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PUBG_Hawkinz

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Everything posted by PUBG_Hawkinz

  1. Hi, There are many issues with the way vehicle physics and collisions currently work in the game. The development team are working on improving all aspects of vehicle gameplay and will endeavour to greatly improve the overall experience and fix related bugs. Here are some common issues with vehicles currently: General Vehicle collision. Often vehicles don't react as you'd expect when hitting other stationary objects or vehicles. This can often cause unexpected results like your vehicle blowing up or flying off towards the sunset. After a vehicle flips, it can sometimes blow up extremely fast. Blown out tires on vehicles can flicker (graphical glitch) If you experience any of these issues, or any different issues related to vehicles, feel free to post a reply in this thread.
  2. 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
  3. Hey everyone, This week’s event mode is going to be another test of the Flare Gun system. We’ve looked at your feedback from the last round, but want to gather a little more data before we pull the trigger on any changes or deploy the item to live. Unlike the long event before, this test will run from Wednesday until Saturday. Once again, your feedback is greatly appreciated, so please let us know your thoughts in this thread. 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. You can also check out our video below to learn more about this test. EVENT SCHEDULE STARTS: Oct 10, 7pm PDT / Oct 11, 4am CEST / Oct 11, 11am KST ENDS: Oct 13, 7pm PDT / Oct 14, 4am CEST / Oct 14, 11am KST AVAILABLE QUEUES 4-man squads on Erangel 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
  4. PUBG_Hawkinz

    Vikendi -Test Server Information, Feedback & Bug Reporting

    Update #24 is now live on the PUBG: Test Server. Anyone who owns a copy of PUBG can download and participate in this test. Hey Everyone, Winter has arrived. With Update #24, we’re debuting something we’ve been eager to share with you for months; our new 6x6 snow-themed map, Vikendi! An isolated Northern resort island in the shadow of Mount Kreznic, Vikendi was home to a wide variety of attractions, businesses, and villages. Look to the future from the spacecraft launch site Cosmodrome or travel back to the past and walk with the giants at the prehistoric Dino Park. Visit the aging Castle or take a tour of the winery. Vikendi is as beautiful as it is dangerous and Survivors treading these bitter cold lands will have to watch their backs even more closely as the fresh snow is perfect for leaving behind footprints! The days are long on Vikendi, but it won’t be long before the sun sets and the auroras fill the moonlit skies. We feel Vikendi is a mixture of all the best parts of our previous maps and we can’t wait to hear your feedback. But that’s not everything coming in this patch! We’re also introducing two brand new items exclusive to the map; the G36C Assault Rifle (which replaces the SCAR on Vikendi) and the Snowmobile to navigate its icy terrain. We’ve also completed an overhaul to our in-game replay system, putting you in the director’s chair to edit clips, create 3D camera movements, and export your work so show the world your best PUBG productions! Coming later in the patch is our overhaul to the Parachuting system, which allows you to glide or dive during freefall, improves animations, and also lets you cut your chute before hitting the ground. As always, your feedback is essential to our continued development and we especially need your input at times like these. Once you’ve played the map, please take the time to let us know what you think on our Official Forums or Reddit. We know you’ve waited a long time for this map, so without further ado, onto the patch notes! NEW MAP - VIKENDI NOW ON TEST SERVERS During this test server phase, Vikendi will be the only map available to play and squads the only mode. Vikendi is not yet available in custom matches. Vikendi Gameplay Vikendi is 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will be more slippery in snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone The smaller the play zone, the smaller the red zone Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world Level 3 vests spawn more often than other maps Smoke Grenades are spawned at a higher rate compared to other throwables NEW WEAPON: G36C Added a new AR - G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. Replay Editor Added a Replay editor system This system allows you to create dynamic video clips with creative camera angles and special effects using your replay files You can also create 3D paths for the camera and camera angles and export clips Guide & Tutorial of the replay editor system will be updated later. Gameplay Improved the character animations used in the air. Character movements are much more fluid and have been improved to be more realistic. [UPCOMING] Parachute System Overhaul Updated parachuting system will be applied to the test server on Dec 10. We’re looking forward to your feedback on this updated feature! Freefalling LSHIFT now puts you into a dive at full speed straight down towards the ground Turning speed is now much faster and has increased control, responsiveness, and precision Parachuting Added new freefall animations and increased overall control and responsiveness LSHIFT helps you drop faster and land quicker LCTRL lets you glide, when you want to travel a longer distance You can now cut the parachute while relatively close to the ground, while still moving through the air. This can be used to strategically to get to your drop point faster, but be careful, as you can take damage if you drop too far Added new landing animations The speed in which you land matters, as landing too fast may force your character to roll, or roll for longer, before you can gain full control of your movement Colliding with buildings or objects while parachuting will now automatically cut your parachute. Be careful! The parachute no longer disappears instantly after landing Improved blood hit effects Improved the visuals of blood particles when players are shot. Improved the visuals of blood effects that appear on screen when shot by other players. Slightly increased delay between single shots of the M16A4 Players now receive damage from Molotovs that hit their vehicle Molotovs that hit around the vehicle, or when driven through an already-exploded molotov will not damage those inside Survival Title System(Season 2 Beta) Changed Season 1 Beta Rank system to Season 2 Beta Survival Title System. For more information, please check the Dev Letter (Introducing our new Beta Season 2 Title System) released on Dec 5. UI/UX Changed the overall lobby theme in celebration of our latest map - Vikendi Applied the snowfield environment theme Applied a snowing effect Changed the background music Improved the Store feature Added additional sorting features to sort by Featured, Newest, Price High to Low, Price Low to High When you preview items in the store, only the selected item to be previewed will be displayed on your character. All items equipped in your wardrobe will be unequipped. If you preview a helmet skin, makeup or other items covering the face, all other items equipped on the head will be unequipped Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu Added On/Off option keybind for the on-screen key guide You can toggle the on-screen key guide by pressing ALT+K You can change the default setting for this feature in the settings under the Gameplay tab Play Menu UI Renewal Improved the map and game mode selection UI Training mode can now be found under the PLAY menu, next to public match Performance Optimized foliage and vegetation rendering Improved CPU performance by optimizing the object creation process Improved GPU performance for Medium and Low options by adjusting graphic quality related to the 'Post Processing' with those settings (tuned HBAO+) Bug Fixes Fixed an issue where each weapon had a different delay between reloading and being able to fire Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill Fixed an issue which prevented the system menu from opening when clicking a specific spot on the button Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP Fixed an issue when spectating a player who died in Replay Mode, the follow camera stopped working Fixed an issue which caused sudden frame drops temporarily when quickly toggling voice/sound options repeatedly Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN” Region indicator will now not be shown until before the match countdown starts Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill Fixed an issue caused after restarting the lobby with 'Open Crate’ and 'Preview' buttons displaying on the left side of the screen in the Store Inventory page Fixed an issue which caused the camera to fall into the ground in replay mode after parachuting Fixed an issue where the angle of the spectated player's view was different from that of the player
  5. Hi players, Our newest map Vikendi is now available for testing on the PUBG: Test Server available in your Steam games library. Click to Report Bugs Click to Give Feedback The full patch notes are listed in the second post of this thread. What is the test server? The test server is where new patches are deployed, before they arrive in the live version of the game. All major patches will arrive on the test server first and after being tested and receiving player feedback, will be pushed to the live servers. What is the purpose of the test server? The test server is used to test new major patches on a large scale, after internal tests, to make sure that the new patch doesn't have any major problems or issues for users before releasing it to everyone, via our live servers. How do I play on the test server to try the new patch? The test server requires a new client, which can be downloaded from Steam. Open your Steam games library and you will find "PUBG: Test server" which you can download if you own PLAYERUNKNOWN'S BATTLEGROUNDS. The test client will be available to download at all times, but only available to play prior to some major patches.
  6. Update #24 is now live on the PUBG: Test Server. Anyone who owns a copy of PUBG can download and participate in this test. Hey Everyone, Winter has arrived. With Update #24, we’re debuting something we’ve been eager to share with you for months; our new 6x6 snow-themed map, Vikendi! An isolated Northern resort island in the shadow of Mount Kreznic, Vikendi was home to a wide variety of attractions, businesses, and villages. Look to the future from the spacecraft launch site Cosmodrome or travel back to the past and walk with the giants at the prehistoric Dino Park. Visit the aging Castle or take a tour of the winery. Vikendi is as beautiful as it is dangerous and Survivors treading these bitter cold lands will have to watch their backs even more closely as the fresh snow is perfect for leaving behind footprints! The days are long on Vikendi, but it won’t be long before the sun sets and the auroras fill the moonlit skies. We feel Vikendi is a mixture of all the best parts of our previous maps and we can’t wait to hear your feedback. But that’s not everything coming in this patch! We’re also introducing two brand new items exclusive to the map; the G36C Assault Rifle (which replaces the SCAR on Vikendi) and the Snowmobile to navigate its icy terrain. We’ve also completed an overhaul to our in-game replay system, putting you in the director’s chair to edit clips, create 3D camera movements, and export your work so show the world your best PUBG productions! Coming later in the patch is our overhaul to the Parachuting system, which allows you to glide or dive during freefall, improves animations, and also lets you cut your chute before hitting the ground. As always, your feedback is essential to our continued development and we especially need your input at times like these. Once you’ve played the map, please take the time to let us know what you think on our Official Forums or Reddit. We know you’ve waited a long time for this map, so without further ado, onto the patch notes! NEW MAP - VIKENDI NOW ON TEST SERVERS *All player data, statistics, Survivor Pass: Vikendi progress etc from the test server will not be carried over to your live server account. During this test server phase, Vikendi will be the only map available to play and squads the only mode. Vikendi is not yet available in custom matches. Vikendi Gameplay Vikendi is 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will be more slippery in snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently Keep in mind that footprints and tracks in the snow don’t stay around forever! General Map and mode selections will be limited in the test server. You can only select Vikendi with Squad mode. Temporarily removed the feature that allows you to inspect your weapon by pressing the 'J' key. Added the Vikendi trailer to the game launch intro. Redzone The center of the red zone spawns outside of the play zone The smaller the play zone, the smaller the red zone Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world Level 3 vests spawn more often than other maps Smoke Grenades are spawned at a higher rate compared to other throwables SURVIVOR PASS: VIKENDI The official Survivor Pass: Vikendi microsite will be available on Dec 19, 2018, with the launch of the pass on live servers, so stay tuned for more updates. Added Survivor Pass: Vikendi The duration of the pass is 10 weeks. Players have the opportunity to complete missions and receive rewards throughout the duration of the pass. Two types of passes are available: Survivor Pass: Vikendi - Provides missions and rewards to unlock for all players, as they level-up the pass. Premium Pass - Provides special missions and exclusive rewards to players who’ve purchased the premium pass, as they level-up the pass. The Premium Pass will be available on the test server for testing and will be purchasable on the live servers Dec 19, 2018 for $9.99 (price may vary slightly depending on your region). Some missions cannot be completed while on the test server, due to limited game mode selection. Each level you can claim rewards from Survivor Pass: Vikendi in the Rewards tab and also claim Coupons by clicking on the ‘Drop In Supply’ button. Coupons can be used to unlock exclusive rewards, read on for more details. You can view your current mission lists in the ‘Missions’ tab and can also check the mission lists in-game by clicking 'P' prior to jumping out of the plane. There are 5 mission types available to complete: Daily Missions: 3 missions will be provided every day. You swap out up to 1 mission per day. Weekly Missions: 10 missions will be available every week, and you can view the missions for specific weeks. Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass: Vikendi can complete up to 4 missions. Beginner Missions: Easy missions which are provided for beginner players. Premium Missions: All players can complete these missions, but only players who have the Premium Pass can claim rewards after completion. Challenge Missions: Theses are special missions provided for players who’ve completed all their weekly missions in a specific week. It contains more challenging and advanced missions. All players can complete Challenge Missions, but only players who have the Premium Pass can claim rewards after completion. Added ‘Coupon’ system in Survivor Pass: Vikendi You can claim Coupons (Blue, Yellow and White) each level, which you can then use to unlock exclusive items in the Coupon Shop. The existing Survival Rewards system will be integrated with Survivor Pass: Vikendi on December 19th. We have integrated the existing Survival Rewards system into Survivor Pass: Vikendi in order to reflect feedback from the players regarding temporary items and duplicate rewards. Existing Survival Rewards system will be closed on December 19, 2018 and all existing supply missions will end. Make sure to click ‘Claim’ and ‘Drop In Supply’ to redeem rewards as they before the system is closed. A banner in lobby will display remaining time for the Survival Rewards system. NEW WEAPON: G36C Added a new AR - G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. Replay Editor Added a Replay editor system This system allows you to create dynamic video clips with creative camera angles and special effects using your replay files You can also create 3D paths for the camera and camera angles and export clips Guide & Tutorial of the replay editor system will be updated later. Gameplay Improved the character animations used in the air. Character movements are much more fluid and have been improved to be more realistic. Parachute System Overhaul Please share your feedback regarding the parachuting changes! Freefalling Holding SPRINT [Default SHIFT] now puts you into a dive at full speed straight down towards the ground Turning speed is now much faster and has increased control, responsiveness, and precision Parachuting Added new freefall animations and increased overall control and responsiveness Holding SPRINT [Default SHIFT] helps you drop faster and land quicker Holding WALK [Default LCTRL] lets you glide, when you want to travel a longer distance You can now cut the parachute while relatively close to the ground, while still moving through the air. This can be used to strategically to get to your drop point faster, but be careful, as you can take damage if you drop too far Added new landing animations The speed in which you land matters, as landing too fast may force your character to roll, or roll for longer, before you can gain full control of your movement Colliding with buildings or objects while parachuting will now automatically cut your parachute. Be careful! The parachute no longer disappears instantly after landing Improved blood hit effects Improved the visuals of blood particles when players are shot. Improved the visuals of blood effects that appear on screen when shot by other players. Slightly decreased the maximum number of shots possible to fire per second with the M16A4 Players now receive damage from Molotovs that hit their vehicle Molotovs that hit around the vehicle, or when driven through an already-exploded molotov will not damage those inside Survival Title System(Season 2 Beta) Changed Season 1 Beta Rank system to Season 2 Beta Survival Title System. For more information, please check the Dev Letter (Introducing our new Beta Season 2 Title System) released on Dec 5. Season 1 Beta has ended and the Survival Title System (Season 2 Beta) will begin in 1 week. No RP will be gained during the grace period between seasons, although career stats will continue to be tracked. UI/UX Changed the overall lobby theme in celebration of our latest map - Vikendi Applied the snowfield environment theme Applied a snowing effect Changed the background music Improved the Store feature Added additional sorting features to sort by Featured, Newest, Price High to Low, Price Low to High When you preview items in the store, only the selected item to be previewed will be displayed on your character. All items equipped in your wardrobe will be unequipped. If you preview a helmet skin, makeup or other items covering the face, all other items equipped on the head will be unequipped Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu Added On/Off option keybind for the on-screen key guide You can toggle the on-screen key guide by pressing ALT+K You can change the default setting for this feature in the settings under the Gameplay tab Play Menu UI Renewal Improved the map and game mode selection UI Training mode can now be found under the PLAY menu, next to public match Performance Optimized foliage and vegetation rendering Improved CPU performance by optimizing the object creation process Improved GPU performance for Medium and Low options by adjusting graphic quality related to the 'Post Processing' with those settings (tuned HBAO+) Bug Fixes Fixed an issue where each weapon had a different delay between reloading and being able to fire Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill Fixed an issue which prevented the system menu from opening when clicking a specific spot on the button Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP Fixed an issue when spectating a player who died in Replay Mode, the follow camera stopped working Fixed an issue which caused sudden frame drops temporarily when quickly toggling voice/sound options repeatedly Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN” Region indicator will now not be shown until before the match countdown starts Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill Fixed an issue caused after restarting the lobby with 'Open Crate’ and 'Preview' buttons displaying on the left side of the screen in the Store Inventory page Fixed an issue which caused the camera to fall into the ground in replay mode after parachuting Fixed an issue where the angle of the spectated player's view was different from that of the player Fixed exploits at Castle and Volnova which allowed players to get underneath the map. Resolved issue where wire fences were impenetrable by bullets (some chicken wire fences still need to be fixed). Resolved minor map issues, including some instances of floating vegetation. Fixed an issue which could cause grenades to drop in place, or prevented them from being thrown.
  7. PUBG_Hawkinz

    What is this: PCP Technical Testing Card ?

    It was a test for our "Player Care Package" system which is used to distribute items to players on a large scale. This was meant to be used on the test server, to distribute name change items before they came to live servers but due to an issue, it was temporarily exposed to live servers.
  8. PUBG_Hawkinz

    Hangs on Starred Matchmaking!

    Hey guys, could you please explain in further detail what is happening and the conditions for searching? Please try searching Quick Join in a few different game modes and let me know the results. Are you just stuck waiting in a queue, or something different?
  9. Hey everyone, On November 7, we will be updating live servers to Update #3! This update will bring the new Supply System, Custom Matches, officially licensed Joker and Harley Quinn skins, bug fixes, and more. Dive into the patch notes below and read up before jumping into the new update! Maintenance Schedule PST: November 7 12:00AM - 2:00AM CET: November 7 9:00AM - 11:00AM Supply System Added Supply System Earn XP through play time and completing missions to level-up and obtain rewards. Each 10 levels you will receive a permanent reward. Every level-up on the way to each permanent reward will grant you BP and also a chance to receive an additional permanent reward. You can level up and get rewards when you fill the Survival gauge with survival XP You must click “Claim” to receive the completed mission XP Observing teammates grants 50% less XP than while alive Skin & Items Added a MAKE UP tab in the APPEARANCE category. The APPEARANCE category has been added to the store, where you can purchase additional Hair and Make-up options. Changing APPEARANCE such as face, hair and/or gender will not cost BP (some paid items for face and make-up are excluded from this). Cosmetics Officially licensed Joker and Harley Quinn Skins Harley Quinn “Daddy’s Lil Monster” outfit “Good Night” baseball bat skins for the crowbar and machete The Joker’s “Night Club Suit” outfit Each bundle includes new paid hair and makeup options as well to complete the look of these two iconic characters. Custom Match Custom matches have been added and custom match creation is available for all players. Known issue: You may experience short instances of hitching in the custom match lobby when assigning or moving teams. Custom match list can now be viewed after selecting custom match game mode. Normal mode: Classic battle royale rules—be the last person (or team) standing War Mode: Team deathmatch with respawns. The team with the most points (kills and knocks) wins. After selecting your preferred game mode, custom matches can now be created using presets. Each game mode currently has a default preset and one additional preset available. War Mode includes the Desert Knights preset. Normal Mode includes Sanhok Forty Fivers preset. RULES: Set number of players, team size. BASIC: Set game mode, password, map, weather, etc. After creating the match, the settings can be adjusted using the options in the BASIC and RULES menus. Things to keep in mind when creating custom matches: At least 10 players are required to start the match. You can keep the game in a waiting room for up to two hours. Performance Optimized texture streaming to reduce hitching Bug Fixes Fixed a bug where upon completing a match in Training Mode, you would receive two wins that counted towards Game Hub stats
  10. Hi everyone, We’re aware that many of you are having a bad experience with the recent changes to matchmaking that went live in Update #22. The intention of these improvements is to re-enable map selection and provide a better game experience and faster queue times. The improved system is intended to automatically send players to the region that provides the lowest ping, but unfortunately an error related to ping calculation occurred and the player’s location wasn’t being identified correctly, resulting in them being placed into matches in a region that didn’t provide the optimal gameplay experience. Due to the large number of players affected by this issue, the gameplay experience for many players has been impacted negatively and we sincerely apologize for this. Within the last 24 hours we deployed an initial fix to prevent players from connecting to the wrong local region. The team is actively working to resolve the remaining issues in a fix we expect to deploy next week, which also includes a change to prioritize matching players with teammates who speak the same language, to improve the player experience. Once deployed, the system will now properly prioritize putting players into matches on servers in their local region. In the event of excessive queue times due to a small matchmaking pool, the next closest region will be chosen to ensure players aren’t stuck matchmaking indefinitely. We understand that issues like this are extremely disruptive to how you enjoy the game and we apologize for the inconvenience this has caused our loyal players. Our team will continue to closely monitor this issue, both through data and player feedback. We’ll keep you updated on our progress and make another announcement once the additional fix is deployed next week. - The PUBG Development and Community Teams
  11. Thanks for the feedback! We've also got the main thread going on over here: Please jump in and give your constructive feedback.
  12. 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.
  13. 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.
  14. PUBG_Hawkinz

    PC 1.0 Update #22

    ________________________ These patch notes have been updated. Update 3 - 10/02/2018 Update 2 - 10/02/2018 Update 1 - 10/01/2018 Read the changes at the bottom of this post. ________________________ 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! Note: Replay version has been updated, replays from previous updates are no longer playable. New Anti-Cheat Tech As part of our ongoing efforts to combat cheating, we’ve developed a new anti-cheat system in-house at PUBG Corp. which we're now bringing to live servers, after an extensive period on our test servers. This system is being used in addition to our existing anti-cheat solutions. Expect to see a new popup when you start the client. To help us refine our anti-cheat service it would be helpful for us if you play with the "Enable Anti-cheat" box checked, if you experience issues you can disable this. We've fixed previous compatibility issues experienced by some players, although we've kept the option to disable the new anti-cheat system while we go through the final stages of testing in the live server environment. Once testing is complete, you will be unable to disable this system. 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. 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. I SEE DEAD PEOPLE: Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. SEEING THROUGH WALLS: Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. CAMERA #01: Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. 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 Changed the official name of ping system to “Quick Marker” Increased the display time of quick marker from 5 to 10 seconds Performance Improved the client performance by optimizing the creation of character materials Replay Replay version has been updated, replays from previous updates are no longer playable. Skin & Items Added new “FALL 2018 CRATE” This crate can be purchased with BP Will be separate from the Weekly Random Crate No key is required to open this crate. Below are the drop rates for each item included in the new “FALL 2018 CRATE” Bomber Jacket (Mustard): 0.08% Suit Coat (Gray): 0.08% Jungle Leggings: 0.32% Woven Sun Hat: 0.32% Born to Survive Shorts: 0.60% Pochinki Fellas Jersey: 1.30% Tweed Vest (Gray): 1.30% Striped Slippers (Pink): 4% Kicks (Red): 6% Suit Pants (Gray): 6% Long Sleeved Turtleneck (Burgundy) : 20% Loafers (Brown): 20% Slip-ons (Gray): 20% Slippers (Black): 20% The chances of getting each crate as a Weekly Random Crate are as follows. Aviator: 10% Equinox: 10% Triumph: 10% Raider: 20% Fever: 5% Militia: 10% Desperado: 5% Biker: 10% Survivor: 10% Wanderer: 10% 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 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. Fixed an issue where walk button cannot be used when sprinting after changing sprint key to toggle Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed an issue where player couldn’t see his teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Thanks for playing - The PUBG Team These patch notes have been updated: ________________________ Update 3 - 10/02/2018 Added the following: FIX PUBG UPDATE I SEE DEAD PEOPLE: Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. SEEING THROUGH WALLS: Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. CAMERA #01: Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Bug Fixes Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. ________________________ Update 2 - 10/02/2018 Added Replay section Added Skin & Items section Removed the following: FIX PUBG UPDATE UNDERWATER: Fixed the issue where players could hold weapons while moving close to rocks while underwater. Bug Fixes Fixed the issue where players could hold weapons while moving close to rocks while underwater. ________________________ Update 1 - 10/01/2018 Bug Fixes Fixed an issue where walk button cannot be used when sprinting after changing sprint key to toggle Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed an issue where player couldn’t see his teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible UI/UX Changed the official name of ping system to “Quick Marker” Increased the display time of quick marker from 5 to 10 seconds Note: Replay version has been updated, replays from previous updates are no longer playable. ________________________
  15. PUBG_Hawkinz

    Event Mode: Public Beta - Flare Gun

    This will be on the live servers.
  16. PUBG_Hawkinz

    Mutant Mayhem Feedback

    Thanks for the feedback everyone!
  17. 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
  18. CHINA NUMBER ONE The PGI 2018 FPP Tournament has concluded, and OMG simply couldn’t be stopped. The Chinese team destroyed the competition on Day 1 of the FPP Tournament, and on Day 2 they secured the win with 3,425 points. OMG will walk away with $400,000 in winnings. Second-place finishers Team Liquid will take home $160,000, and third-place team Welcome To South Georgo have earned $100,000. The rest of the FPP Tournament’s $1 Million prize pool will be divided up among the other teams according to their ranking. TEAM RANKINGS PRIZE POOL BREAKDOWN 1st — $400,000 2nd — $160,000 3rd — $100,000 4th — $60,000 5th–6th — $35,000 7th–8th — $20,000 9th–12th — $10,000 13–16 — $5,000 17–20 — $2,500 INDIVIDUAL PLAYER RANKINGS China’s OMG_lionkk absolutely dominated the FPP tournament, surviving longer than anyone else and racking up an insane 34 kills. For that, he took home an extra $20,000. Thanks so much to the tens of millions of you who tuned in to watch. You made PGI 2018 successful beyond our wildest imagination. We can’t wait for the next competition, and we hope you’ll stay tuned.
  19. 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!
  20. 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
  21. 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
  22. 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.
  23. 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
  24. 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!
  25. Update: The improvements detailed in this dev letter are also applicable to the Xbox version of PUBG. Specifically, the Net Send Flush addition was made in Game Preview Update #17 and the Replication Interleaving System was applied in the latest update, Game Preview Update #18. ------------------------------------- Dear players, In today’s Dev Letter, we’d like to share some of the progress we’ve made towards significantly improving server performance, as well as additional improvements we’re currently working towards. Overview: The version of Unreal Engine that PUBG currently uses is based on a Client-Server model and therefore, the status of each actor (objects placed in levels that represent characters, buildings, backdrops, cameras, etc) has to be updated through the server for each player. Server performance is usually indicated by server tick-rate or Frame Time. As server performance increases, the time per frame will decrease. As time per frame decreases, the Server Response Time improves as well. The quicker the server responds, the faster your actions actions/movements are updated to other people. For example, how quickly you disappear from your opponent’s screen after ducking behind a wall on yours. If we want to reduce what is commonly known as de-sync, Server Response Time needs to be improved. Improvements through Update #14 The network process structure before Update #14 and takeaways Before Update #14, the network was processed on the server in the Unreal Engine as shown below. Let us first explain the above network process flow. In the “Net Dispatch” stage, the packet received from the client is processed on the server. For example, you have incoming information such as Gunfire, Movement, etc. Things that are processed during this step are usually spread to other clients in two forms: RPC(Remote Procedure Calls) and Replication. After this, game logic like Physics Simulation is processed during the “Simulate & Render” stage and the result is delivered to all clients via “Net Flush”. However, when RPCs are sent as a result of the Net Dispatch process, they are not sent immediately, but queued in the buffer. The many things stored in the buffer are sent to all clients during the “Net Flush” stage and the buffer is then emptied. In this structure, the RPC has to go through the “Simulate & Render” stage to be delivered from “Net Dispatch” to “Net Flush” and therefore causes a delay. Perhaps Unreal Engine was structured this way to minimize the number of packets delivered to UDP. Regardless, when the number of packets are minimized, the network works more efficiently. The new network process structure and improvements We decided that improving the server response time was more important than decreasing the number of packets for PUBG. Therefore, the team redesigned the structure as shown below in Update #14. The team added a “Net Send Flush” stage before “Simulate & Render” stage. In the “Net Send Flush” stage, all UDP data stored in the buffer will be sent out and the buffer will be emptied. Through this new flow, the time it used to take for “Simulate & Rendering” is no longer needed, thus decreasing the delay time. During the Net Send Flush phase there are no extensive calculations for actor replication and pending UDP data is flushed. As there are two network updates, “Net Send Flush” and “Net Flush,” in the new structure, the network update rate doubled after Update #14, which caused some people to assume that the server tick-rate increased. However, it was not the server tick-rate, but the network update rate which had jumped to 60 tick-rate as another network update is delivered during Server Tick processing. These results can be found in Battle(Non)Sense's Update #14 Netcode Analysis. As you can see in the table below, when 40 people are alive, the average delay for gunfire is reduced from 94.5msec to 77msec (18% decrease). Improvements for Update #19 Profiling results before Update #19 and a new hypothesis Profile data before PC Update #19, measured when 90 players are alive on June 25, 2018 is as following. The Net Flush time is 43.2msec, 41% of the total frame time. Much of this time is used for “serializing” in order to replicate each actor to the client. “Serialize” is a process of writing data in an order in memory to deliver actor status to client through the network. As we were searching for the optimization method based on the above profiling result, we thought “if we are able to reduce the number of replicated actors, especially characters, the total Net Flush time will reduce significantly.” Unlike other games that use a dedicated server on Unreal Engine, up to 100 players simultaneously play in a game in PUBG, which means the number of actors is significantly higher. The large data size of actors is one issue, but the sheer volume of actors is the bigger problem. While we were thinking of ways to reduce the total number of actors, we thought replicating distant characters at a lower frequency would help. Since far away characters aren’t relevant at that distance, the number of actors that are serialized can be greatly reduced without affecting game play, and as a result, Net Flush time can be reduced. Development process: Replication Interleaving System Starting from the above idea, we reached a conclusion to implement a system that skips replication requests to a more appropriate frequency based on client and actor distance. We named this the “Replication Interleaving” system. First, we pulled out the section where actors are replicated, and lowered replication frequencies of far away characters. Then we analyzed the issues and the types of visual changes. Once we were able to resolve the issues that occured when replication frequency was lowered, we tested how far we could go and reached the conclusion that lowering the replication frequencies to ¼ of the original level still had no impact on gameplay. The completed Replication Interleaving system was implemented as following: Step 1: Skip 1 frame on the characters that are located further than 70m Step 2: Skip 2 frames on the characters that are located further than 400m (Note: This is the status as of today, and this value may change in the future for better server performance and smoother movements) Result of Improvement Server performance increased by 20% after the new system was implemented. In the below diagram, we tracked the frame rate of an NA region server when 85 players were alive. After the update, the server tick-rate increased by 22% from 18.5 to 22.9. Other regions also showed over an average of 20% frame rate increase. What's even better is the change that occurred in response time. Please refer to the Update #19 related YouTuber Battle(non)Sense’s video. In the above table, you can see that when 85 players are alive, the average delay time for gunfire dropped by 58%, from 149.4msec to 61.6msec, which indicates that the issue known as de-sync significantly improved. Through other improvements, in addition to the Replication Interleaving, the server tick-rate increased by 20% and network delay dropped by 50% when more than 80 players are alive. In conclusion Improving the server tick-rate since the launch of PUBG has been an ongoing priority for the team. In addition to solving software issues, improvements have also been made to hardware. However, we know that there have not been clearly noticeable improvements to players for the past few months preceding Update #19. During FIX PUBG, we doubled down on server performance improvement, and continue to research and experiment on various ideas, but this is a time consuming process. In order to implement a single function, preliminary research must be done, and after the function is implemented, a large volume of analysis, verification, and testing is required. It is difficult to solve all the problems in a short period of time because effort and time must be constantly invested in each problem. Wrong implementation of new features can cause bigger problems. Therefore, new features must be implemented and applied as carefully as possible. That said, after applying the improvements we’ve already talked about, we’re now working on optimizing the "Net Dispatch" stage of the process. According to our analysis, most of the time is consumed on character move processing, and we have pinpointed some opportunities for optimizing it. The movement of characters has a high impact on PUBG game play. Therefore, this task requires a lot of careful attention to ensure that any improvements made do not affect how characters move in an abnormal way, such as the jittering we described above. We are experimenting with some ideas already and we’re anticipating the time required for the "Net Dispatch" stage to drop more than 50% from the current 41.8msec if these ideas do not have to be modified by what we find during the testing process. Stabilizing the feature after implementing new ideas is expected to take more than a month, but we will continue to work quickly and implement this as soon as possible. The ultimate goal is to always keep the server tick-rate at 30, from 100 players to the very last bullet. We’ll keep working hard to achieve this goal so we that can continue to provide the very best Battle Royale experience possible for you all. Thank you, Sang-kyun Kim Head of Development, PUBG Amsterdam ---------------------------------------------------------------------------------------- Want to help us take on these tasks and more? PUBG Seoul HQ, Amsterdam, and Wisconsin offices are looking for new engineers to work with the PUBG Dev team. If you have experience with the Unreal Engine and are passionate about PUBG, visit link below to apply for one of our open positions! PUBG Corp Jobs
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