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  1. FULL PGI 2018 SCHEDULE: https://i.imgur.com/2MAcSXW.jpg Hi friends! This week is all about the PUBG GLOBAL INVITATIONAL 2018. We’re still toying around with the format for these posts, especially since you some of y’all gave feedback a couple of weeks ago about these feeling too “fluffy” if there isn’t cool, meaningful stuff to announce. Next week we’ll have a pretty meaty patch going out, but we aren’t yet ready to talk about it. So today’s post is basically just a no-fluff, convenient collection of all the posts we put out this week. Hope you’re enjoying PGI so far! The charity invitational is live RIGHT NOW, and you can watch it on all our official channels: PGI Website Twitch YouTube Facebook Mixer Twitter OFFICIAL PUBG CORP. COMMUNICATIONS: JULY 23–27 July 24 - PGI Team Hoodies have Arrived! July 25 - Get your Free PGI Sporty Set July 25 - PGI 2018 Starts Right Now! July 25 - PGI 2018 Day 1 Standings July 26 - Event Mode: PGI 2018 July 26 - Introducing your PGI 2018 TPP Winners!
  2. We’re back with a very lucky edition of the weekly update! Apologies for no post last week—I was on vacation playing with cute-ass owls in Japan. In case you’re new here, this is basically an end-of-the-week summary of announcements we’ve made along with responses to feedback from players. For a more thorough explanation, check out the intro to this post. For even more on why we’re doing the weekly update and our goals for it, check out this comment. Check out the post below, then remember to watch our Twitch Prime Day event once you’re done! Let’s jump in. OFFICIAL PUBG CORP. COMMUNICATIONS: JULY 2–13 July 3 - PC 1.0 Update #17 July 4 - Event Mode: Huntsmen and Marksmen July 6 - PUBG Global Invitational 2018: Introducing the Asia Teams July 8 - PUBG Global Invitational 2018: Introducing the CIS Teams July 9 - PUBG Global Invitational 2018: Introducing the NA Teams July 10 - Update #17.1 Notes July 11 - PUBG Global Invitational 2018: Introducing the OC, SA, and MENA Teams July 11 - Event Mode: Hunters and Marksmen Returns! July 12 - Watch the PUBG Squad Showdown on 7/13 and Get New deadmau5 Gear on 7/16 July 12 - PUBG Global Invitational 2018: Introducing the EU Teams July 12 - Upcoming PGI Skins and How to Get Them July 12 - Event Pass Bonus XP Events COMMUNITY ISSUES AND THE LATEST RESPONSES On Recent Bugs And A Note From The Devs Context: Patch #17 introduced some bug fixes and map changes, but also unfortunately introduced a couple of new problems, most notably with ping-based matchmaking in NA and with teammate revivals. This week we solved these issues and more with hotfixes and a smaller patch, called Update #17.1. When it was discovered that there was also a bug preventing players from using healing items properly, we pushed out a hotfix. The Latest Response: At the same time that we shipped the Update #17.1 notes, we included a short dev note to acknowledge many of the ongoing problems facing PUBG and also to give a heads up about our plans as we head into PGI and beyond. For convenience, I’m posting it here in full: On A Weird Clothing Glitch And The Demented Mind Of /u/PUBG_Hawkinz [+3] Context: There was a temporary bug that caused clothing textures to be rendered incorrectly. The Latest Response: Before we shipped a hotfix to resolve the bug, PUBG Corp. Community Manager /u/PUBG_Hawkinz [+3]managed to create some truly horrifying experiments by abusing it. On Complicated and Persistent Game Issues Like Desync Context: One of the biggest challenges facing PUBG right now is server-side performance, which often manifests as complaints about “desync.” We’ve acknowledged this issue in many places before, and for the last couple of months have been shipping a number of optimizations to the way things like nearby enemies, loot, and vehicles are handled in order to improve server performance. But there’s more work to be done, and the biggest question many players have asked is “why is this so hard and why can’t you guys just tell us exactly when it’ll be fixed?” The beloved PUBG streamer WackyJacky101 articulated the sentiment best in a recent tweet: The Latest Response: When this issue came up in a (mostly memey) thread earlier this week, I posted a response about the difficulty of discussing solutions before we know whether they’ll work. Check out the full thread here, and feel free to give feedback if you’d like to have a deeper conversation here in the comments on this post.
  3. Yo yo, We’re back for round three of the weekly update! Here’s some quick stats from the Reddit versions of the first two posts: June 15th Edition - 115.6k views - 92% upvoted June 22nd Edition - 138.5k views - 91% upvoted In case you’re new here, this is basically an end-of-the-week summary of announcements we’ve made along with responses to feedback from players. For a more thorough explanation, check out the intro to this post. For even more on why we’re doing the weekly update and our goals for it, check out this comment. Alright, let’s jump in. KNOWN ISSUES PC Known Issues (Last Updated 6/21/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/172144-known-issues-updated-06082018/ Xbox Known Issues (Last Updated 6/19/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/175154-known-issues-updated-6122018/ OFFICIAL PUBG CORP. COMMUNICATIONS: JUNE 23–29 June 25 - Watch “The Making of Sanhok,” a Behind-the-Scenes Mini Documentary June 27 - PC 1.0 Update #16 June 27 - Event Pass: Sanhok - Bonus XP Event June 27 - PGI Skins Clarification June 27 - Update Regarding OC FPP Duo COMMUNITY ISSUES AND THE LATEST RESPONSES On Event Pass Bugs and Other Issues Context: The Event Pass has some pretty serious problems, many of which have been catalogued in this community-created megathread. Some missions have failed to register, even if you meet the conditions. For others, the wording on the mission doesn’t line up with the actual requirements to complete the mission. Sometimes, players have been unable to claim rewards even after completing the relevant missions and leveling up. There are more than a few issues involving oversights in the design, like the fact that some missions even require map-specific challenges on Erangel or Miramar, despite the fact that it’s no longer possible to choose between the two. The biggest problems have to do with players not getting the XP they’ve earned through play, thus preventing them from getting the rewards they need. The Latest Response: This is a multi-pronged problem, so we’re rolling out a several different solutions. In the latest round of patch notes, we announced increases to the daily XP limits. We’re not going to totally remove the cap—that would encourage a ton of AFK dropping, thus ruining games for everyone—but we are making it easier for you to grind up to the max level. We’re occasionally rolling out small fixes for bugged (or poorly implemented) missions, adjusting them to make them easier to get. Some of these fixes have already shipped, although there will likely be more. We also announced a plan to compensate players who’ve missed out on XP due to bugs. All you have to do is log in at some point over this weekend. We’re considering doing this again in the coming weeks before the pass ends. If you haven’t received a reward in error, submit a ticket through our support site and we’ll help you out. Ultimately, the rollout of this pass just hasn’t gone as smoothly as we wanted, which is why we’re pushing out free 400XP boosts for everyone. The design of the pass (including the event length) isn’t likely to change much more during this event, but we’ll be taking the feedback we got on this one into consideration for any future passes or mission-based programs. On OCE’s FPP Matchmaking Issues Context: For quite some time now, certain FPP queues in OCE have suffered from extremely long or even infinite matchmaking times. Solo FPP in particular seemed to be the biggest problem, but players have reported issues in FPP Duos and FPP Squads as well. The Latest Response: The latest changes to map selection and the release of Sanhok seem to have made a positive difference. According to most early reports, FPP Solos and FPP Squads are now healthy in OCE, especially on Sanhok. However, we have seem some early reports that the Battle Royale FPP queues are showing signs of strain. For now, our plan is to leave all FPP queues in OCE open. However, if some queues start to break, we’ll be forced to close FPP duos in OCE as we originally intended. More context in this forum post from u/PUBG_Hawkinz [+1] On “The Making of Sanhok” Context Sanhok means more than you know for all of us at PUBG Corp. It isn’t just our first post-release map. It’s also a return to form for the company—a way for us to get back to our “open development” roots. We let you into Sanhok while the map was still being built, and the result is a map that was directed as much by you guys as it was by us. Our teams took cameras inside PUBG Corp’s offices in Seoul, South Korea and Madison, Wisconsin to share an even more open and transparent view into the map’s creation. It’s all here in this 8-minute mini-documentary, “The Making of Sanhok.” On Performance, Bugs, and Cheating Context Performance (both client-side and server-side), bugs, and cheating remain the three biggest issues facing PUBG as a game. We’ve spent the last few patches shipping changes promised in the late-May dev letter where we declared these three issues to be our highest priority. Progress has been made, but more remains to be done, as nearly every day players’ biggest complaints have to do with these problems. Our Latest Response Now that Sanhok is out, it’s time for us to refocus our efforts on these core problems. This week, the dev team sat down to talk about the many ways we can address longstanding bugs, quality-of-life issues, core system optimization, and more efficient anti-cheat. We’ve begun to put together a very large to-do list, and our plan is to begin talking in more specific detail about that list soon. In the meantime, we want to use this post to collect your feedback. What are the bugs that drive you nuts? What QoL changes do we absolutely HAVE to implement? In what specific ways would you like to see the game’s performance increase? Share in the comments below, and we’ll be back to talk about this stuff with you very soon. THAT’S ALL FOR TODAY There’ll be a lot more stuff to cover in the coming weeks. I’ll be hanging out in the comments section, so please feel free to leave any questions or feedback below!
  4. Hi folks, Last week’s experimental post went really well, so this week we’re back with another Weekly PUBG Corp. Community Update. In case you missed the first one, here’s a quick explanation: This is an end-of-the-week summary of both announcements we’ve made along with responses to feedback from players. It's NOT intended to be a comprehensive final answer for every single question or complaint posted in our communities—often, we simply don’t have updates we can share (either because a hard decision hasn’t yet been made or because we haven’t finished thinking about how to solve an issue ourselves). Still, we’re trying to peel back the curtain here and have a more intimate conversation than you’d normally get otherwise. We hope you like it! For a little more context on why we’re doing these posts and our goals for them, check out this post. Because the launch of Sanhok is taking up so much of our focus, this week’s post will necessarily be shorter than last week’s. We hope you still find it useful! KNOWN ISSUES PC Known Issues (Last Updated 6/14/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/172144-known-issues-updated-06082018/ Xbox Known Issues (Last Updated 6/12/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/175154-known-issues-updated-6122018/ OFFICIAL PUBG CORP. COMMUNICATIONS June 19 - PC 1.0 Update #15 June 19 - Announcing a Big Milestone + Our First Ever Steam Sale June 19 - Dev Letter: A New Way To Unlock Rewards June 20 - Learn More About Event Pass: Sanhok June 20 - Compensation for False Bans June 20 - PGI 2018 Tickets On Sale Now June 21 - Two More Items to Unlock During the Sanhok Launch Event June 21 - Starting Soon: Download the Sanhok Patch Early June 21 - Now Available: Sanhok and the Event Pass COMMUNITY ISSUES AND THE LATEST RESPONSES Trial Items in the Event Pass (And Broader Event Pass Reactions) Context: Alongside the launch of Sanhok, we also launched our first ever Event Pass, basically a special bundle of missions and rewards that you can buy for $10. In a dev letter early in the week, we explained how we’re seeing the Event Pass as an experimental alternative/compliment to the crate and key system—it’s still ultimately a way to pay to unlock cosmetic content, but without any random elements and with added challenges. Although the paid version of the Event Pass (detailed here on this funky fresh microsite) contains 17 unique, exclusive cosmetics, much of the early player reaction focused on the inclusion of a handful of additional “trial” items which aren’t permanently unlockable, even if you purchase the Event Pass. Many players also felt that there should be more permanently unlockable items for players who don’t buy the pass. The Latest Response: Two days after announcing the Event Pass, we decided to add two additional permanently-unlockable items to the event (both for players who buy the pass and for those who don’t). In the post announcing the change, we also acknowledged the negative reaction to the trial items and shared a little more context about our thinking this way: For a little more context, in a comment earlier this week I also shared some thoughts on why we decided against simply making all the trial items permanent. Ultimately, a lot of you guys still have reservations about the Event Pass, especially given the other challenges PUBG is currently facing. Bugs, optimization, netcode performance, and cheating are still huge challenges that we’re facing, and some players are understandably less than enthusiastic about new monetization options with those challenges looming in the background. I summed up our thoughts about this issue this way. Needless to say, this will be an ongoing conversation, and we’re going to just have to learn how to improve things further by listening . On Limb Penetration Context In PUBG, bullets to non-vital body parts like hands, arms, and legs deal less damage than shots to other body parts. The match behind this comes down to basic percentages. Shots to the hand and palms deal 30% damage. Shots to the forearm deal 50% damage, and shots to the upper arm deal 60% damage. One side effect of this system is that sometimes a player’s arms can block otherwise deadly shots to the head or torso, limiting your damage output in a somewhat frustrating way. We’ve discussed a solution to this problem before, but until now we haven’t revealed our specific plans. Our Latest Response I caught up with one of our design leads earlier this week to talk about the solution his team has developed for this problem. Once our solution goes live, it’ll work this way: When bullet hit an arm or a hand, the game will automatically check to see if there’s any body part behind the limb in the bullet’s trajectory. If there is, the game will check to see how much damage the incoming bullet would do if it hit that part instead. The system will then apply the higher number of the two. We’re not applying this system to legs—only arms, forearms, and hands. End result: even if your arm somehow blocks your face, you’ll still get shot in the face. Unfortunately, we aren’t quite yet sure when we’ll be able to ship this feature. It sounds like it should be simple, but the TL;DR is that we want to make sure it’s not interacting weirdly with our other systems before we ship it. Stay patient with us and we’ll get it all worked out. On Dynamic Weather Context The history of weather (fog/rain/etc.) in PUBG is complicated. At one point before launch, you could be randomly dropped into matches that were either foggy or rainy for the entire game. We weren’t entirely happy with that system, so we ultimately removed it (to a very mixed response). However, beginning with Sanhok’s early testing phases, we began experimenting with a dynamic weather system that changes the weather throughout the course of each match. Players have generally responded very well to this system, and many have asked whether we plan to eventually bring the system to other maps. Our Latest Response A few days ago, PUBG Corp. designer /u/PUBG_Meta [+3] left a very succinct response to this question that made some of you pretty happy. On Our Plans to Continue Making PUBG a Better Game Context Earlier this week, we announced a Steam sale to celebrate some very big sales milestones. A few players commented on this line from the post: Our Latest Response I posted this response earlier this week, but I want to share it again here, because I think it’s helpful to understand how we’re thinking about our longterm plans for PUBG: THAT’S ALL FOR TODAY There’s a lot more we couldn’t cover today because of the all-consuming launch of Sanhok. We’ve got a lot of work to do to make sure both the launch of the Event Pass and the map launch are going well. Still, we hope you guys find this useful and want to see more communication like this going forward! As always, we’ll continue engaging in the comments of your threads every weekday in the meantime.
  5. Hi friends, This post is an experiment: It's an end-of-the-week summary of the highest-level feedback we've gotten from all of you in the PUBG community along with responses addressing that feedback. It's NOT intended to be a comprehensive final answer for every single question or complaint posted in our communities—that wouldn't be possible. For many issues, the answer simply has to be "we’ve got no updates to share." However, we are going to be giving a lot of updates on issues the community is concerned about and sharing whatever we can. This is just an experiment for now, but if it goes well, we'll strongly consider doing it every Friday. Let's jump in. Note: This post will mostly focus on PC, but we’ll also consider doing a more Xbox-focused post depending on the reception of this one. KNOWN ISSUES PC Known Issues (Last Updated 6/8/2018) - https://forums.playbattlegrounds.com/topic/172144-known-issues-updated-06082018/ Xbox Known Issues (Last Updated 6/12/2018) - https://forums.playbattlegrounds.com/topic/175154-known-issues-updated-6122018/ OFFICIAL PUBG CORP. COMMUNICATIONS June 8 - PUBG Global Invitational 2018: Introducing the Chinese Teams June 10 - All the PUBG Announcements From Microsoft’s E3 Press Conference June 11 - Sanhok Testing Round 4 Has Ended June 13 - Event Mode: The Return of War Mode - One Shot, One Kill June 14 - Dev Letter: A Look Back at Sanhok Testing COMMUNITY ISSUES AND THE LATEST RESPONSES On Using Store-Bought Assets In PUBG Context: For some time, there’s been a rumor that all of PUBG’s maps are either outsourced or entirely built using store-bought assets. Players generally would like to know more about how our art team thinks about the value of external art and how we actually do use it in our game. The Latest Response: Earlier this week, I had a long conversation with one of our lead artists, Dave, about this subject. He shared a lot of really interesting information about the development of each of our maps and how our usage of external assets has changed over time. For those of you who are interested, the full post is here. On Map Selection Changes Context: In this week’s dev letter, we announced that in order to keep matchmaking for our existing queues healthy, we’ll have to change the way map selection works in PUBG. Read the full post for details, but the TL;DR is that we’re limiting it by sorting maps with different playstyles into “playlists.” Since the announcement, many players have expressed dismay and confusion about why we can’t support full map selection for more than two maps. The Latest Response: Some of you have proposed suggestions for alternate ways of handling map selection, so below I want to address those and explain more about why we’re going with the announced solution. The key problem to understand before jumping into the details is that with just two maps, the game currently supports 12 separate queues for each region. The math breaks down like this: (2 maps X 2 perspectives X 3 squad sizes). If we were to both launch another map and keep our current map selection design, we’d have 18 separate queues when Sanhok launches: 1) SOLO - TPP - ERANGEL 2) DUO - TPP - ERANGEL 3) SQUAD - TPP - ERANGEL 4) SOLO - FPP - ERANGEL 5) DUO - FPP - ERANGEL 6) SQUAD - FPP - ERANGEL 7) SOLO - TPP - MIRAMAR ?DUO - TPP - MIRAMAR (please note, instead of the number 8 we prefer to use the cool boy emoji) 9) SQUAD - TPP - MIRAMAR 10) SOLO - FPP - MIRAMAR 11) DUO - FPP - MIRAMAR 12) SQUAD - FPP - MIRAMAR 13) SOLO - TPP - SANHOK 14) DUO - TPP - SANHOK 15) SQUAD - TPP - SANHOK 16) SOLO - FPP - SANHOK 17) DUO - FPP - SANHOK 18) SQUAD - FPP - SANHOK You can see how this gets complicated fast. Sure, some people would be queued up for more than one of those 18 possible queues at a time, but we’d still have big problems on our hands. Even in heavily populated regions, some of these queues would almost certainly fall over. That said, many of you have rightfully pointed out that there are some downsides to consider with our current solution for the problem, so let’s take some time to talk about the pros and cons. OUR CURRENT SOLUTION Maintain 12 separate queues by combining Erangel + Miramar into one queue (called a playlist) and separate Sanhok out into a separate queue. Pros: Maintains the current health of our queues for all regions, doesn’t destroy matchmaking times, groups the 8km x 8km maps together and clearly marks Sanhok out as a separate experience (called “Mini Royale”), sets a solid precedent for the way we’ll organize maps after we launch more maps, and allows players to guarantee they’ll be able to play Sanhok whenever they want (very important especially just after we launch it). Cons: Players who want to only play on Miramar or only on Erangel no longer have that choice. Increased likelihood of hot-dropping or queue-dodging for those players. Okay, now just for the sake of argument, let’s talk about the pros and cons of two of the alternate solutions that the community has proposed. COMMUNITY PROPOSED SOLUTION 1 Allow players to choose one map they don’t want to play on, and exclude that from matchmaking. Players would then be required to queue up for two other maps of their choice. Pros: Allows you to always avoid playing on one of the three maps if you just really hate one of the three, isn’t as damaging to queue times as full map selection, slightly reduces likelihood of queue dodging Cons: More damaging to queues times than our current solution because it splits up map-based matchmaking into more than two groups (even after accounting for overlap effects), creates more problems when we add more maps in the future (would you still only exclude one map?), players can’t guarantee they’ll be able to play on Sanhok when they queue up (very important especially just after we launch it). COMMUNITY PROPOSED SOLUTION 2 Allow full map selection but dynamically turn off low-population queues to push players into fewer queues. Pros: Most of the time you’d (probably?) get to play the exact map and mode you wanted depending on your region and the time of day, greatly reduces likelihood of queue dodging Cons: Potentially kills off queues that would otherwise work fine albeit with low populations (a big concern for smaller regions), limits your choice on perspective and ability to play with friends (could kill FPP entirely in many regions), creates the false expectation that we’d always be able to support full map selection even after adding more maps, very complicated and unpredictable effects on matchmaking times The point of all this is to show that while there are other possible solutions than the one we’re currently going with, we’ve thought seriously about them and their trade-offs. That said, please continue the conversation in the comments—it’s possible there are other possible solutions out there with pros and cons not listed here. Although Sanhok will launch with the announced solution in place, we’re eager to develop a solution that works well for everyone even as we continue to add maps. On Much-Needed Matchmaking UI Improvements Context: Many of you have pointed out that we should include more information in the UI when players are matchmaking. Suggestions include expected queue times, information about how full your match is, etc. The Latest Response: The devs agree that there’s some improvements we can make. Although there’s no specific timeline or details on this stuff yet, we hope to share more in the near future about matchmaking UI improvements. On No MMR Matchmaking In Sanhok Context: We announced in this week’s dev letter than we’re turning off MMR matchmaking specifically for Sanhok. The reasoning is included in that letter, although the basic idea is that we think it’ll make the map more fun and casual, as befits its smaller, faster-paced playstyle. Some players have expressed concerns that this will negatively affect their experience on the map. The Latest Response: There’s no real update on this from our side yet. It’s expected that some players will overestimate the impact that this change will have. We’re mostly waiting to see how things pan out once we launch the map. On OCE’s FPP Matchmaking Issues Context: For quite some time now, certain FPP queues in OCE have suffered from extremely long or even infinite matchmaking times. Solo FPP in particular seems to be the biggest problem, but players have reported issues in FPP Duos and FPP Squads as well. The Latest Response: Unfortunately this turns out to be a pretty complicated problem—but it comes down to low population and too many queues. OCE is one of our tiniest regions, its players favor TPP over FPP, and there’s often just not enough people in the matchmaking pool for the FPP modes. Although we still haven’t fully confirmed this plan, the devs believe that turning off FPP Duos at the same time that we launch Sanhok should solve the problem. Turning off more (or other) queues is an option as well, but there’s no question that trade-offs will have to be made, and some players are likely going to be unhappy with our solution. The important context to understand here is that we’ve already turned off FPP Duos in other small regions, and that has had the expected positive effect on matchmaking there. We hope to have a more detailed update about this problem and our intended solution within a week. Either way, we’re going to do whatever it takes to fix the problem. On Ping-Based Matchmaking Context: Ping-based matchmaking is a system we added to the game in February of this year. Essentially, this system tries to divide the matching pool by grouping players with low ping together with other low-ping players, and high-ping players with other players with high ping. In effect, it’s a form of very soft region-based matchmaking which makes it less likely you’ll be grouped with players from other countries (or players who simply have much worse or better internet than you). It doesn’t fully prevent matchmaking between players with wildly varying ping, but it makes it less likely. Recently, some players have become convinced that ping-based matchmaking has been turned off. As evidence, some have shown that they can reliably get into matches with players from far away places. The Latest Response: I spoke with the devs about this issue, and they confirmed that no changes have been made to ping-based matchmaking. It’s important to understand that ping-based matchmaking doesn’t prevent people with bad ping from playing on any given server. Instead, it prioritizes players who have good ping, and deprioritizes those who don’t. Especially if there’s a low population in any given queue (say, for instance, it’s FPP Duos on Erangel only at an off-hours time like 3am) then ping-based matchmaking isn’t going to make as much of a difference as it would when given a bigger matching pool. This might explain why the system isn’t as always as effective as you might expect. OTHER POPULAR TOPICS These are things that we don’t have updates for today. We’ll be chatting more with the devs to see what, if anything, we can share about these topics in the future. Please note it may end up that many of things can't yet be publicly addressed for one reason or another. If that's the case, we'll tell you. But we’re listing them here to acknowledge you're asking about it. Optimization Network Performance Anti-Cheat Bullet penetration Limb penetration (arms blocking too much damage, etc.) Region locking Practice range Ongoing changes to circle dynamics What do you want to hear more about? Let us know whether we should keep doing posts like this! Thanks to /u/Sveenix [+1]for inspiring the idea.
  6. Hi everyone, At Microsoft’s E3 Press Conference earlier today, we announced some exciting new content coming to all versions of PUBG later this year. Watch the full teaser from the conference below, then read on for a little extra context: The ballistic shield is a new tool for setting up cover points for when you’re in otherwise exposed territory. It can be used simultaneously with sidearms, smgs, melee weapons, and throwable grenades. The shield takes a primary weapon slot, and is especially powerful in squad-based combat. Shield-bearers can act as the vanguard for their team, pushing forward under cover while their teammates safely attack and move forward into better positions. The ballistic shield will first be introduced in War Mode for PC and Xbox later this year. Now, let’s talk about that snow map. This map is currently very early in development, and we’re aiming to bring it to both PC and Xbox One this winter. Expect to see some new mechanics built around the snowy terrain. Soon we’ll also have more news about our fast-approaching third map, Sanhok. We’re proud to announce that it’ll come to PC on June 22, and to Xbox in late summer 2018. Finally, we want our Xbox One players to know that improving optimization and stability is a top priority for our team. Our next patch will be focused on reducing crashing and improving performance. We are committed to transparency and frequency about improvements to the game—watch this space for news and updates. That’s all for now! See you on the battlegrounds.
  7. Hello everyone, The Xbox Test Server is coming back for one more round starting just over 12 hours from now! The latest update will be downloadable starting very soon. Here's the official start date for testing: UNITED STATES, PDT: 5/18 8am EUROPE, CEST: 5/18 5pm We'll reveal the end date and a big pile of patch notes whenever the servers go live!
  8. UPDATE (5:02pm KST): Leaderboards are again active, and stat tracking is working as normal. Heads up that some stats (from games played while the leaderboards were down) may not be saved. Look forward to information about a new season soon. _____________________________ Hi Xbox players, On May 3rd 1:00pm (PDT) / 10:00pm (CEST) an unexpected issue occurred involving the career and leaderboard menus. Both menus are currently under maintenance and have been made unavailable to our players at the moment. We are currently looking into the cause of this issue and will try to get the career and leaderboard services available again ASAP. We apologize for the inconvenience, PUBG Xbox Team
  9. Hi folks, Since we recently verified some optimization and performance improvements on the recently launched on the Test Server, we’re now ready to bring these over to the live server. PATCH TIMING: May 2, 1am PDT / May 2, 10am CEST / May 2, 5pm KST PATCH CONTENT: These optimization and performance improvements have been proven to be effective on the PUBG test server, so we’re bringing them over to live servers now. The free-fall and parachuting process has been optimized, leading to performance improvements during the initial stages of each game. World loading has been optimized. “Play-doh” and interior prop pop-in effects have been improved. Movement data for nearby but out-of-sight players is now handled in a more efficient manner, resulting in general performance improvements. Similarly, when nearby but out-of-sight players equip or unequip items, this process is handled in a more efficient manner. This helps with performance and crashes throughout the game. The inventory has been optimized, improving response time when opening it and solving some crashing issues. Uninhabited boats and vehicles were causing some performance issues, and we’ve resolved this issue. KNOWN ISSUE: After long play sessions (three or more hours) on the standard Xbox One and the Xbox One S, the game sometimes crashes. This has been a problem for some time, and we hope to solve it soon. In the meantime, there’s a simple workaround you can use. Simply restart the app every couple of hours if you plan on playing a longer play session. TEST SERVER NEWS: Soon we’ll announce more details about our plans for additional testing on the Xbox Test Server. Stay tuned! Love, The PUBG Xbox Team
  10. PUBG_Riggles

    Adjusting Test Server Queues

    Hi folks, Recently we added an EU server to the test client. As a result, matchmaking times for certain queues started to suffer. To solve this, we have adjusted some of queues to consolidate the matchmaking pools. The available queue types are as follows: NA: Solo/Squad FPP/TPP EU: Solo/Squad FPP AS: Solo/Duo/Squad FPP/TPP We'll let you know if we make additional changes!
  11. About a month ago, we announced plans to temporarily add player-created graffiti to PUBG’s buildings as a way to celebrate the one-year anniversary of our launch on Steam Early Access. We got tons of incredible submissions as part of the Graffiti Contest, and today we’re finally ready to reveal the three winners from the NA region: @JourneyJonesy @wwwjiayu @Hefach The above art will appear alongside submissions from 23 other graffiti contest winners from other regions. The art will appear starting soon on the Test Server, and will remain on live servers for about a month. Here's the full collection of winning graffiti: Thanks so much to everyone who entered!
  12. Hi everyone, As you all now know, we’ve been doing everything possible to root out cheating from PUBG. The ultimate goal is to create an environment for players that’s completely safe from hackers and cheaters. We take cheating extremely seriously. Developing, selling, promoting, or using unauthorized hacking/cheating programs isn’t just unfair for others playing PUBG—in many places, it’s also against the law. We’ve upgraded our security measures, improved our anti-cheat solutions, and recently even added a new anti-cheat solution on top of all that. In the meantime, we’ve also been continuously gathering information on hack developers (and sellers) and have been working extensively with multiple partners and judicial authorities to bring these people to justice. Earlier this month, on April 25th, 15 suspects were arrested for developing and selling hacking/cheating programs that affect PUBG. It was confirmed that malicious code, including Trojan horse software, was included in some of these programs and was used to steal user information. Here’s some translated information from the local authorities we worked with on this case: The longstanding rumor that hacking/cheating programs extract information from users’ PCs has been confirmed to be true. Using illegal programs not only disrupts others, but can result in you handing over your personal information. We’ll continue to crack down on hacking/cheating programs (and their creators) until our players are free to battle it out in a totally fair environment. Thanks for playing, PUBG Corp.
  13. Hi everybody, It’s been four months since PUBG hit Xbox Game Preview and we’ve just released patch #12. Our Xbox team has been constantly working on optimizations and bugfixes, alongside all the features we promised in the Xbox spring roadmap. Today we want to share a little more about the content drops and improvements we’ll be shipping to PUBG over the next couple of months. After extensive efforts, we’ve been able to get Miramar ready for Xbox. Miramar will be coming to test servers before the end of April, and we expect it’ll hit live servers sometime in May. The Miramar test server update will also include new vehicles and weapons, alongside several crucial gameplay optimizations. Here are just two examples: Our art asset streaming process has been optimized. This will somewhat improve the “play-doh” effect on textures and will mitigate interior prop pop-in issues. This will make a big difference in the early phases of each game. Our character movement system was also causing some problems, and has now been optimized. Performance and stability will be better even when many players gather in one location. We expect this to help out the game’s performance past the mid-phase. Expect to also see new and improved designs for out-of-game menus and screens. The update is necessary to prepare our servers for when event matches and custom matches are introduced later on. Finally, improving crashes is our highest priority. Simply put, stability is the most basic element that determines gameplay quality, so we’re taking it seriously and focusing on it with every patch. All of these changes will hit the test server first so we can make sure the above-mentioned optimizations run well before pushing them to live. It's been a significant challenge for our team to bring a massive open world game like PUBG to life on console, and we're working hard to staff up our development resources so we can invest more in the game and the community. The feedback we get from players is great motivation for us, so we want to say: thank you. Thanks for your feedback, your patience and your support throughout this journey. With love, PUBG Corp.
  14. Hi folks, As of tomorrow, Patch #12 will hit live servers. This time around we’ve got some crucial bug fixes and optimizations for various parts of the game. Optimization and Stabilization Partially optimized the vehicle system. The dust effect caused by friction with the ground during driving has especially been optimized, and the vehicle system has been improved in part. Fixed a problem with voice chat that caused some crashes. Grass objects in Erangel have been optimized and will continue to be optimized going forward. Gameplay Fixed a serious bug that caused vehicles to flip or get airtime for no reason. This includes the three-wheel bike. Fixed an issue where under certain circumstances the character would be upside down or seated in a strange position when moving seats while riding in vehicles. Player will receive more damage in a vehicle collision. The heavier the vehicle, the greater the damage inflicted upon the player. Also, players are now more likely to die or be knocked out when colliding with a vehicle running at high speed. The vehicle passenger will receive more damage when the vehicle crashes into an obstacle like a wall or tree. When crashing into something at high speed on a smaller vehicle, such as a motorcycle, the player will take much more damage. Fixed issue causing the 4x scope to be excessively reflective. UI/UX Fixed issue causing certain UI layouts not being properly aligned. Fixed issue of buttons bound to the UI(map, inventory etc.) affecting vehicle operation. Fixed issue of equipment icons not shown properly on the HUD. Fixed issue of LT, RT scrolling not working in the inventory when using controller preset B. Fixed issue of excessive acceleration when the stick is tilted more than a certain angle depending on the R stick acceleration setting. Fixed issue of team member indicators incorrectly showing on the plane Other Bug Fixes Removed collision of discarded magazine on the floor after reloading. Fixed a cosmetic bug that occurred when characters wore certain clothing or shoes. Fixed issue of fonts breaking up in case of certain languages. Scheduled fixes for identified issues When changing the deadzone settings in the lobby, the options screen needs to be opened once again for the settings to be reflected. This issue will be fixed soon. Cosmetics Added a new free crate ("Western Military Crate") that can be earned with BP. Below is the list of items that can you can get from the Western Military Crate Drop Rates. Items Drop rates Tank Top (Gray) 20% Raglan T-shirt (Red/White) 20% Polo Shirt (Pink) 20% Vintage Polo Shirt 20% Military Shirt (Gray) 6.5% Military Trousers (Black) 6.5% Long Sleeved Turtleneck (Black) 3% Utility Belt (Brown) 1.4% Camo Tank Top (Red) 1.4% Military Boots (Black) 0.4% Battle Belt 0.28% Vintage Gas Mask 0.28% Leather Bootcut Pants 0.08% Military Jacket (Black) 0.05% Military Cap (Black) 0.05% Cowboy Hat (Brown) 0.028% Faux Leather Jacket 0.0128% Cowboy Hat (White) 0.0128% Military Skirt (Black) 0.0064% That’s all for this week! Thanks for playing, and please leave your feedback as always! In the coming weeks you can expect some big news and content drops. <3, PUBG Corp.
  15. PUBG_Riggles

    PUBG @ PAX EAST 2018

    Are you attending PAX East this year? PUBG is going to be there in a big way with a ton of activities. We’ll have a few folks from PUBG Corp. around so if you see us on the show floor say hey! Below is our full list of planned events and activities. Keep an eye on the PUBG Twitter for any updates. ALL WEEK PUBG DROP ZONE (Lenovo Legion PC Gaming Lounge) For the entirety of PAX East this year we’ll be hosting the PUBG Drop Zone. Located on the same floor as the Main Expo Hall (Level 0), we’ll have a full 100-PC set-up dedicated to PUBG. Drop in for some casual free play or take on 99 of your fellow PAX attendees in various custom games. Win a Chicken Dinner and you’ll earn yourself some exclusive PAX PUBG swag. Hours (all EST): Open 10am to 11:59pm Thursday through Saturday and 10am to 6pm on Sunday PUBG at the Xbox Booth (Booth #13019) Want to get your hands on PUBG for Xbox One? Hit up the Xbox booth all weekend where we’ll have 20 consoles for PUBG. If you stop by and play, you’ll pick up even more sweet swag and have the opportunity to see a very special deadmau5-PUBG inspired helmet up close. The Xbox booth is located in Hall A at Booth #13019. THURSDAY Storytime Session with Brendan “PlayerUnknown” Greene (Main Theater - 10:30 AM EST / 7:30 AM PDT) Kick your PAX East off with PUBG as Brendan Greene AKA PLAYERUNKNOWN opens the show with the story of his journey from mod creator to creative director of PUBG. This will be in the Main Theater of PAX East at 10:30am PDT. Aren’t attending PAX? Catch the live stream of the panel here: https://www.twitch.tv/pax More information: http://east.paxsite.com/schedule/panel/storytime-session-with-brendan-playerunknown-greene SATURDAY PLAYERUNKNOWN’S BATTLEGROUNDS LIVE from PAX East (Main Theater - 1:30 PM EST / 10:30 AM PDT) What happens when PLAYERUNKNOWN, deadmau5, and Xbox Live’s Major Nelson get together to play a live session of PUBG? We don’t know but we’re going to find out this Saturday at PAX! Head to the Main Theater at 1:30pm EST or catch the whole thing live streaming on Mixer and Twitch. More information: http://east.paxsite.com/schedule/panel/playerunknowns-battlegrounds-live-from-pax-east Autograph Session: PLAYERUNKNOWN'S BATTLEGROUNDS (Queue room - 3:30pm EST) Following the panel, PLAYERUNKNOWN and deadmau5 will be hosting an autograph session. Stop by to get an autograph and some PUBG swag! More information: http://east.paxsite.com/schedule/panel/autograph-session-playerunknowns-battlegrounds Maestros of Video Games (Bumblebee Theater - 4:00pm EST) Want to hear from some of the greatest composers in the video game biz, including Tom Salta, composer for PUBG? Hit up the Maestros of Video Games panel on Saturday at 4:00pm EST in the Bumblebee Theater. http://east.paxsite.com/schedule/panel/maestros-of-video-games
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