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  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. 84 points
    South African server or African server please !!! Ping very bad if we play on EU server.
  3. 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
  4. 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
  5. 45 points
    Well ill start saying, many of us supported OCE players in their claim, just as it was ours. Being left aside is not the best of the experiences, and that's what it feels not having fpp in our servers more than ever. Today i saw that OCE finally got, at least a bit, of what they were claiming (Congrats mates!), the implementation of fpp duo. Now for the subject of this post i will ask, or if you want to call it claim, for the SA and SEA servers to receive the same thing. The fact that they added FPP that quick shows that they are able to introduce the mode "easily" in terms of time and stability. SA servers take less than a second to start a game, maybe 5 seconds in worst scenarios, so i don't think the excuse of "not enough people" should be given (i have no clue what queue times SEA has, but they can't be that different). Hell, if they gave us fpp the numbers would be massive. A lot of players even stopped playing AT ALL waiting for a feature that should be implented for all servers... ill say it again, its a horrible experience to be left aside and people is getting away because of this. So, thinking about this facts, give SA and SEA the same chance that OCE received. TL'DR: OCE got fpp, SA and SEA could use the same treatment. P.S: There is a post on reddit too (Link: https://redd.it/6yeolu) just in case you want to leave a comment or a opinion there too.
  6. 43 points
    Would really appreciate a South African Server if possible !
  7. 40 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 Auto run Right click tap brings out Iron sights/ADS Holding right click will zoom in aim Looking down with your mouse while swimming will take you deeper Looking straight down with your mouse and pressing W while parachuting will help you get to max speed 230km/h. This way your parachute will deploy lower and you will lose less speed when it is deployed. 7,8,9,0 are the default keybindings for medical and boost items. You can switch between different types of grenades by pressing 5 multiple times CTRL + T - Voice chat mute/unmute CTRL+U - Toggle UI Ctrl+1,2,3,4,5 = Move vehicle seating positions. Holding ALT while running or ADS will let you free look around your character Page Up / Page Down - Change zeroing parameters on 4x scope If you have controls that you would like to add to this list please feel free to do so. I will be periodically updating the list as more info comes in.
  8. 37 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
  9. 35 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...
  10. 34 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
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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
  16. 28 points
    Dear Bluehole team, PLEASE PLEASE PLEASE revert forced post-processing. This is the single worst thing added to the game, no exaggeration. I created a forum account just to say this. Forcing higher graphical settings is detrimental to the experience of people who are trying to squeeze as much FPS they can out of their rigs. The game is simply not enjoyable when performance issues are preventing players from playing to their mechanical potential and BGs is ALREADY infamously difficult to run. I'm already fighting against 99 other players for the chicken dinner, don't make me fight against giant frame drops that make it harder to track targets. The more people that can run/play your game at an enjoyable level, the more money you guys will make. Look at CSGO for example. It's not some fancy reality simulator like Far Cry, and as as a result it has very broad appeal/playability. I know optimization is a top priority for you guys and I'm sure the team is working hard on improving the experience, but forced post-processing is hugely counterproductive to this goal; some of my friends who have previously managed a stable 60 frames are now getting 30-40, it's incredibly choppy to look at and most of them are just not playing until this is fixed. They think it's so silly that it has to be a bug and couldn't possibly be an intentional addition. Implement forced post-processing on console if you really must but this kind of thing does not belong on PC. SIDE NOTE: Please consider giving an option to turn off camera bob, especially while landing after a jump. This is another part of the update that is frankly unwelcome and janky. It doesn't actually do anything other than make the game more nauseating to play. Even Minecraft allows the option to turn off head bob. I'm not sure what your core design philosophies are, but I personally prefer when games choose clarity/smoothness of experience over forced "realism", or at the very least allow me the OPTION to choose what my game looks like. I think many other people share my view on this.
  17. 28 points
    ALL REPORTS SUBMITTED WILL ONLY BE VISIBLE BY FORUM ADMINISTRATORS Please follow the instructions below to submit a report, do not use the forum report post function. Please login or register an account to gain permission to submit a report. If you were intentionally and maliciously, killed, or knocked down by a member of your team, please follow the instructions below to report them. To report a player for team killing, create a new topic with the following format and include the names of the reported players in the title: -- Ensure that all information requested is provided with complete accuracy. We will respond to your report as soon as possible. Please be patient during this process. Understand that players will not be banned without 100% definitive and clear evidence of wrong-doing. Unfortunately, at this stage we do require video evidence to accurately identify team killers. We're currently unable to accept screenshots or other forms of evidence. Disclaimer: Please do not create multiple reports for the same offense, or private message any of the PUBG team on the forum to enquire about this report. Failure to heed this disclaimer will result in the investigation being delayed and may result in further action being taken.
  18. 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
  19. 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.
  20. 26 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/
  21. 26 points
    http://steamcommunity.com/games/578080/announcements/detail/2533687504393796928
  22. 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!
  23. 24 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 Bluehole staff. Don’t publicly call out other users or players. Don’t use hate speech of any kind, including (but not limited to) hate speech related to ethnicity, race, sexuality, gender, life choice, political inclination or slurs of any kind. Penalties for Violating Forum Guidelines Keep in mind that these penalties aren’t mutually dependent. Users can be suspended or banned without warning if an infraction is severe enough. Light warning – For first-time offenses which are very minor, such as a comment which is off-topic but was made in good faith , or a duplicate forum post, a light warning will be issued, frequently in the form of a public mod response. These comments may apply to multiple forum users in the case where multiple off-topic comments have been made which threaten to derail a thread. If users continue to take threads off-topic after a warning, then harsher punishments may be issued. Warning – If a post or comment isn’t both constructive and on-topic, the poster will get a system warning. This warning is an account-flag which will go away after some period of time, depending on the situation. Suspension – A warning is not required before temporary suspension occurs. Depending on the nature of the infraction, a temporary suspension can last anywhere from a week to several months. Ban – Again, a warning/suspension is not required ahead of time depending on what the user posted. A user that has been suspended in the past will very likely be permabanned upon further infraction. Moderators are present on these forums to maintain the community and ensure all players are encouraged to participate here. If it’s decided that you’re being destructive in any way, a punishment will be issued. When you first join the forum, until your reach 10 legitimate posts, you will be restricted from posting in certain areas. This is done to give newcomers time to get acquainted with the forum structure before they post another "how to use ads?" topic in General Discussion.
  24. 23 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!
  25. 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
  26. 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!
  27. 22 points
    Please just leave the game and rejoin another if you don't like fog. You don't speak for all of us.
  28. 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.
  29. 22 points
    SOUTH AMERICA Like if you agree.
  30. 21 points
    KNOWN ISSUES • You may experience camera shake while in spectator mode • Your client may freeze/lock when entering a game, or when returning to the lobby. Restart your game to fix this issue Gameplay • Added DUOs game-mode. For this weekend, only DUOs will be available • Add ability to spectate your teammate when you die • Increased damage from unarmed melee attacks • Modified parachute system to give more control Performance & Stability • Resolved a number of crash issues • Improved server performance. This should reduce the lag seen at the start of matches Outgame • Added BATTLEGROUNDS POINTS (BP) reward system • The Pioneer Crate can now be acquired using BP • The BP required to buy crates with will increase with each crate you buy • Added ability to trade unwanted skin items for BP • Added character customization options World • The fences around the military base on the southern island will now be easier to destroy with vehicles UI/UX • Added key-binding to hide in-game HUD (Ctrl + U) • When acquiring enemy loot, attachments will now appear in the items list • Added warning for duplicate key binds. This issue caused key-bindings not to be saved during the first week of testing Items • Added 2 new weapon attachments. (Bullet Loops for Kar98k, Angled Foregrip) Sound • Resolved an issue with weapon sounds resulting in the inability to locate gunshot origin BUG FIXES World • Fixed collision for certain tunnels, buildings and trees • Fixed issues with indoor lighting and shadow effects • Fixed an issue where character would get trapped in certain areas(edited) Gameplay & UI/UX • Fixed an issue causing map zoom in/out to lag at certain times • Fixed inability to use items with hot keys while in driver's seat • Partially resolved the inability to pick up items off floors • Fixed kill message issues to do with remaining players • Fixed an issue causing certain attachments to not be attached from vicinity • Fixed an issue with map markers not displaying correctly • Fixed an issue of parachute getting stuck in certain situations Action & Gunplay • Fixed the issue of being able to fire while reload animation is still playing for M249 • Fixed issue of magazines disappearing when switching weapons • Fixed the issue of grenades not being able to damage multiple players • Fixed an issue causing the shotgun reload animation to be played constantly • Fixed an issue with throwable items not dropping when switching to another item • Fixed an issue causing the character to remain in the throwing motion after the action has been completed
  31. 21 points
    Hit markers just make it easier. Why do people always want easier? Dont you guys realize thats what ruins games?
  32. 21 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 Bluehole. 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. Misrepresentation You may not falsely present yourself as a moderator or an employee of Bluehole, 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.
  33. 20 points
    We will be holding community games every Monday for 3 hours, starting on 22.05.2017 at 10pm BST / 2pm PDT. If you would like to play with (and brutally murder) our community team and moderators, you can join us in some custom games. The matches will be streamed by our team. Stream links will be announced before the start time on Monday. Once the team members have joined the match, I will release the current password to the server on my twitter and at that point the proverbial early bird will get the worm. We will be playing different modes, answering your questions, and giving out some BP rewards for completing special challenges in-game. We hope to see you there!
  34. 20 points
    Here's a small glance into the future and what it holds for PUBG from PLAYERUNKNOWN: I now want to run through a timeline for optimization of our game. A lot of you have been asking about how and when we will optimize the game, so hopefully this post will give you a better idea of our plans over the coming months. One important thing to note. Client optimization takes time, and will not be solved in one single patch. We will be working hard over the next 6 months to ensure all players enjoy smooth gameplay with no lag or FPS drops. Initial Performance Improvements Key Objectives • To reduce the overload on the CPU, and make sure that the GPU performs to its full capability Expected Results • Frame rates will be stable even when in high-density areas • Get higher frame rates across all graphic options ETA: Apr. 14th (Expected to take roughly 5 weeks) Further Performance Improvements Step 1: Art assets optimization (Apr. 7th) • Decrease the LOD vertex for buildings seen at long distances • Decrease the total amount of vertex by adjusting the LOD on terrains Step 2: Improve the rendering performance of terrain and ocean shader (TBD) Step 3: Decrease the overload on the CPU by rearranging wall near buildings (TBD) Step 4: Decrease the usage rate of the video memory (TBD) * We have already managed to make some of the improvements in our final CBT build, decreasing video memory usage by 1 GB. You can read the full post here: http://playbattlegrounds.com/news/64.pu
  35. 19 points
    Players, We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch. Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further. Road to Launch Our development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that. Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch. Test Server Operation Plan 1st phase: Focus on testing vaulting & climbing 2nd phase: More testing of vaulting & climbing, test other new content and features 3rd phase: All new content and features including the desert map The content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead. You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later. Leaderboard Update & FPP Servers We have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week. We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary. Patch Notes for This Week This week we will deploy a small patch to live servers which will be the last before rolling out the test servers to prepare for official launch later. Test server will be up today – October 16th, 3am PDT / 12pm CEST / 7pm KST. If everything is stable, we will deploy a patch to live servers later. Gameplay Decreased the Starting Island item spawn levels in order to adjust the item balance on the Northeast side of Erangel Bug Fixes Eliminated the fire animation and effect that occured in the Starting Airplane when a player was on fire from a molotov cocktail Fixed a bug that enabled a character to hold a main weapon and frying pan simultaneously Fixed a spectator mode bug of flickering weapon UI icons Lastly, we would like to thank all our players for the support since our Early Access launch on March 23rd this year. We cannot wait to see everyone try out vaulting and climbing for the first time in a few weeks. We hope to get a lot of feedback from you on vaulting and climbing. Please stay tuned for our announcement on test schedules. See you in-game, The PUBG Development and Community Team
  36. 19 points
    Hey Guys, I'm continuously working hard to push out useful content to you guys aiming to make YOU a better gamer, and I thought I'd share my best tactics using the VSS Sniper Rifle. It's a hugely misunderstood weapon and this guide should improve your understanding from it tremendously. Best Regards //WackyJacky101
  37. 19 points
    Players, As we noted in our previous dev blog, we have changed our patch and update schedule to increase the amount of time we spend on testing and fixing new features before we deploy them. This week, we will push out an update to the Test servers that will be available for download on Tuesday evening KST (Tuesday morning CEST, Tuesday early morning PDT) and will include some new features, bug fixes, and improvements. Before we dive into the patch notes, we would like to address few important topics. Vaulting – Update on progress We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting. Idle players earning BPs We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward. Adding FPP servers We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode. After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole. The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture. Test servers: This week, test servers will be up for at least 2 days o KST: Tuesday evening o CEST: Tuesday morning o PDT: Tuesday early morning o Live server update: Later this week – TBD Below are the patch notes for this week's update. Client Optimization Optimized shadows Improved performance on low-end PCs by optimizing buildings Optimized client and server performance when there are multiple vehicles in a close vicinity Optimized UI World Added Foggy weather o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers Enhanced graphics of the sky in pre-existing weather effects Added a new town, East of Stalber UI/UX Added new Option to change Cross-hair color Added new Double Tap feature in control options for leaning (Default keys set to Q and E) Added new option to improve the visual effect of going from free look back to character's line of sight Added new key binds when using Consumables Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc) Added new key bind to mark your current position on the map (Default key set to Insert) Added a new key bind to center the map around the character's current position (Default key set to Space) Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-") Added a new feature to reset the zeroing distance using Mouse wheel click Adjusted the position of the Report window New Item Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop Gameplay Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time Adjusted the balance of several weapons: o Increased the Crossbow reload speed by 35% o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again Adjusted the collision damage of Motorcycles Actions Recoil animations are updated for all weapons Adjusted animations and balance of throwables o Decreased fuse time of the Flash Grenade to 2.5 seconds o Increased the lethal and injury ranges of the Frag Grenade o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables o Cooking of grenades is now manual (Default key set to R) o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click) o The movement speed of a character affects the trajectory of throwables Improved leaning animation; leaning on the left side to expose less of the body Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically You may change your stance while reloading without cancelling the reload Sounds Added new sounds when using Consumables Adjusted the audible ranges of reloading and window breaking Added a new sound for collisions between vehicles and characters Added new sound for the animation of removing the grenade safety pin Bug Fixes Characters that fall or glitch underneath the map will now be reset to the ground automatically Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting Fixed a bug resulting in clients freezing when changing controls in the options Corrected the descriptions of certain weapon attachments Fixed animation bugs of other characters after reconnecting to a game Fixed several bugs related to the Spectator mode Fixed a bug of the breath gauge appearing at zero at the start of the game Reloading will now cancel if a character loots an item with Right Click during reload Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking You may no longer set different features on a single key bind in the Options Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon Others Revised the BP methodology to prevent BP farming and idle users Added FPP Leaderboard for all regions with FPP NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work) As always, please let us know your feedback in our forum once the update goes live on test servers. See you in-game, The PUBG Development and Community Team
  38. 19 points
    Players, Today we will look at what we have updated in our 4th monthly update. But before doing so, I feel that I am indebted to our fans and community to address to the reaction we have been receiving regarding our soon-to-be-tested “crate and key system”. While our intention was and still is to add the full feature to the game when we move into actual release, we do need to test it prior to launch and at Early Access so that it is stable and ready to be fully introduced to our community. The idea of testing, prior to full implementation, is at the heart of adding every new game feature in our game, and this includes the crate and key system which we believe will serve as the foundation of a healthy economy after launch. This is an economy that would and should benefit all players - both who are willing to pay and who are not willing to pay for vanity items. It is important that all our players are able to enjoy the various items that will be provided for customization, and it is even more crucial that we have a stable self-sustaining economy that maintains the value of the items you have purchased or gained. I do understand your concerns about the system, but I feel testing for a sturdy economy on the Steam Marketplace is necessary at this stage and ultimately beneficial for the game. And once again, this is a purely optional system, and you are not forced into participating if you do not feel like it. You will still get a fully featured game, with a polished Battle Royale game-mode, a wide variety of weapons and vehicles to play with, stat tracking, ranking and leaderboard systems, 2D and 3D replays and much more. But still, I must admit that our message wasn’t very clear, so I extend my sincere apologies for the confusion caused. The process of communicating our intentions precisely to our fans and communities should have been done in a more careful and prudent manner. I’ve learned a lot, and we’ll try to communicate better moving forward. Having said, please allow me to further elaborate on the crates and how it works. Like the current free-to-open system, you will be limited in the number of crates you can receive each week, with the crate prices being reset each Monday. Currently, this limit is set to 6 crates per week, and you are free to trade them on the Steam Marketplace. I also want to point out that the full cosmetic system is still being discussed internally, and we are taking your concerns into consideration when it comes to the ability to get free cosmetics by playing the game. Now onto the new crates themselves. Here is a look at some of the items available in the 2 free-to-open crates. Survivor Crate [free-to-open] Wanderer Crate [free-to-open] Now onto our 4th monthly update! The monthly update will be pushed to the Public Test Server in about 1 hour at 5PM KST / 8AM UTC, as we need some extra time to test the new 1st person view before updating the live servers later in the week. Early Access - Month 4 - Patch Notes Server Optimization Optimized fences, doors, and windows Optimized vehicle physics Client Optimization Optimized memory usage for world objects Optimized terrain rendering Optimized vehicle physics Optimized User Interface New Items Added new weapon Mk14 EBR. Mk14 EBR is a Designated Marksman Rifle that can only be obtained from Carepackages. This weapon is chambered for 7.62mm and sniper rifle attachments Character Added two new face presets and hairstyles to character customization for both genders Gameplay Added 1st Person server options to NA and EU Solo and Duo game-modes Players who choose 1st Person mode will be matched together Character view is set to 3rd Person mode in starting airplane and during free fall from the airplane. This will be set to 1st Person only in a future update Camera will stay still while looting items to prevent dizziness Added a new feature to report players Some people killed knocked-out teammates in order to avoid giving kill count to an opponent who knocked them down. Now the kill count will still go to the opponent in this specific case. Added new animation when using different consumables Improved camera transition when disabling Free look feature (Alt Key) Decreased the reload time of VSS Players may now re-enter games if they have been disconnected mid-game You may now play with Xbox controllers, and we will continue to make improvements with Xbox controllers Sound volume difference from inside and outside of building is more obvious Added new sound effect while scoping or aiming weapon Added new effects when a character is running or sprinting over different types of surfaces Improved character animation without any weapon or with melee weapon Added slight delay when using the drag-and-drop feature on items in inventory UI. We implemented this delay to provide a fair gameplay environment to all players Improved post-process effect when a character takes damage outside of the blue circle Items and Vehicles Added a lower rail attachment slot to SKS You may now honk a car horn when sitting in the driver's seat with Left Mouse Click Decreased the chance of vehicle explosion after the vehicle gets stuck in objects Vehicle driving sound will change slightly in FPP and TPP modes Added new sound effects for motorcycle tire screech while driving Eliminated firing delay of S1897 from pump action after reload Improved effects of boats Added spark effect to flat tires Reduced cast time of First Aid Kit / Painkiller to 6 seconds Reduced cast time of Med Kit / Adrenaline Syringe to 8 seconds UI Added more features and hot keys to the Options Menu Added new option for V-Sync You may now designate a maximum of two different keys for each key bind Added new option to set toggle on certain actions and features You may now use Mouse wheel up/down as one of your key binds Added new keybinds, such as all mute (Ctrl+M) and switching Voice Channel (Ctrl+Y), and a new option to adjust the volume of voice chat Added new keybinds to use specific throwables Added Colorblind Mode Added some region names to the mini map Added new option to display helmet, vest, and backpack equipped on HUD UI. This HUD UI will be updated further in the future Added new option to display all equipped weapons on the right side of the screen. This UI will be updated further in the future Bug fixes Partially fixed client crash issues Fixed an issue of weapons sporadically ceasing to fire despite being set to auto firing mode You may not use consumables in vehicles underwater Fixed bugs below while spectating another character: A character appeared to be shaking when the character moves around Camera swing when a character scopes while walking Camera swing when a character peeks left or right while scoping A character appeared to be shaking when the player moves his mouse while scoping in Prone Characters farther than 500m away from a vehicle will no longer hear the tire screech sound Fixed post-process bug underwater in FPP mode Fixed an issue of the reloading sound getting played repetitively after dropping a weapon while reloading Fixed the probability of getting rainy weather to previous value Fixed a bug where a character could not equip attachment with full inventory Fixed a bug where weapons would continue to play looped reload animation even after canceling the reload Fixed a bug where a character could see through the other side of wall when scoping or crouching against certain walls Fixed a bug where a character sitting on objects inside of certain buildings could see through ceilings and walls Fixed sporadic issue of disabling in-game UI Eliminated bombing outside of Red Zone Finally, this will be my last dev blog for a while as due to the fact I will be traveling extensively over the coming months, I will be unable to post with ease. The dev blog will now be handled by the community team. See you in-game, PLAYERUNKNOWN (from http://steamcommunity.com/games/578080/announcements/detail/1451700696565067398)
  39. 18 points
    если становится замешена mail.ru обычно в гамно скатывается, надеюсь будет исключением
  40. 18 points
    Good news everyone! We will be pushing the monthly update to the Stable Servers at 1PM UTC / 3PM CEST / 6AM PDT / 10PM KST
  41. 18 points
    Public test server is now LIVE! You can try out upcoming updates before they hit the live servers tomorrow. Keep in mind that there will be bugs. To download the test server, go to your Steam Library - it will be a separate item in your games list.
  42. 18 points
    Since this seems to be a big issue with everyone, now going into Steam reviews I'm going to leave this here. Firstly, you are not being "silenced" because you are raising awareness for cheats. Your posts are hidden because advertising cheats are against the rules. Most often than not, the site you are talking about is already known by the devs but if you still want to create awareness then do so by reporting it via below link. http://forums.playbattlegrounds.com/forum/35-report-a-player/ Please use common sense when creating your posts or if you are going to complain about cheaters. Devs are aware there are sites and there are cheaters and they are being handled. Remember this is a small team of 30-35 and they work non-stop. Thank you.
  43. 18 points
    South African servers please. This is an insanely fun game both solo and squad. Me and my 3 mates played untill the very early hours and actually managed to win a round, and got second twice. This is my default go-to game now, not BF1. Please give us some servers
  44. 17 points
    ALL REPORTS SUBMITTED WILL ONLY BE VISIBLE BY FORUM ADMINISTRATORS Please login or register an account to gain permission to submit a report. Using third party programs, macros, client-side hacks, edited game files or anything else that may give you an unfair advantage in the game is unacceptable and will result in a permanent ban from the game. If you have evidence of a user cheating, please create a new topic with the following format and include the names of the reported players in the title: Ensure that all information requested is provided with complete accuracy. We will respond to your report as soon as possible. Please be patient during this process. Please be aware that we do not generally provide direct feedback on whether a reported cheater / hacker has banned. Disclaimer: Please do not create multiple reports for the same offense, or private message any of the PUBG team on the forum to enquire about this report. Failure to heed this disclaimer will result in the investigation being delayed and may result in further action being taken.
  45. 17 points
    Due to several major issues with the Test Server build, we need to push back the monthly update to next week to give us time to resolve them fully. We'll have more updates on an expected ETA for the monthly patch early next week. Apologies for this delay and thank you for your patience! We'll be leaving the Test Server online, and continue pushing updates to it until the patch drops next week!
  46. 17 points
    We are happy to announce that we are now ready to share with you our plans for opening up the next wave of Custom Game access. We want to continue the creation of exciting and fun community content that you, our players, enjoy watching and playing. As a result, we have outlined some rules surrounding who will be granted access to these features at this time. The application process is designed for active communities and proven event organisers. Twitch streamers and YouTube personalities should proceed to the partner application page (Here) as any requests of that type through this system will be rejected. Requirements We have some minimum requirements for communities who wish to use this tool: At least 200 active members A submitted plan to display how you want to use the features A clear system of listening to your communities and hearing their feedback A community facing live stream A community needs players to fill a server. We will not be giving access to groups who cannot use this tool to its full extent. As a result, we need an outline of what your community is and why you think you have enough demand for such a tool. Are you a discord server with 500 users online at anyone time? Are you a web based forum with 1000+ posts a day? Are you a proven event organiser who has run tournaments for games in the past and want to look into running PUBG events now? Once you've told us who you are and how big you are, we want to know how you plan to use the tool. We don't intend to give out access to people without a plan in place. Are you running competitions? What rulesets do you have in mind? How often are you going to use the tool? We want to create a wide range of options. We do not want everyone running the same 100 player solo games with default rules once a month. We want to give players a chance to shop around and find a community running events they want to see, be it squad matches, duo leagues, adjusted loot modes, originality is key here. We also require that all community events run using this tool be community facing and be live streamed on a platform of your choosing. While the content of these streams will remain the property of the parties running the channel you must agree to Bluehole retaining the rights to use said content for promotional purposes. Our game is built on community feedback and we believe this is the basis of our success. We need you to show us you have the same core values and a clear line of communication with your players. A way for them to let you know what they think of your events and the way you've been using the tool so that you can learn and improve. Warnings Now we also have to warn you here that access to this tool can in some cases be revoked. If a community is seen to not be using the tool enough, the privilege will be removed and passed onto another group. Depending on the size of your community we will outline tailored expectations for each applicant should they be accepted. On a similar note, if a group is given access and is then seen to be ignoring its player base's feedback and continuing to run events that are largely disliked by the majority of their playerbase, they also risk losing their access. This tool is NOT to be used to run events with cash prizes of any size and for material prizes exceeding the cash value of $1000 per prize. Our game is not ready for large scale competition and this tool should not be getting used to run events like those. We want the community to have more ways to play, more ways to experience our game but we do not want an overly competitive environment until our game is ready. Anyone found to be breaking these rules will have their access to the feature revoked. Disclaimer Our game is still in Early Access and that means it may come with bugs, glitches and general client instability. Should you be running any events in which one of these issues arises, Bluehole cannot accept any responsibility for damages of any kind. Anyone using this tool accepts the risk involved with doing so on such an early build of the game. Final Notes Finally, we ask you for your understanding. There are a lot of communities and groups who want to gain access to this tool and as a result we expect to receive a large number of applications in a very short time. Because of this, we will be opening the applications for a 5 day period at first. This process will begin on Monday, May the 22nd at 00:00 CEST (16:00 PDT May 21st and 08:00 KST) and close on Friday May the 26th at 23:59 CEST (15:59 PDT and 07:59 27th of May KST), this post will be edited to include a link to the submission form. Additional note, if you are looking to use this tool for an offline event it will require additional scrutiny, therefore applications should be sent with sufficient time for this extra process. After this initial run, we will be re-evaluating the process to ensure it is running as smoothly as possible so that when we open it to a wider audience, we are ready to handle the volume of requests. We would also like to note that should you be approved for this program and be granted access to custom games, this DOES NOT make you a PUBG Partner. Submission form: Submissions closed
  47. 17 points
    Players, Today we outline the schedule for updates during Early Access and address some of the bigger issues some of you have faced so far. First though I want to highlight the work done by Jon Jablonsky (@dearsomeone). Jon has been making highlight reels for BATTLEGROUNDS all through our Closed Beta Test, and is now doing a weekly highlight reel each week during Early Access. We really enjoy his work, and you can check it out here: Early Access Schedule During Early Access, we plan to release updates in 3 phases. Daily updates, to improve server performance Weekly updates, to push bug fixes & client performance and stability fixes Monthly updates, to add new content and push balance passes for game-play Known Issues There is a rare bug which will cause some buildings not to render for players, allowing them to shoot others seemingly through the walls. We are tracking down the cause of this and will update you when it is fixed. Sound A lot of you have given feedback on our positional sounds, and today Marek will explain in a little more detail how sounds work in the game. Gunshot Sound Each gunshot sound you hear in game has propagation delay based on distance between source and the listener The propagation velocity is 340m/s so if a pistol is shot 340m away from the listener, he will see the muzzle flash first and hear the gunshot after 1 second If gunshot is fired from indoor or there is no direct or approximate line of sight (obstructed), the reverb effect and LPF are applied to the sound effect Bullet Crack/Whizz Effect Bullet crack effect (or bullet bow shockwave) is generated when a supersonic projectile passes in close proximity to the listener. The effect can be heard in a closest point on bullet trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left headphone, you know that the shooter is either directly in front of you, or behind you Most of our weapons are supersonic. This means that you will hear the crack/whizz before you hear the actual gunshot In a scenario where you see a shooter 1000m away, using AWM (>900m/s muzzle velocity) the events will occur in such order: 1. You see the muzzle flash 2. After ~1 sec you hear the crack/whizz (assuming no air drag) 3. After ~3 sec you hear the gunshot Bullets passing close to the player will generate a crack sound, the ones passing further away will only generate whizz effect We blend between different sound samples based on distance (the maximum distance and attenuation characteristic is also affected by suppressor attachment). The close gunshot sounds louder and more clear than the distant one In the current public build, all bullets generate a sound crack effect. We've changed this mechanic by adding a velocity check, so bullets travelling slower than speed of sound will not generate the crack effect but just whizz. I will do a Q&A session soon to get more feedback on sounds in the game, so stay tuned! - Marek Client Optimization In case you missed it last week, here is a look at our schedule for client optimization. This process will take time, and will not be fixed with a single patch. We ask for your patience as we work to improve performance. Initial Performance Improvements Key Objectives To reduce the overload on the CPU, and make sure that the GPU performs to its full capability Expected Results Frame rates will be stable even when in high-density areas Get higher frame rates across all graphic options ETA: Apr. 14th (Expected to take roughly 5 weeks) Further Performance Improvements Step 1:Art assets optimization (Apr. 7th) Decrease the LOD vertex for buildings seen at long distances Decrease the total amount of vertex by adjusting the LOD on terrains ETA: Apr. 7th Step 2:Improve the rendering performance of terrain and ocean shader (TBD) Step 3:Decrease the overload on the CPU by rearranging wall near buildings (TBD) Step 4:Decrease the usage rate of the video memory (TBD) Leaderboards Our leaderboard system has proven to be a very popular feature, and for the most part, we are happy with the current ranking system. However, the system will need balancing once we have sufficient data from a good sample size. The ELO system will need many balance passes before it is ready and to complete this we will be wiping the leaderboards on a monthly basis so to allow us to get a clean data-set from any changes we make. OC/SA Servers With tomorrow’s client update we will be bringing Oceania and South American servers online. These servers will feature their own regional leaderboards. Ping Lock We are looking into implementing a ping lock for our servers. We have no ETA on when this will be added just yet as we have limited resources, and at the moment server performance and stability is our highest priority. We also don’t want to restrict the ability for friends in different regions to play together, but we understand how frustrating it can be playing against high ping players and take this very seriously. Please bear with us while we come up with the best way to add this new feature.{o:p} Finally today, here are the patch notes for the weekly patch we will push this Thursday. Week 1 Patch Notes This patch will be deployed for both clients and servers Thursday, March 30, 5PM KST/1AM PDT/8AM UTC Out-game Added Oceanian & South American servers Server Performance/Stability Resolved an issue where game server performance would degrade over time Resolved several server crash issues Client Stability Resolved several client crash issues Client Optimization Added View Distance setting to graphics options Gameplay Adjusted movement speed of endgame play zones Adjusted weapon sound volume in the lobby UI Removed crosshair while in a vehicle and not in the aiming state Added ability to see item durability state directly in vicinity pane Bug fixes Fixed a bug with the volume of crouch walking Partially addressed performance degradation when opening inventory Fixed a problem which would allow characters to go under the map in certain areas Removed the depth of field effect when spectating in team-play modes. Fixed a bug with the character creation system Fixed an issue in the REVIVE system where a player would get stuck in the revive animation when the downed player died Fixed a bug which would cause the PLAYERUNKNOWN hi-top trainers to render incorrectly Fixed a bug where a character would receive damage from vehicles while behind trees/walls You can read the full post here: http://playbattlegrounds.com/news/65.pu | http://steamcommunity.com/games/578080/announcements/detail/646671482148934992
  48. 17 points
    +1 for South African server...awesome game and enjoying it like crazy!
  49. 17 points
    PLAYERUNKNOWN'S BATTLEGROUNDS will launch on Steam Early Access on March 23! Check out our new trailer! Here's the full PCGamer article http://www.pcgamer.com/playerunknowns-battlegrounds-will-hit-early-access-on-march-23-and-heres-the-official-trailer/
  50. 17 points
    We are excited to announce that our pre-orders are now available and in two different versions! http://preorder.battlegroundsgame.com/ Standard Edition : $29.99 One full copy of PLAYERUNKNOWN'S BATTLEGROUNDS Instant access to the Closed Beta (1 Beta Key) Deluxe Edition : $39.99 One full copy of PLAYERUNKNOWN'S BATTLEGROUNDS Exclusive limited edition PLAYERUNKNOWN skins! These items will later be marketable on the Steam Community Market Instance access to the Closed Beta (2 Beta Keys) *Note : Both the full copy of the game and the exclusive skins will be delivered once the game is released on Steam Early Access! We hereby announce that the price of PLAYERUNKNOWN'S BATTLEGROUNDS will be $29.99 as well! Thank you! Hyowon
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