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PUBG_Hawkinz

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Everything posted by PUBG_Hawkinz

  1. 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
  2. Thanks for the feedback! We've also got the main thread going on over here: Please jump in and give your constructive feedback.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. PUBG_Hawkinz

    Event Mode: Public Beta - Flare Gun

    This will be on the live servers.
  8. 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!
  9. PUBG_Hawkinz

    Mutant Mayhem Feedback

    Thanks for the feedback everyone!
  10. 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
  11. 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.
  12. 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!
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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!
  19. 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
  20. PUBG_Hawkinz

    PTS Sensitivity Issue

    Hi everyone On the PUBG Test Server, there is an issue with the type-B control preset causing lowered sensitivity. This issue will be fixed when the update gets pushed to live servers, or before. We recommend switching to control type-A on the PTS until this is fixed. Apologies for the frustration caused by this.
  21. PUBG_Hawkinz

    Free PGI sporty set - Never had the chance....

    Unfortunately not, I'm sorry! This was exclusively for players who logged in during PGI.
  22. Take a trip down memory lane with this week’s event mode, Early Access Memories! This event borrows from the days of Early Access to bring back older PUBG loot, rules, and nostalgia. Read on to learn more! EVENT SCHEDULE STARTS: Aug 16, 7pm PST / Aug 17, 4am CEST / Aug 17 11am KST ENDS: Aug 19, 7pm PST / Aug 20, 4am CEST / Aug 20 11am KST AVAILABLE QUEUES 4-man squads on Erangel NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES Game settings mimic the settings used during the Early Access period. 100 Players across 25 teams on Erangel. Lvl 3 Helmets spawn in world, while the Tommy Gun and Kar98k can also be found in care packages. Camo-patterned jackets, as well as Ghillie suits, can be found in care packages. Blue Zone damage is not amplified by distance from the safe zone. Aquarails will not spawn Weapon stats and vaulting mechanisms are the same as the current. Additional items will spawn on the “Starting Island”. OTHER EVENT RULES 4-person squads only. Auto-matching can be set on/off Weather is Sunny Red zones are enabled Care packages are enabled Friendly fire is disabled
  23. PUBG_Hawkinz

    PC 1.0 Update #20

    ________________________ These patch notes have been updated. Update 1 - 08/21/2018 Update 2 - 08/28/2018 Read the changes at the bottom of this post. ________________________ Hey everyone, Last week, we announced FIX PUBG, an initiative to tackle some of the game’s long-standing bugs and quality of life requests. Update 19 addressed a slew of those already and for Update 20, we’re adding a section to the patch notes to specifically cover FIX PUBG issues. These patch notes will show up in their normal sections as well. As usual, these updates will be implemented to the test server first and will be applied to the live server at a later date. Here’s what’s coming to the test server today: We’re implementing FIX PUBG related improvements and new content Adding a new AR, the Beryl M762, to all maps for wider weapon diversity and strategy. Adding a new Sanhok exclusive vehicle, the scooter! Both the scooter and 2-seater motorbike can be found on Sanhok Also we’re introducing more new functions such as TPP camera position setting and reporting system improvements. Decreased the minimum required players for starting a custom match from 10 to 8 Please note there may be additional changes made before this patch comes to live servers An update on the Tukshai: The Tukshai is an upcoming Sanhok exclusive three-wheeled vehicle which we'd originally planned to release in the month after Sanhok came to live servers. Due to higher priority development tasks and the extra fine tuning required to make driving experience of the three-wheeled Tukshai feel just right, it will now be released in September. FIX PUBG Update Section Quality of Life [LOADING SCREEN] Added a key guide to the loading screen tips [UI/UX #01] Targeted interactive objects are now more easily distinguishable by the highlighted outline [DEATH CAM REPORTING] Players can now report a player even if the deathcam’s target wasn’t shown properly [KILL FEED DISPLAY #01] You can now adjust your killfeed display options For war mode/observer screen, the amount is fixed to 5 lines You can adjust the normal killfeed results to show 5 to a maximum 10 lines [FIXED-PERSPECTIVE OPTION] Added TPP Aim Camera Position to options. [TEAMMATE REPORTING] You can now report teammates. Bug Fixes [MIRAMAR FIX #04] Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar. [ITEM MESH] Fixed an issue where items were difficult to distinguish from the floor in the police station in El Azahar on Miramar. [REPLAY #02] Fixed an issue in replays where a player appears to be in an unarmed state even though the character is armed with a weapon. [REPLAY #03] Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay. [REPLAY #04] Fixed the issue where the bolt-action animation doesn't always occur during replays. [REPLAY #05] Fixed the issue where certain sounds are not playing during replays. [CHARACTER MOVEMENT #04] Fixed the issue where a prone player is shown to be moving very fast while on a sloped area. [SPECTATING] Fixed an issue where when spectating a teammate, a teammate's kill feed will be displayed in white instead of blue. [GETTING STUCK #02] Fixed an issue where characters can sometimes get stuck between a wall and vehicle while exiting the passenger seat when the vehicle is touching a wall. [LOOT EFFECTS] Fixed the issue where the looting sound and visual effects play, even though the item is not looted, if the character moves away while looting. [BLOOD EFFECTS] Fixed an issue where the blood effect sometimes shows up randomly when moving in replay [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard New Weapon: Beryl M762 Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok. Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine) The Beryl has upper and lower rails, allowing for scopes and a grip. It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick. New Sanhok-Exclusive Vehicle: Scooter Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok Both the scooter and 2-seater motorbike can be found on Sanhok Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP. Gameplay Added ‘TPP Aim Camera Position’ to options Reset to Right Shoulder (default setting) Camera will always be positioned above the character’s right shoulder Reset to Left Shoulder Camera will always be positioned above the character’s left shoulder Latest Peek Shoulder Camera position automatically moves to the direction you last leaned Latest Aim Shoulder Camera remains in the last ADS direction In this setting, the camera position won’t be changed by leaning while not in ADS or scoping [Right shoulder camera / Left shoulder camera] UI/UX Added a key guide to the loading screen tips Targeted objects are now more easily distinguishable by the highlighted outline When a player is not in a group, the default team mode is set to Squad mode in the lobby After playing any other modes, the setting will be saved to the latest one. Improved the design of the map markers This is thanks to feedback that some players were confusing the previous marker design with the player icon Replay Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played. Anti-cheat & Reporting Added a report feedback system so players can receive an update when their reports have resulted in action. It will show the report description, player’s name and report status. Added the ability to report teammates in the team management window Added 2 new report options to the report window Custom Match Players will now be able to access custom match settings, even if they are not the owner of the session Added two more custom game presets War mode Bomb kit (Dodgebomb): a game mode which only uses throwables VSS kit: a game mode which only uses the VSS Decreased the minimum required players for starting a custom match from 10 to 8 Skin & Items PGI Team Hoodies sale has been extended. Sale of these items will end on Aug 21 at 7pm PDT / Aug 22 4am CEST / Aug 22 11am KST Bug Fixes Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way Fixed an issue in replays where a character appears to be unarmed even though the character is armed Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay Fixed the issue where the bolt-action animation doesn't always occur during replays Fixed the issue where certain sounds were not playing during replays Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall Fixed an issue where the blood effect sometimes shows up randomly when moving in replay Fixed an issue where in some situations in FPP, players could see through walls Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location Fixed an issue where when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Thanks for playing - The PUBG Team These patch notes have been updated: ________________________ Update 1 - 08/21/2018 FIX PUBG Update Section Bug Fixes [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard ________________________ New Sanhok-Exclusive Vehicle: Scooter Both the scooter and 2-seater motorbike can be found on Sanhok Bug Fixes Fixed an issue where in some situations in FPP, players could see through walls Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location Fixed an issue where when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard ________________________ Update 2 - 08/28/2018 Replay Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played. ________________________
  24. PUBG_Hawkinz

    Issue: "Cannot change username."

    I checked your account and confirmed that MadKanga is assigned to your account, as is MadKanga_ this appears to be because of the error you mentioned in your comment. I've now resolved this issue on your account, which appears to have been caused by a bug and you should now have the correct, originally chosen name. Sorry about this.
  25. PUBG_Hawkinz

    Issue: "Cannot change username."

    Hey Gorg, we have checked and this is not the case. A player just got to the name before you, unfortunately.
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