because you're all too babyish to suck it up and just deal with the hand you're dealt. It's battle royale, trying to survive in ANY environment you are dealt with is the POINT. Can Bluehole please have a little bit of faith in their core concept of high-RNG, high-atmosphere, high-immersion battle royale that has made their game such a global hit in the first place, and stick to their guns in terms of game design, instead of caving in to every whiner on here who wants to dumb down their fantastic game into "CoD with a bit of Arma". Thank you.
  23. 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.
  24. 32 points
    First let me say that I feel strongly enough about this to register a forum account. It will likely be my only post and I'll keep it short. 1) The circle's damage is WONDERFUL, perfect, don't change it. 2) it moves WAY too fast mid to late game. We should be able to outrun it. I would rather see the beginning circle move faster and the later ones move slower as it shrinks down. Right around the time that there are ~20 people in the game it should move at a jog (only outpaced by a sprint). when there are 10 people left it should move at a crouch walk's pace, jog should be able to outrun it. The game is called 'Battlegrounds' not 'Battlecircle'.... which is what this game feels like at this time. Thank you.
  25. 31 points
    Sounds - The sound of doors opening and closing can now be heard from a further distance - When in rainy weather, you will now sporadically hear thunder sounds - Adjusted the volumes for the sounds of the wind, rain, and footsteps - Improved the sounds for the buggy Gameplay - Fixed and improved compass readability Bug Fixes - Applied additional fixes to address the issue of players going under the map in certain areas
  26. 30 points
    Hi Players, In order to streamline and simplify the process, we have updated how you report players for breaking the PLAYERUNKNOWN'S BATTLEGROUNDS Rules of Conduct. This includes reporting users for cheating, teaming and team killing, among other offenses. All reports for players breaking the Rules of Conduct are now submitted directly through these forums. Only forum administrators can view reports, so they are completely confidential. We will endeavor to be as open and transparent as possible with our investigations into each report, by providing direct feedback where possible indicating that we've either taken action against a user, are still investigating, or require more evidence. To submit a report, please follow the link below: http://forums.playbattlegrounds.com/forum/35-report-a-player/
  27. 29 points
    Hi everyone. First of all, as the lead community manager, I apologize for not addressing the recent issues earlier. For team-killing and stream sniping, we require evidence to be submitted as with all reports against players. We do not ban players based on what we see on social media or streaming platforms ourselves. We ask players to submit reports with evidence on our forums which is a temporary measure. We take action when the evidence is sufficient to warrant a ban. The current rules and ban process are not final. Our community team is doing the best to ban users that do not play fair or ruin the experience of others. However, we do not have a perfect system. So our appeals system was put in place to ensure that there are checks and balances regarding all and any bans, and to allow us to rectify any mistakes that may have been made. Recently, I have realized that this may not be enough. We apologize for any inconvenience caused by the current system. We don't have an automated system to ban players who violate our Rules of Conduct yet. But in the future, our team will work with the engineering & platform team to implement tools and systems to effectively address the issues that could ruin anyone's experience in the game. We're currently designing the new systems. If a ban has been issued incorrectly, we will admit our mistake and lift the ban. However, it may take some time for us if there is no evidence to prove the banned user's point. We need to make sure by looking into in-game data. I apologize again if you have been frustrated with recent events or lack of communication. But it is our best interest to improve current systems to create a better environment for everyone and better serve our community. Thank you. Lead Community Manager Sammie Kang
  28. 29 points
    Bluehole Inc. is looking for an Assistant Community Manager for BATTLEGROUNDS who will build communities with players in France, Spain, Germany, Russia and Brazil. As an assistant community manager, you’ll collaborate with Community Teams in North America and Europe to build an active community around BATTLEGROUNDS. You will share your passion for the game with players from your region while ensuring consistent messaging across all communication channels. What we look for: You love meeting new people within the BATTLEGROUNDS community. You enjoy interacting with community members and checking in with them over the course of a day. You deliberately spend time and build relationships with community members who provide valuable feedback. You perceive ways to satisfy players’ communication needs and interest. You are dedicated to ensure that effective communication flow is maintained between the dev team and our community. You communicate fluently in English and your native language. Responsibilties Enjoy playing BATTLEGROUNDS with community members Conduct activities geared towards connecting players and rewarding outstanding members of the community Work with the community and moderation teams to identify the best community members across all channels Develop and cultivate relationships with players that are meaningful and drive awareness of community initiatives Join in on important conversations about BATTLEGROUNDS everyday Summarize insights and conversations in forums to create actionable reports for the dev team Create and maintain content calendars, if necessary Translate community content into your native language Post relevant content in forums and social media in accordance with content calendars Review comments and posts in a timely manner Coordinate with the CM team to ensure communication consistency Enforce social media/community management guidelines as defined by the CM team Escalate player-generated content, when necessary, to the CM team Qualifications 1-2 years of experience in moderating forums or gaming communities Demonstrated ability to produce community management guidelines and documents Excellent verbal, written, and presentation skills Ability to identify and track relevant community metrics Excellent interpersonal skills to interact with community members Attention to detail and ability to multitask Proficiency with Microsoft Office Instructions for applications: Please submit all your documents at once to PUBG_jobs@bluehole.net The title of your email should be “[Application] Assistant Community Manger – Country – Name”. Please submit below: Resume in English (Format: MS Word document and/or PDF) Submit answers to below questions and provide relevant links or references. (Format: MS Word document) Why do you want to join the BATTLEGROUNDS Community Team? Why are you qualified for this position? Be specific. What is your Steam profile link? What games do you play? Submit samples of your work if you have any. (Format: MS Word document) Include writing samples of forum/blog posts, newsletters, or other written content. You could also include examples of community building efforts either using social media or other platforms. If you don’t have any samples to submit, you can be creative and share your own ideas or suggestions. Thank you. - BATTLEGROUNDS Community Team
  29. 28 points
    Xbox players, Quick update; we’ve released a server side patch this evening that addresses one of the lower frequency crashes as well as reduces intermittent in-game lag. In addition we’ve made progress on the authentication issue that many players have encountered and we hope to completely resolve that issue soon. We are still very focused on releasing a client side patch that incorporates some of the community feedback that has been raised, as well as priority bug fixes. We’ll have more to share on the timing of that patch in the upcoming days. Please continue to give us feedback as well as submitting bugs and suggestions in our Xbox sections below: General Discussion & Feedback General Help Suggestions Bug Reports & Troubleshooting Update Dec 28 8PM PST / 29 Dec 5AM CST / 29 Dec 3PM KST: We have deployed a small patch to reduce the character position readjustment issue and further reduce intermittent in-game lag. See you in-game, The PUBG Development and Community Team
  30. 28 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.
  31. 28 points
    Hey everyone, We are now back on track with our weekly updates! Since we haven't had our weekly updates for the past 2 weeks, we'll be updating this week's patch on Tuesday, May 16th. The patch will first get updated on our test servers today at the following hours: May 15th (Monday) 3 PM KST May 14th (Sunday) 11 PM PDT May 15th (Monday) 6 AM UTC The main servers will be updated with the new patch tomorrow, Tuesday May 16th, at 5 PM KST/1 AM PDT/8 AM UTC Early Access - Week 8 Patch Notes Client Performances Improvements Slightly improved the drop in FPS when driving vehicles Anti Cheat In order to prevent using "lag switch" to cheat, the characters will now be locked and will not be able to move, rotate and attack others when the ping exceeds a certain value You will no longer be able to remove the environment foliage by revising the .ini file Custom Games Fixed the issue that was causing the sound to break when there are too many vehicles in a small area Bug Fixes Partially fixed a bug that caused the character to get stuck in different objects in the environment Partially fixed a bug that caused the game client to freeze Fixed a bug that caused the crosshair to still be visible while in no-UI mode Temporarily removed the flash bang from the game as it was causing game clients to freeze/crash
  32. 27 points
    I have recently purchased the Xbox One X. PUBG was my first purchase on this new system and I am blown away by PUBG despite its lag, and sometimes frustrating bugs. Watching PUBG remain in beta stages and watching the forums on here scared me. I am so in love with this game it makes me nervous PUBG will change into another COD or game that will catter to the masses. Remember Bluehole, PUBG was successful before any major improvements/changes were made. Just something we should all keep in mind. I would like others to chime in and reiterate the things they want to stay the same. I think we can all agree when I say lets fix the bugs, but lets make sure we do not go to far. Never Change: 1.) If aim assist comes to this game, I will never play it again. You earn the headshots. There is nothing better than gunning down someone who has not put in the time to get good at aiming with the gun they decide to PUBG with. Same goes for real life gun situations. Gamers like realism and intensity. 2.) Metering is great. It works if you have half a brain and can calculate meters on the map. If you can't, play something else with a lower IQ entry level. 3.) Inventory system is phenomenal. I like the in-depth nature of it. Thats what makes looting intense. It takes some time. Awesome. Do not make the game easier. If you loot, you decide to take on that risk at your own peril. 4.) I love the lack of hit detection in this. It is what really pulled me into the game. Blood Splatter is genius. Again, realism wins. Once Hit detection is put into this game I will never play it again. When you are in a shootout and question whether you hit him, it makes the game more immersive. You have to focus.Hit detection is whole other skill in this game. I am sure real life gun shot out participants ask the same intense battle questions as well. Did I get him? I gazed him I think. No hit detection. EVER. 5.) Never show people on the mini map. Not when firing, not when closeby, never. You need to hear the footsteps and track the gunshot sounds. Realism people. 6.) I can tell what gun and caliber is being shot in the distance just from sound. Keep this. Its neat and makes it more interesting when playing. Get a headset people. Sizing up your opponent and deciding whether to take him/her is what makes this game so intense. Rush or camp. Crawl and run or sprint at him. Choices people. 7.) Looting is completely random and amazing right now. Do not make it any more balanced. I love sometimes just getting a pistol and not seeing an assault rifle for 6 house raids. Will I survive on a pistol? Let me find out. If you balance everything too exact, you mine as well put classes in and take looting out. No one wants COD anymore. Stay confident PUBG developers, you created the most addictive game I have ever played, do not listen to the "Newbies crying" stand for something and cater to the audience/foundation of people who made you successful, we will always take care of you back. PUBG Please change: 1.) Bugs and glitches that shut the game down for me. 2.) Run at higher FPS 3.) Eliminate Lag, none whatsoever. Stay confident PUBG, we love you game. Do not ruin it for the followers. You have me as a customer and countless others, we will support the game as long as it stays true to our core beliefs. Let me know if I missed anything. PUBG Gamers, the true gamers, stand united!
  33. 27 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
  34. 27 points
    We've noticed that some players were confused about the true nature of the Closed Beta keys they have received or still covet. They grant access only to the Closed Beta Testing phase. They do not grant access to the Steam Early Access stage that will follow the Closed Beta Testing. We have not, at any point, given out keys for the Early Access stage of the game.
  35. 26 points
    Xbox Players, We are glad players are enjoying PUBG in Xbox Game Preview and we appreciate all of the great feedback we’ve received. We take listening and reacting to our player base seriously, and we will work with our community to find opportunity to continually improve the player experience while in “XGP” and beyond. Please continue to bring your feedback, questions and enthusiasm to: https://forums.playbattlegrounds.com/forum/178-xbox/ This patch will be live at 1AM PST / 10AM CET / 6PM KST. Please restart your Xbox after the patch goes live to get the update. Here are the first of many Xbox-focused patch notes to come: Gameplay Gas can now be used while on bike or bike with sidecar UI/UX Equipment icons on HUD will now be visible Player icon is now more clearly visible on the world map UI prompts now appear when reload and enter a vehicle options are present Character Tweaked hair color options Animation Cleaned up sidecar passenger animations in first person view Fixed player camera issues while a passenger on the backseat of a Buggy Addressed arm animations specific to holding some weapons Character now correctly faces the proper direction when stopping while swimming Others First pass visual and performance improvements Slightly improved anti-aliasing on Xbox One and Xbox One S Localization updates for Vietnamese, Spanish,(Spain/Mexico) Controls on motorcycle no longer inverted Keyboard functionality is disabled Bug Fixes Fixed instances of player nametags not properly displaying in the lobby during Squad and Duo play Fixed minor animation while crouching and prone Fixed issues where curtains on windows block line of sight of players in the TPP mode Fixed an issue where when Squad leader left the party, voice chat ceased to function as intended Fixed issue where players could lean out of vehicles even when obstructed Fixed collision of cardboard boxes in Yasnaya city Fixed typo in the controller guide Other minor fixes Thank you again from all of us at the team. See you in-game, The PUBG Development and Community Team
  36. 26 points
  37. 26 points
    We're excited to announce that our next phase of testing will begin on February 24th! Following the fantastic feedback we received during our Alpha 2 test, we're looking forward to hearing your thoughts on what we've been working on for our this next testing phase. There's a ton of new stuff we have to show you, so we hope you look forward to it as well. We'll have more specific details for you all on our Closed Beta in the coming weeks. Until then, stay tuned!
  38. 24 points
    This is the day we’ve all been waiting for and working towards, and it’s finally here. Today we come out of Early Access and everyone can enjoy the PC 1.0 version of our game. To celebrate this event, everyone who boots up PUBG in the next few weeks will get a new free in-game Winner Winner Chicken Dinner tshirt. It will be dropped in your inventory after logging in. Do not miss this chance to get this limited edition tshirt, let your PUBG squadmates know too. The 1.0 launch marks the end of the first chapter of our development team’s effort to bring forth the best battle royale experience for our players. But this is just the beginning. After 1.0 is out, we will continue to uphold our open development principles and keep listening to your feedback, as we have done through Alpha, Beta and Early Access stages of the process. Reaching version 1.0 for us means establishing the basic structure for the smooth Battle Royale gameplay of our game. Balancing and polishing in terms of gunplay, sound, animations and other features and systems will continue after launch. We’ve been working hard to address some of the most important issues for our community members and have seen some improvements recently that we wanted to share with you. We’ve implemented two waves of adjustments to deal with server stability issues since PC 1.0 test build #3 hit our test servers. We estimate that there was around 50% decrease in stability issues experiences by players. However, we understand that this is not enough. We have identified various causes for the stability issues and are expecting progressive improvements going forward. As we announced earlier, we are considering limiting maximum ping depending on user network status in order to establish a smooth gameplay environment and enhance server stability. Before applying the measure to all regions, we will need to fully investigate its feasibility and analyze the outcome, so we will be running a limited test. After implementation, players with a high ping difference from average ping range for the region or players connecting over long distance will not be able to connect to a match. As a result, only players in a certain ping range would be able to enjoy the game together in the same server which leads to a more stable and smooth environment. We will keep you updated on our progress as we continue looking into this method and analyzing our results. We’ve strengthened cheat prevention measures and continue to reinforce them. We’ve also implemented various automatic and manual anti-cheat measures and thanks to all these actions have seen an estimated reduction of 65.7% in the number of players trying to use cheats. We are also continuing to actively remove banned players from our leaderboards. No online multiplayer game can remove all cheaters but we will continue to direct our best efforts towards reducing the number of cheaters as much as possible and maintaining a fair play environment. Without you none of this would be possible. You, the person reading this. You may have been with us since the first alpha test or maybe you started playing PUBG only a few days ago. You may have had over 100 chicken dinners or maybe you’re still hunting for your first one. What matters is that you’ve stuck with us through good times and rough patches alike. You’ve seen some crazy stuff in-game. You’ve had defeats, near triumphs and brilliant victories. Thank you for your feedback, your reports, your thoughtful criticism. Thank you for cheering us on. Thank you for being there for us. Thank you, and see you in the next chapter. You can find the full PC 1.0 release patch notes Here See you in-game, The PUBG Development and Community Team
  39. 24 points
    Boa tarde, gostaria de saber quando irão colocar o modo FPP nos servidores SA? O modo é muito bom...o pubg vira um outro jogo...coloquem este modo para nós da comunidade brasileira e da América do sul, creio que temos muitos players que jogam nos servidores SA. Quem apoia deixa um comentário ai galera se possível para demonstrarmos mais interesse. Obrigado!
  40. 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
  41. 23 points
    We, brazilian gamers (and South America likewise) hope to see the add of South America servers for Pubg on Xbox One eventually. Not only it would drasticly improve the experience for us, but for North American players too, since we wouldn't be lagging around their servers anymore. We understand the current stage of the game, fixing bugs, changing gameplay and graphics aspects as well. However, after the Oceania dedicated servers add news we hope to see Bluehole to help out our south american countries when they can, please.
  42. 23 points
    This game is in preview for Xbox... so what does that mean? It means you bought this game knowing full well it isn't finished or 100% bug free. Knowing this, a few things need to happen... 1. Stop crying like little girls and complaining about cars, lag, recoil or your own pathetic shooting skill. 2. Start reporting actual bugs about the game, not you wanting "easy mode", "I win buttons", or unicorns to ride instead of cars. 3. If you dont like the game mechanics, go back to CoD, BF, or Destiny. This isn't your everyday kiddie shooter, let them develop their game. If you want fortnite.... go play that. PubG is not and never should be a clone of that cartoony WoW wannabe crap. 4. My son has been fed already... so if you need extra bottles to get you through this preview let me know. 5. Don't ruin a good concept by complaining about the way it's developed. You all chose to buy this game. Google, YouTube... and anywhere else showed you the concept anyrime you wanted. Don't mess it up by asking for a pacifier.
  43. 23 points
    Players, Today, we are going to deploy a patch and the live servers will be under maintenance for two hours. Before we dive into the patch notes, we would like to sincerely apologize for the inconvenience caused by the intermittent lag and character position readjustment issues our players are experiencing during matches. Creating a smooth playing environment to allow our players to fully enjoy Battle Royale was one of our top priorities for PC 1.0 launch. However, a multitude of causes have triggered the in-game lag issue to become worse or happen more frequently in the last few weeks. In the process, we were not able to implement the measures to visibly address the issue more quickly. Contrary to most expectations, there is a combination of causes that lead to the in-game lag and character position readjustment issues. The issues cannot be attributed to one or two causes and have stemmed from a combination of different factors which is why we need to continuously work on resolving and investigating the problem. We upgraded our game engine to the latest version and made changes to the game when we added new content. The problem resulted from these changes as well as several other causes. In this patch, we have removed some inefficiencies in server infrastructure and optimized in-game servers to alleviate the problem. More specifically, we made adjustments to reduce the bottleneck during the game server launch phase and also resolved some server hitch issues. Resolving the intermittent lag and character position readjustment issues are still one of our top priorities, and we are continuing to work on analyzing and fixing any remaining issues every day. After today’s update, we will be running some internal tests and deploying more updates to gradually mitigate the problem. We are currently examining several measures including server optimization and server logic modification to address the multitude of causes. On top of this, we will continue our efforts to further investigate remaining causes. We will keep you updated on our progress going forward. We would like to apologize again for the inconvenience and we will continue to do our best to resolve the issues. Please find the notes for the today’s patch below. World Changed the map selection ratio to be equal for Erangel and Miramar. Replays Adjusted replay system so that players can only view game replays from 3 minutes after death. This is to prevent sharing opponent’s positions to surviving teammates immediately after death. Bug Fixes Fixed the issue where some buildings and objects were not marked on the Miramar world map. Reduced occurrences of the issue where replays occasionally crashed back to the lobby screen. On restarting a replay, it will continue where last viewed. Fixed the issue where the beginning of the Death Cam and replay was missing. Fixed the issue where players couldn’t earn BP. We will update with a compensation plan soon. Fixed the issue where players could die unexpectedly from fall damage. Fixed the issue where bullets couldn’t penetrate particular fences from both sides. Thank you. The PUBG Development and Community Team
  44. 23 points
    Hi guys, So, I'll preface this by saying that I have a PhD in operating system/network security. I understand exactly how hacks work, and I can say with 100% certainty that if you're waiting on any anti-cheat software to work, you're going to wait forever. With the way PC hardware/OS's work, you simply cannot ever stop hackers. The best you can do is play whack-a-mole in an ocean full of moles. That said, there is definitely a way to get rid of cheaters: remove incentives. Now I know you guys like your loot box money, so I'm not even going to suggest you get rid of those. But it's still possible to remove incentives. From what I can tell, there are 3 kinds of cheaters: 1. Cheat companies selling hacks and advertising on the leader boards 2. Box farmers cheating for money from boxes 3. Individual cheaters who cheat for rating/twitch views/whatever While I'm sure you get a lot of reports for all of these types, the problem is the only current penalty you have is banning, and banning someone based simply on reports is going to result in a lot of innocent players getting banned based on erroneous reports. Manual review is the only option, but it takes time. What I'm going to suggest is going to address this as well. Because of the different types of cheaters, I think you need to implement several small changes. 1. Put in a waiting period between when you earn points and when you can spend them. A day, a week, whatever works. The goal of this is to make box farming unprofitable. The way things are now, if you open an account and start hacking, you can farm points (and spend them) for weeks before getting banned. This means you can easily make back the money you spent on the account before the devs get a chance to even review the account. A waiting period gives players a time to report an account for hacking and action to be taken, prior to the hacker making any money. (This works in conjunction with the second thing I'm proposing, and the waiting period needs to be long enough for 2 to kick in.) 2. Add a "flagged for review" status to accounts. This could be triggered by either a large number of player reports, or statistics outside a certain range of normal. Accounts that are "flagged for review" can still play, but they have two restrictions: 1. they can't spend points (again targeting box farmers) and 2. they don't show up in leader boards (targeting 1 and 3). These accounts would remain "flagged for review" until they were reviewed by Bluehole staff. When Bluehole has time to get around to manually review them, they can choose to ban the account, simply remove the flag, or possibly flag the account as "validated", meaning this account in the future would require a significant number of reports in order to again be flagged for review. (Primarily to prevent people from repeatedly flagging popular streamers/high ranked teams/etc. If this is a real problem, you could even add a "request expedited review" option so people could get the flagged cleared more quickly.) There are several key points here. Firstly, it's simple to implement. You have reporting in place, and you have statistics in place. You only need to add the flag field to the database, and the logic for setting it/enforcing it, which doesn't modify any major game mechanics. Secondly, it has minimal impact on innocent players. You still play, gain points, gain ranking. You just can't spend them or show up in the leader boards until the flag is cleared. While the leader board thing could affect a few people, it's really only the top 100 or so players that anyone even looks at, which is a small percentage of the player base, and once they're flagged as validated, it's not an issue for them anymore. Fourthly, it works quickly. You can set the threshold for setting the flag very low, because there's no real penalty for setting it. Fifthly, it makes the review process much easier. Once anyone in 1. or 2. gets flagged, they have zero incentive to play that account anymore. Reviewers can quickly ban accounts that stopped playing as soon as they were flagged. Lastly, it completely removes the incentives for two of the largest groups of hackers, 1 and 2. It's slightly less effective for 3, but these are the players who are most affected by bans. I would also guess many of these individual cheaters will chill after they get the warning box that their account is flagged for review. Anyway, this is my thinking. @PUBG_Hawkinz
  45. 23 points
    The change to increase damage done while being in the blue has turned what was once a tactical game with RNG into a complete mess with MORE RNG. You have completely ruined this game with one change. Allow me to point out all of the side-effects from this latest update. - Success in the game largely depends on where you land, not your tactics. If you land in an area that is farther away from the circle, you are now far less likely to make it to that location given the increased damage from being outside the zone. - Camping the outskirts of the zone while being safe is no longer a viable tactic. People will be dead long before they reach you. - You are no longer able to take more than a few minutes to loot. If you do not have what you need, too bad. You need to start moving because you will die to the zone before you had a chance to gear up. Loot RNG becomes a real factor now. You cannot run from location to location trying to find what you want/need. - 50% of the map is now useless. Why land in Stalber? Kameshki? Primorsk? Zharki? You shouldn't. You're better off going to a populated area and trying to make it out and starting over if you die. - Your primary enemy is now the blue, not other players. (In my first game since this patch, I watched 12 people die from the playzone. I normally see 1-2 unless it's late game and people are getting shot while arriving late) - You have basically removed a host of tactics from this game. The ONLY way to win is to get to the center as soon as possible and just stay there. When it moves, move to the center again and again and again. This change needs to be undone. If the development team decides to not undo this change, then the following modifications need to be consider: - Bandages need to heal more AND be able to be used while running or driving. Prior to the change, stopping to heal was acceptable as the damage was not enough to kill you. You had to use your resources to stay alive. This was a GOOD trade-off. Now, however, this is no longer possible. You cannot force players to rush to the circle while also forcing them to stop to heal, piss or grab a drink. I can do all three of these while sprinting. Simultaneously. - Increase the amount of vehicles in the world AND increase their spawn rates. Again, prior to the change not having a vehicle was not a death sentence IF you had the meds to sustain yourself. This is no longer an option. - Slow the blue walls of death, DRASTICALLY. If you're going to make it this potent, players should be able to outrun it in order to survive. (Without being boosted) - Increase the amount of time between the reduction of the playable area. - Increase the amount of resistance to the blue while under the effects of boost. Perhaps I am the only one who feels that this single change has ruined the game. I would like to hear feedback from other players. Thank you.
  46. 23 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
  47. 23 points
    We're happy to announce we'll be opening Australian servers next week. This will involve a small client patch. More info over the coming days!
  48. 22 points
    Players, We’re excited to share that we will be running the test servers for PC 1.0 for the first time next week! We would like to invite our players to test vaulting & climbing and other existing features and systems we have modified. The test servers will be up for several days to allow everyone to try out the test build and give feedback. Key changes: Client and server optimization Added vaulting & climbing Changes in vehicle driving Ballistics overhaul We have made changes to some mechanics to make them more realistic and balanced. However, all changes are not final and we need your feedback after testing. In addition, this is only the first test build so there will be issues and bugs that have not been fixed yet. But we would like to assure you that we will do our best to address most of those issues when we release 1.0 unless there is a critical roadblock. Patch notes will be posted early next week but we wanted to explain a little bit about vaulting & climbing today. Action & Gunplay Lead Pawel Smolewski has written a piece about the feature. Vaulting & Climbing Crossing and scaling obstacles may intermittently create many new tactical options available to the players. The standard jump feature can be used in standard situations, but there are many areas where it does not suffice. After all, PUBG features a play area of considerable proportions. In addition, objects located on the map differ greatly in shape and size. Such complexity can cause many problems for the players who need to rely on fast and effective means of jumping over (or on top of) boxes, containers, fences etc. For that reason, we have decided to implement dynamic vaulting and climbing mechanics. This feature enables in-game characters to quickly scale obstacles in front of them. Although we initially planned to allow crossing over structures which are up to 1 meter high, we have eventually decided to extend the functionality of the feature by increasing the limit to about 2.3 meters. Almost any static object that meets the dimension criteria can be scaled. Additionally, passing through openings in structures (such as windows) is possible as long as they are wide and tall enough. You may scale almost any static object which is short enough. Objects which are chest level high can be scaled with a weapon in hand. Taller structures that require pulling up to vault need to be performed with both hands free of any items (they will be holstered automatically when the animation is played). Running towards the obstacle will generate momentum that will ensure faster motion. Performing the action from a stationary position is also possible but the animation played will be slower, leaving players vulnerable for a longer period of time. On the technical side, the system consists of about 40 animations adjusted for different heights and situations. We internally use the term vaulting to describe the action that involves crossing over an obstacle while climbing refers to a motion that will cause the character to remain on top of it. By default control over vaulting and climbing is placed on the same key as jump and is context based. However, we do provide the players with a possibility of splitting the jump and vaulting actions to separate key-bindings in the controls section of in-game settings. When attempting to vault, the geometry of the objects in front of the character is scanned and an algorithm decides whether vaulting action can be performed and what type of animation can be used to get across or on top of it. Climbing will be preferred whenever there is enough space for the character to stand up. However, vaulting can be enforced by holding sprint button while moving – if the obstacle is thin enough, the character will slide or crossover. Motion that involves pulling up can be canceled before reaching the apex by starting to move in the opposite direction. Due to the nature of this system, we expect possible issues, bugs, and problems to occur. Ironing out this feature may take some more time, but we do hope you will have a lot of fun with it and make great use of it. We are eagerly awaiting your feedback and reports. In the next few days, we will also touch on other important changes. Please stay tuned for more updates on the test server. Regarding the use of cheats, we will be doing everything we can and use all resources available to detect and impose penalties on users who use cheats. Recently, we have implemented new measures to better identify and track their usage. We have designed reliable systems to do this more efficiently than before. For a very long time, our development team has been analyzing data from a large pool of users who show abnormal gameplay behavior to build a system that helps us positively identify cheaters. We are now able to use the system to identify and ban these users more proactively. Using this system, we have already identified and banned about 20K additional users in only one day. This is only a start. On top of BattlEye, we will use a monitoring system to strengthen our efforts to prevent use of cheats and impose penalties on them. We promise you that we will continue to do our best to quickly find and ban people who use cheats. We hope you will start to see an improvement going forward. Thank you. The PUBG Development and Community Team
  49. 22 points
    Hey, To start off, the examples and situations im talking about are top 5 situations only. The final few circles where there are only a couple teams alive, or a few teams, or solo players. So we all know that there are end circles that go RIGHT TO THE EDGE, and tilt the favor of whoever is in that area because they dont have to move at all, and can just camp and kill anyone running into them. Heres a situation, although its a little extreme and perfectly placed, I believe this solution could work for almost any scenario or ending situation. Original ending circle: The red dots are players. Lets say its a 1v1v1, Top 3. Right now everyone is in their spots and sitting. No one moving or shooting because they feel safe and want to wait for the next circle to see if they have to move or not. In the CURRENT STATE, this is what could happen: Now here is where things get really unfair and the LUCK comes into play. This guy at the bottom of the circle just got almost a free win. I'm not going to say that the other 2 guys cant win, or cant outshoot that player, but his chances of winning probably increased by like a LARGE PERCENT. So he has positional advantage, he doesnt have to move, and the other two players both have to move which makes them likely to see eachother first, also means that the guy in the circle can easy spot them running right into him and get the kills. The exact same situation could have happened if the circle spawned on the player at the TOP or if it spawned at the player on the WEST side. This is what a lot of the top players are currently frustrated with because it really gives one person or team a huge advantage and there isnt much way to outplay that player since there are no flank potential. So basically it becomes a shooting contest with one person in a field and 1 person behind cover. I understand WHY the circles can move to the edges of the blue electric zone. They made it this way so the circles can be unpredictable and have lots of map variation and end zone variation in the EARLY/MID GAME so it doesnt get stale and boring always being central in the middle and never goes to the edges of the map. SO, NOW TO THE POINT OF THE THREAD... The solution to the LATE GAME circle luck: I don't know the exact number of circles it takes to bring people to a top 10/top 5 situation, but lets say 4-5 circles. AFTER 4-5 circles, I suggest that the next circles become completely central in the current white circle once the blue circle closes in. Heres the situation with my suggestion: ORIGINAL SITUATION: Now instead of LUCK, all 3 of the players KNOW the next circle will be directly in the middle of the current one. So there is a lot more strategy and outplay scenarios. Yes, someone can run right to the middle of the larger circle, and be in position for the final circle and everyone would have to come to them. But the differences are 1) He has to actually MOVE from his position and take that risk, and 2) he is now exposed to ALL directions of attack on the next circle. 360 degrees of flank. Heres what the situation would look like now with my suggestion: Sorry for bad paint skills, but imagine that circle being exactly centered. So if the south player decides to run to the middle of that circle, the north and west players can either shoot him while running, or if they dont see him they can flank left or right and wrap around (SIMILAR TO WHAT PEOPLE IN ARMA DO when they run outside the circle and flank the other side). This way ALL 3 PLAYERS will have to move. And all 3 players will be in danger at all times from flank, or from moving. It still forces those gun battles, but doesnt give positional advantage to a single player or team. There are many strategies that can be played. You can rush the center and try to be the "king of the hill", you can ride the gas in and try to fight anyone else doing the same, you can flank 360 degrees in a circle and try to backstab someone running in. I think this idea of making the final circles 100% predictable and centered make it for a more skill based ending and remove some of the insane luck some people can have in the current state. PLEASE LET ME KNOW WHAT YOU GUYS THINK ON THIS IDEA! Think of all the possibilities, negative and positive, and keep the future of the game in mind and how things may change later on. Thanks. EDIT: Talked to Hawkinz and we think it could also help that the final circles that get centered the electric field moves SLIGHTLY slower. I know that when the white safe zone is centered the electric moves slower all around, but maybe even just decrease the speed a little more could help make some strategies work better. It just creeps in like a slow fog.
  50. 22 points
    SOUTH AMERICA Like if you agree.