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PUBG_Riggles

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  1. 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.
  2. 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.
  3. 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!
  4. 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
  5. 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
  6. 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!
  7. 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!
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. Within the next few hours we will open up access to Squads alongside Solo queue on the Codename: Savage Closed Experimental Server. Heads up that adding the extra queue will likely result in longer matchmaking times during off-peak hours. We're also re-opening signups for the test and giving away hundreds of thousands more keys for those who missed the first round of giveaways. More keys are available right now on https://mapbeta.playbattlegrounds.com Along with Squads, we’re also shipping some other changes to Codename: Savage based on early feedback: Increased the item and weapon spawn rates inside residential buildings and small cabins to improve the looting experience along the outskirts of the map. The first blue zone circle will show up right at the beginning of the match so players can plan their strategy before parachuting. Blue zone time adjusted to speed up gameplay during the first phase of the match. Red zone frequency has been lowered There are now fewer explosions inside each red zone. The size of the red zone remains the same. Vans now spawn less often. The two-wheeled motorcycle spawns more often. Motorbikes with sidecars have been removed from Codename: Savage. This update is rolling out now.
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