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PUBG_Hawkinz

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About PUBG_Hawkinz

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  • Birthday 09/23/1992

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  1. PUBG_Hawkinz

    More people in war mode??

    Hey Shooter, Currently 20! Potentially in the future, there may be more - but for now and the foreseeable future it will remain at 20.
  2. PUBG_Hawkinz

    Mid-Autumn Festival bug

    Hey, Unfortunately, there is a known issue at the moment - when playing on EU servers, mission progress for the Mid-Autumn event isn't being counted. We'll provide an update via the PUBG_Help Twitter account as soon as this is fixed.
  3. PUBG_Hawkinz

    PC 1.0 Update #22

    Update #22 update is currently on the Test Servers and we plan to bring it to Live Servers in early October, once the changes are proven to be stable. Follow our @PUBG Twitter for the latest updates. - Strap on that level 3 helmet, cause the competition on the battlegrounds just got a little more fierce. Update 22 is bringing a long-awaited Ranking system to PUBG, allowing you to put everything you've learned to the test as you climb the ranks. More information on this new system is coming soon! We're also squashing another collection of FIX PUBG bugs, adding a convenient new wheel menu to health and throwable inventories, adding a way for you to upgrade your duplicate or unwanted skins, and by very popular demand, bringing back map selection. Let's dive in! FIX PUBG Update QoL WHEEL MENUS: Added UI that allows players to access a quick-select wheel (similar UI with the Emote system) for the quick selection of items without opening the inventory or pressing individual hotkeys. MINIMAP: Players can now further magnify the minimap. PLAYER ORDER CONSISTENCY: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. FRIEND UI: Friend UI has been improved to show logged out / disconnected teammates. Bug Fixes CHARACTER MOVEMENT #01: Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. DBNO PLAYER WALL PENETRATION: Fixed the issue where sometimes a downed players' character model would penetrate walls. UNDERWATER: Fixed the issue where players could hold weapons while moving close to rocks while underwater. SLIDING FIX #01: Fixed the issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. SLIDING FIX #02: Fixed the issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. STUN AND ONFIRE ANIMATION: Fixed the issue where Flashbang and Molotov stun and on fire animations could be cancelled when repeatedly crouching/standing up/prone/or equipping a weapon. ARMED ANIMATION: Fixed the issue where characters occasionally appeared to be unarmed when they were actually armed. PLAYER UI: Fixed an issue where the player UI would sometimes disappear in the observer's view. ADS BUG #02: Fixed the issue where ADS worked unreliably when ADSing right after equipping a weapon. VEHICLE INTERACTION: Fixed the issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. CHARACTER POSITION #03: Fixed an issue where a character sometimes rotated even though its feet were fixed when the screen was rotated more than 180 degrees left or right. CHARACTER MOTION #01: Fixed the issue where a player was sometimes shown as scoping when taking steps next to a wall. VAULTING: Fixed the issue where characters could vault over other characters when positioned at certain heights. CHARACTER MOTION #02: Fixed the issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. REPORT SPAMMING: Fixed the issue where a player could be reported multiple times by playing the replay over and over. LOBBY HP BAR DISPLAY: Fixed the issue where a character's HP bar was sometimes shown in the lobby after exiting the server replay. POPPING #01: Fixed the issue where a character's animation popped upward when getting close to the wheels of a buggy. POPPING #02: Fixed the issue of where a character's animation popped upward when crouching and standing up near a vehicle. Rank System, Leaderboard, Region Renewal Server/region will now be decided automatically depending on the player’s local region If you group with a player from another region, matchmaking will automatically decide the best region to play on Implemented Rank System There are 8 total ranks Rank will be assigned based on Rank Points earned To earn your first rank, you will need to play 10 provisional matches Rank promotion / demotion will be decided by total rank points as indicated in the chart above Statistics Page Renewal Improved the UI of the Career and Leaderboard screens Career Improved UI to show rank, KDA, Avg. damage, etc. more clearly. Leaderboard Will display up to 100 ranks Map Selection Map selection is back once again, allowing you to select which maps you want to play on You can select Quick Join or select maps individually Quick Join function puts you in the first available game, regardless of map Skin Trade Up System We’ve added a Skin Trade Up system where you can trade in items for those of a higher tier You can trade up multiple same-tier items and BP into one next-tier skin item Trade up requires ten items, and the maximum tier you can get is up to rare(blue) while the system is in testing. We’ll look to open up the system further once we’re satisfied with the balance of the system but please note that any BP costs associated with this system may change. The required BP amount is different depending on the tier of items being traded up. You will not be able to initiate the trade without all required items UI/UX Added a wheel menu for quick access to healing and throwable items These are the default keybindings to use each function G / F1: Throwables ~ / F2: Heal/booster items F4: Emote Emote activation hotkey was changed from ` to F4 You can cancel the wheel by clicking the right mouse button Added an option to hide the nicknames of players in the killfeed who downed/killed you or your teammates Added alert icons to the network statistics function Three new icons represent High latency, Latency variation, Packet loss High latency: Alerts you if your ping/latency is getting too high Latency variation: Alerts you if your latency variation changes are too high Packet loss: Alerts you if your ratio of packet loss is too high Added an icon to check teammate’s log out / disconnected status Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Added an option to manage the maximum ratio of minimap zooming Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu Performance Improved the client performance by optimizing the creation of character materials Custom Match Improved the calculation of participants in the session waiting room Players in OBSERVER or UNASSIGNED status will not be calculated in playable participants Bug Fixes Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed the issue where a downed players' character model would sometimes penetrate walls. Fixed the issue where players could hold weapons while moving close to rocks while underwater. Fixed the issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed the issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed the issue where Flashbang and Molotov stun and on fire animations could be cancelled when repeatedly crouching/standing up/prone/or equipping a weapon. Fixed an issue where the player UI sometimes disappeared in the observer's view. Fixed the issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed the issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right. Fixed the issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed the issue where characters could vault over other characters when positioned at certain heights. Fixed the issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed the issue where a player could be reported multiple times by playing the replay over and over. Fixed the issue where a character's HP bar was sometimes shown in the lobby after exiting the server replay. Fixed the issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed the issue of where a character's animation would pop upward when crouching and standing up near a vehicle.
  4. PUBG_Hawkinz

    Event Mode: Public Beta - Flare Gun

    This will be on the live servers.
  5. Event Mode: Public Beta - Flare Gun starts soon! EVENT SCHEDULE STARTS: Sep 20, 7pm PDT / Sep 21, 4am CEST / Sep 21, 11am KST ENDS: Sep 30, 7pm PDT / Oct 1, 4am CEST / Oct 1, 11am KST We're doing this beta test to see the community reaction to the flare gun and get feedback on whether you want it added to the normal game. Please leave your feedback in the thread below! Thanks!
  6. Hey everyone, Today we’re announcing something a little different for this week’s event mode. We’ve been gathering your feedback on the Flare Gun over the course of a few events and we’re finally ready to give it a proper test in a real environment to see if it fits within the normal PUBG atmosphere and make sure everything works properly. This event mode will mimic normal squad games, except that there will be a rare chance for the Flare Gun to spawn alongside normal loot. The goal here is to basically beta test the Flare Gun as normal PUBG loot with the intention to add it as a rare drop to normal games once the test concludes. As always, your feedback is essential to this process, so be sure to post your feedback below and let us know your thoughts. You can also check out our video below to learn more about this test. EVENT SCHEDULE STARTS: Sep 20, 7pm PDT / Sep 21, 4am CEST / Sep 21, 11am KST ENDS: Sep 30, 7pm PDT / Oct 1, 4am CEST / Oct 1, 11am KST AVAILABLE QUEUES 4-man squads on Erangel (All Regions) NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES Squads of four players will fight on Erangel Flare Guns will spawn randomly all over the map, but are very rare. A plane will drop a special care package if the flare is fired inside the safe zone. A plane will drop a special vehicle if the flare is fired outside the safe zone. An icon on the map will show all players the location where a special care package has dropped. OTHER EVENT RULES 4-person squads only. Auto-matching is switchable to On/Off Weather is set to Sunny Red zones are enabled General care packages are enabled Killer Spectating is enabled Friendly fire is enabled KNOWN ISSUES Players can use throwables while riding in an armored UAZ
  7. PUBG_Hawkinz

    Mutant Mayhem Feedback

    Thanks for the feedback everyone!
  8. Hey guys, Our latest Event Mode is now live! Event Mode: Mutant Mayhem, which features our newest weapon the Mk47 Mutant. View full event details here: Please leave your feedback on this event and the new weapon below
  9. PUBG_Hawkinz

    Event Mode: Mutant Mayhem

    It’s time to lock, load, and embrace your inner mutant. This week’s War Mode event is Mutant Mayhem, which loads out players with the brand new Mk47 Mutant Assault Rifle for some evening desert action. Care packages are disabled, meaning that Mutant at your side is your first and best option. Take a look at our Mk47 Mutant overview video below and read on for full event details! EVENT SCHEDULE STARTS: Sep 13, 7pm PDT / Sep 14, 4am CEST / Sep 14, 11am KST ENDS: Sep 16, 7pm PDT / Sep 17, 4am CEST / Sep 17, 11am KST AVAILABLE QUEUES 4-man squads on Miramar (All Regions) NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES War mode All players spawn with an Mk47 Mutant, a Lvl 1 vest and 100 rounds of 7.62mm ammunition Killed players respawn in planes that fly by every 40 seconds Eliminating an enemy earns your team 3 points, while knocking out an enemy earns your team 1 point. Reviving a teammate will grant 1 point as well. If no team reaches 150 points after 15 minutes, the team with the most point wins. No vehicles spawns OTHER EVENT RULES 4-person squads only. Maximum 40 players. (Auto-matching is forced on) Time of day is sunset Red zones are disabled Care packages are disabled Killer Spectating is disabled Friendly fire is disabled Jump into our feedback thread below to share your opinion on this event, we appreciate all constructive criticism!
  10. PUBG_Hawkinz

    Permanen item every 10 lvls?

    Every 10 levels you will receive a permanent item and for the levels in-between, there is a small chance to get a permanent item, otherwise a temporary item on your way to a permanent reward. This post explains the system in a bit more detail: https://steamcommunity.com/games/578080/announcements/detail/1696058394200732482
  11. Hey everyone, Over the past few weeks, we have been tackling some of the game’s long-standing bugs and quality of life requests with the FIX PUBG campaign. In addition to these, we want to continue to reinforce the various elements that allow the players to enjoy PUBG. Among them is our brand new in-game reward system, the Survival Supply System, which is being introduced in Update #21. There are any number of reasons that players enjoy PUBG, from the realistic gunplay, to securing that chicken dinner, to collecting skins. It’s important for us to have a variety of rewards available to our players and we’ve been working on finding new ways to offer skins outside of locked crates. The Survival Supply System and the restructuring of how BP is earned, are our next steps in that endeavor and we’d like to take some time today to share a little bit about each. Survival Supply System The Survival Supply System will function much like the Event Pass, except there is no max level and no optional premium pass to purchase. You increase your survival level by filling the survival gauge, which in turn earns you either a temporary or permanent item. Temporary items serve as an in-between-milestones gift to let you play around with different wardrobe options while you work towards your permanent items, which is awarded at minimum every 10th level. There will be daily and weekly Survival missions that grant bonus amounts of XP and help you get through those levels faster, but you will also earn XP simply by playing, and surviving, in-game. These missions reset every day or week depending on the type of mission and there’s an option to manually refresh the list a fixed number of times if you find that you do not like your missions. Best of all, the Survival Supply System is a semi-permanent Reward System, meaning that for the foreseeable future, there is no deadline to when you have to earn rewards by as there was with the Event Pass. We’re discussing long term plans to make the Survival Supply System a seasonal thing to keep rewards fresh and will keep you updated as these plans take shape. We’re excited to get the Survival Supply System in your hands. We know players have been requesting a system like this for some time, and we hope you enjoy these additional rewards just for spending time in PUBG. Improving BP calculation Alongside the new rewards system, we’re reworking the way that BP is calculated slightly. Until now, BP was awarded based on a few factors- Your Rank reward, Kill reward, and Damage reward, meaning that the amount of BP earned could vary greatly from game to game. This also means that there could be a pretty big gap between the BP earned by a skilled player and someone just starting out. The amount of BP earned was also quite different based on play style and which map and queue type you choose. Players who wanted to focus on the survival aspect and didn’t seek out kills were earning far less BP. In addition, over 50% of all PUBG games are squad queues, which rewarded a lower overall BP amount compared to solo games. On our most recent map, Sanhok, the BP rate was 1.4 times higher and more efficient in playtime compared to Erangel or Miramar. All these variances led to a simple truth, BP acquisition had to be adjusted to also include overall playtime and to account for letting players play the game how they wanted to without worrying about what is most efficient. From this patch on, BP rewards will be calculated based on kills, damage dealt, final rank, and play time. To prevent abusing the system, the play time reward is a little more complex than simply how many minutes (or seconds) you survive during a match. BP Reward Before Kills+Damage Dealt+Final Rank = Reward After Kills+Damage Dealt+Final Rank+Play Time = Reward The Kill, Damage, and Ranking rewards for each Mode and Map have been rebalanced as well to help ensure players receive rewards in the fairest possible way, but this new system should be far more considerate of the individual player, regardless of how they choose to play the game. PUBG has been available on Steam for quite a while now, and we’re working on better ways for you to use your hard-earned BP. A BP-exclusive helmet skin, for example, is available on live servers today for 20,000 BP. Beyond that, we need to make sure that BP acquisition is in a state that we want it before we introduce a greater amount of BP content. As always, we’re continuously monitoring/analyzing PUBG’s economy, and will especially do so with the upcoming adjustments. There will be likely be increases/decreases in BP gains here and there, but the total amount of BP earned will not differ greatly. We ask for your patience while we fine tune the new system, and look forward to getting more great rewards into your hands for all the time you’ve put into our game. Conclusion BP Acquisition and the Survival Supply System are some of many ways we’re working to keep the game feeling fresh and rewarding for the PUBG community. We’re in the early planning stages of other ways to drive these goals, such as a “Badge of Honor” system that will hopefully provide continued enjoyment and fun to all players. We’ll continue to share our thoughts and ideas as they get further along. As always, we welcome your feedback on the newly added or changed content. We’re committed to keeping PUBG as the best Battle Royale experience out there, and that means meeting and exceeding your expectations for new content, rewards, and of course communication. Try out the new systems and let us know what you think! Thank you, --The PUBG Dev and Community Teams
  12. We definitely don't have our heads in the sand, we certainly understand that there are players out there who use malicious means to gain an unfair advantage in-game, through the use of cheats or other nefarious means. Our anti-cheat team are always working to improve our systems and mechanisms to prevent cheating and take action against those who engage in it. I'll bring up this response with our support team to ensure we're all aligned internally, after having a discussion with our anti-cheat team. Thanks for bringing this to our attention
  13. Hi everyone, Some players using specific models of AMD CPUs are experiencing a heavy increase in crashing this patch. Our team are actively investigating this issue. Based on investigations so far, it was discovered that disabling SMT will fix these problems with crashing. Please read here for information on what SMT does To disable SMT, download Ryzen Master, an official AMD CPU utility program and turn off "Simultaneous MultiThreading" on the current tab. Click here to download Ryzen Master Thank you for understanding, as we work towards a solution to this issue.
  14. PUBG_Hawkinz

    Event Mode: Desert Knights

    As the sun slowly climbs over the horizon, five soldiers stand ready. Armed to the teeth and kitted out for battle, these warriors know things are about to heat up the cool desert morning. Their orders as tall as the shadows cast by the rising sun, the Desert Knights are ready and aim to be the last squad standing. Desert Knights is back as this week’s event! Join a 5-person squad and drop into Miramar, as you take on War Mode kitted out with level three gear and a crate weapon. Your mission is to eliminate as many of the endless opposition as possible and rack up points for your team. The first team to reach 200 points, or the team with the highest total after 15 minutes, takes the win! EVENT SCHEDULE STARTS: Aug 23, 7pm PST / Aug 24, 4am CEST / Aug 24 11am KST ENDS: Aug 26, 7pm PST / Aug 27, 4am CEST / Aug 27 11am KST AVAILABLE QUEUES 5-man squads on Miramar NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES War Mode Ten 5-man squads fight on Miramar All players spawn with level three gear and a care package weapon Killed players respawn in planes that fly by every 40 seconds Taking lethal damage results in instant death, as opposed to being knocked out. Eliminating an enemy earns your team 3 points. If no team reaches 200 points after 15 minutes, the team with the most point wins. Vehicles will not spawn OTHER EVENT RULES 5-person squads only. Auto-matching is forced Weather is Sunrise Red zones are disabled Care packages are disabled Friendly fire is disabled
  15. PUBG_Hawkinz

    Introducing Training Mode

    Hey everyone, Earlier this month, we unveiled FIX PUBG, our months long campaign to address the game’s bugs, quality of life needs, and performance issues. Today, we’re excited to add to that campaign with a feature many of you have been fervently asking for; a shooting range. Well, not just a shooting range. The PUBG Training Mode lets 5-20 players explore a brand new 2x2 km map and practice all aspects of PUBG, from driving the game’s various vehicles around the island’s race tracks, to practicing parachute landings on scattered targets, to mastering the perfect peek shot. There are even areas to practice vaulting, close-quarters combat, and of course, sweet vehicle jumps. There’s a lot to talk about in this new area, and we’ll go into more detail as we get closer to launching it, but here’s a quick list of some of the things we’re currently working on. Incremental range targets: 800m Range 400m Range Special 1k Range target Free targets: Standing targets Moving targets (left, right) Targets inside a building (stationary / moving) Parachute practice area Throwables range Melee range Parkour area CQC Course Indoor CQC Range Vehicle tracks: Long track Racing track Off road Sweet Stunt Ramps Open water for vehicles: Sweet Water Ramps Tables of Equipment: Melee weapons Guns Attachments Gear Ammo Throwables All of the above is subject to change as the area is still in development, but we wanted to share our vision of some of the training zone features as we work towards getting it ready for launch, which is currently targeting September. Before we wrap up, we wanted to leave a few words from the PUBG Madison team, who turned the idea of a simple shooting range into what you see here. From Dave Curd, World Team Lead, PUBG Madison: When we kicked this project off, our goal was for this map to serve all of our players: New players should be able to understand the basics of navigation, looting, shooting, driving, and parachuting. Casual players should have fun experimenting in our expansive playground environment- stunt driving, boat racing, and exploring the island to find all its locations.. More serious players should enjoy learning about deeper gunplay- how the attachments, scopes, recoil, zeroing, and bullet-drop influence their shots. We’ve had fun building and shooting the targets (my favorite is the “peeking” target, that simulates targets leaning from behind trees), but I’m most proud of all the sweet ramps we’ve added to the environment. Not all vehicles work on all ramps, so you will need to experiment to find the best car (or bike) for the job, and remember- hold spacebar to backflip! We know the fans have been passionate about a shooting range, but I hope they don’t get too good- I’d still like to win a Chicken Dinner from time to time! From Dave Osei, Senior Designer, PUBG Madison: Training Mode was designed from the very beginning to have a living map - with room to introduce new areas as well as ideas players want to see implemented in the future. We wanted to go beyond what players were asking for, so we didn’t want the map to be just a shooting range, but an open, living map where players can test a variety of skills to their heart’s content. The map is broken up into different sections; short and long range combat, vehicle races, jump skills, vaulting, vehicle ramps…etc. Each one of these sections represent a gameplay situation players may become involved in during normal gameplay. You can freely move around the map to practice whichever skill you like. We created this map for you and look forward to seeing your new and improved skills on the battlegrounds! --------------------------------- As always, your feedback is invaluable to us and we’re looking forward to hearing that feedback once we get the first iteration of the Training Mode into your hands next month. In the meantime, let us know your thoughts on the plan so far!
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