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  1. 182 points
    Olá jogadores! No primeiro sorteio para o set PGI RINGSIDE obtivemos cerca de 700 participações, queremos agradecer o entusiasmo de todos! Faltam apenas alguns dias para o começo do PGI 2018 na Mercede Bentz Arena em Berlim e como nem todos puderam ganhar, gostaríamos de dar novas oportunidades aos jogadores de obter o set do PGI, RINGSIDE. Para participar os jogadores deverão fazer o seguinte: Responder acertadamente, aqui no Fórum PUBG, à pergunta colocada com a imagem abaixo Colocar, junto da mensagem, o seu nome dentro do jogo para que possamos entregar a recompensa caso ganhe Os jogadores têm até dia 22 de Julho para participar e os vencedores deste sorteio serão sorteados dia 25 de Julho - serão escolhidos 100 vencedores no total. Pergunta Notas Só será considerada uma mensagem por pessoa Todas as mensagens enviadas após o dia 22 de Julho não serão consideradas Reservamos o direito de apagar mensagens que não estejam de acordo com as nossas regras de conduta de comunidade O dia de anúncio dos vencedores poderá ser alterado dependendo da situação Se o jogador não colocar o seu nome dentro do jogo junto da mensagem ou se alterar o seu nome durante o sorteio, ele deixará de ser considerado As skins do PGI RINGSIDE SET não podem ser transacionadas no mercado Steam Estamos ainda a preparar outros eventos relacionados com o PGI e existirão mais oportunidades para todos participarem e ganharem, fiquem atentos! PUBG Corp.
  2. 96 points
    Hey everyone, We’re excited to let you know that PTS is back with a ton of content for you to test out before Update #18 hits the live servers! Below are the patch notes for your review before you jump into the PTS. Be sure to read up and help us test out all of this new content - we’ll be keeping an eye on your feedback and bug reports! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Schedule: PDT: August 12 7PM (Downloadable at 5PM) CEST: August 13 4AM (Downloadable at 2AM) PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. Gameplay Bullet penetration system is now applied to forearms. When a bullet hits the forearm of the character, it will penetrate following its ballistic trajectory. The result will be different depending on whether the forearm is blocking more vulnerable body parts. When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only. If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied Forearm penetration is disabled for shotguns When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat). UI/UX Weapon attachment management when replacing items has been improved. Removed or replaced attachments will now drop onto the floor if there is no room in your inventory. When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory. When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor if there is no room in your inventory. Colorblind settings have been improved. The following colors now change according to the selected colorblind type. Scope and reticle colors Blood Supply Crate Smoke Markers placed on maps are now numbered, so color is not the only way to distinguish them. Eliminated teammates can now place markers on the map. Kill feed now displays personal knock-outs. In Squads, when the last surviving teammate accidentally disconnects, all teammates will receive rewards up until the point of disconnection. If the disconnected teammate is able to connect back into the same match and gets a higher score, all teammates will receive updated rewards. World Dynamic weather has been added to Erangel and Miramar. Erangel: Overcast Miramar: Overcast, Sunset Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game. Erangel has received some improvements. Small clusters of houses have been added to some areas of Erangel. More tactical landscapes have been added near the river. Added trees in the open area surrounding the Sosnovka Military Base. Miramar has received some improvements. More dirt roads have been added for better vehicle effectiveness. Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness. Spectate Mode When spectating a player, their aiming movement is now more in sync with the spectator view. To give an example, we’ve improved situations where it appears players are shooting far behind moving targets, when in fact on their screen, they're shooting directly at them. Performance Smoke and flames from vehicles have been optimized to improve frame rate. Server performance has been improved by adjusting the replication rate. Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player. We expect approximately 15% increase in server performance. Network code has been adjusted to slightly increase server performance. Optimized CPU performance by improving the graphic rendering function. Optimized GPU resources to lower GPU burden and improve performance. Optimized attachment related rendering resources to improve performance. Optimized fog to increase performance. Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance. Optimized grass assets to reduce memory resources used and improve performance. Optimized the physics calculation of moving boats and moving vehicles on the beach. Sound Decreased the volume of vehicle sounds for players inside vehicles in FPP mode Bug Fixes Settings will now be stored in online storage - Your settings will be saved even if there’s a new patch. Fixed an issue where destroying doors with frag grenades or molotovs did not display debris. Fixed an issue where a frying pan and a weapon could be held at the same time. Fixed an issue where spectating in FPP showed inaccurate character locations. Fixed an issue where leaning was possible while in an emote animation. Fixed an issue where two players moving in a small space could sometimes get stuck. Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times. Fixed an issue where reticle settings would be reset when the weapon was dropped and picked up again. Fixed an issue where the spectating camera would look through a character when the game finished. Reduced the chance of players encountering situations where opponent's weapon floats in the air. Fixed an issue where throwables could pass through character models. Fixed an issue where voice chat UI would always be displayed when using killer spectating function under certain conditions. Fixed an issue which prevented players from changing the red dot reticle when using an SMG. Fixed an issue where the stun effect from the stun grenade was weaker than before. Fixed an issue where the camera angle rotates up to 180 degrees up/down in FPP and TPP mode when freefalling. Fixed an issue where some weapons could be seen through when a character is moving right while in ADS position and lying down. Fixed an issue where there was replay related text shown in the report pop-up window after dying. Fixed an issue where sprinting would stop when moving at a certain angle with the L-Stick. Thanks to everyone who helps us test out new content and features on the PTS! With your help, feedback, and bug reports, we’ll be able to track and hopefully squash any issues before the update hits the live servers. Thanks, The PUBG Xbox Team
  3. 86 points
    Hello everyone, Mark your calendars for September 4, 2018: The Xbox 1.0 Launch is officially on the horizon! After 9 months of active development alongside our passionate community, PUBG on Xbox is leaving the Game Preview phase and going into Full Product Release. What does this mean for our players? Well, for one, we’re adding in a TON of new content that so many of our players have been asking for: New Map: Sanhok Inspired by the islands across Southeast Asia, Sanhok is a 4×4 compact battleground. Along with the new map, we will introduce all-new weapons and vehicles for our players to enjoy. New Mode: War Mode War Mode is a deathmatch-style gaming experience where players hunt each other in a static zone, respawning in planes that intermittently fly by if you’re killed. Teams get points for knockdowns, kills, and for reviving teammates, and the team that reaches the points goal, or has the highest points when the match timer ends, wins the battle. War Mode will only be available on select weekends and as standalone events. The first War Mode matches will start in mid September, so stay tuned for more news! Achievements are officially being added to the game with the 1.0 launch. The introduction of in-game currency to purchase cosmetics. Event Pass: Sanhok, which will allow players to earn tons of permanent rewards through missions and leveling up. We will share more details about these products and some of the other cool content you’ll be able to unlock closer to 1.0 launch. The above is just a quick overview of the new content you can expect in 1.0. We’ll have more videos and articles in the coming days to take you in-depth and prepare you for what’s to come. And last but not least… is it truly a launch celebration without free skins?! As a thank you those who have supported us the last 9 months, we have an upcoming event planned to give away some exciting, exclusive skins. The event is specifically for our Game Preview players, and we’ll share more news soon on how to redeem your rewards. Starting September 4, all current players from Game Preview and new players who purchase the game digitally will receive the Xbox #1.0 Set and Xbox Drop parachute skin. These items will be available for one month only ending on October 4, 23:59UTC Xbox #1.0 Set + Xbox Drop And to celebrate the full product release of PUBG’s retail disc version, players who purchase the disc version will receive the Xbox #1.0/99 Set, an exclusive collection of clothing and accessories inspired by Xbox brand colors. Xbox #1.0/99 Set We’re also excited to announce the Xbox Wireless Controller – PLAYERUNKNOWN’S BATTLEGROUNDS Limited Edition, which is available for pre-order beginning today and starts shipping to retailers worldwide on Oct. 30 for $69.99 USD. The controller will ship with exclusive DLC themed on the controller design – we will share more details about this in the weeks to come. From the bottom of our hearts, we’d like to thank everyone who has supported and stuck by us for the last 9 months. We are so proud to be building our game with our players and could not have come this far without you. Here’s to more chicken dinners in 1.0! Thanks, PUBG Xbox Team
  4. 84 points
    Hello everyone, Our latest PTS patch is ready to push to live servers! Thanks to everyone who participated in the PTS testing process. The issues that we fixed were in no small part thanks to your feedback and reporting. We also want to thank everyone for their patience while we continue to improve performance of the game. Even though today’s patch is more content focused, we will continue to make game performance the best we can. As always, we are closely monitoring our community, so please continue to provide your feedback on the game! Now, onto the patch notes! Schedule: PDT: July 17th 1AM (2 hour maintenance) CEST: July 17th 9AM OC and AS Server Merge In an effort to improve matchmaking times, the OC and AS servers will merge to become OC/AS. The server will be located in Australia, so players in the OC region shouldn’t notice much of a change in performance. Leaderboard Reset We’re resetting the Leaderboard with the new patch! After the reset, the new Leaderboard will need to populate new statistics of at least 1,000 players, so it may appear to not have results for a short time. Weapon & Item Balance Weapons Pistols Increased the damage of the P92, P1911, P18C, R1895, and R45 Shotguns Increased effective range Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before) Increased limb shots modifier (shooting limbs now does more damage) Slightly decreased the damage of the S686 and S1897 Reduced pellet spread Shotgun chokes can now be attached to the sawed-off SMGs Adjusted SMGs to be more effective in short range combat Increased limb shots modifier Slightly increased the damage of the Micro UZI, UMP9, and Vector Decreased vertical recoil on all SMGs Decreased recoil and scope sway when moving in ADS (aiming down sights) Increased ADS transition speed To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same). ARs Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations. Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416 Increased reload time by 30% for the SCAR-L, M16A4, and M416 Increased reload time by 10% for the AKM Increased vertical and horizontal recoil for all ARs except the AKM Decreased recoil recovery rate for all ARs Restricted big scopes (8x and 15x) for use with all ARs Modified recoil animations for all ARs First shot (including first shot after recoil resets) from the M16A4 now has less recoil. DMRs Increased head, body, and limb shot modifier Decreased the damage of the SKS Slightly increased the damage of the VSS and Mini14 Increased vertical and horizontal recoil for all DMRs Decreased the recoil recovery rate for all DMRs Added new recoil animations for all DMRs Increased world spawn rate of DMRs. DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments SRs Decreased basic damage of the M24 from 88 to 79 M24 will no longer dropped in care package. It spawns in the world Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages Other guns Slightly increased the damage of the DP28 and M249 Restricted big scopes (8x and 15x) for use with LMGs (DP28, M249) Reduced crossbow reloading time from 4 seconds to 3.5 seconds Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath. Weapon sway when moving is now also reduced by the cheek pad attachment Cheek pads now help you recover from weapon sway more quickly after moving Other Item Balance Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package) We’ve reduced the spawn rate for AR extended quickdraw magazines Adrenaline syringes now spawn (rarely) alongside normal loot in the game world Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed. Gameplay Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments. New Weapon Added the SLR The SLR spawns alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.) The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively. New Vehicle The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway. New Attachments Duckbill - A new attachment for shotguns (S1897, S12K). It decreases vertical pellet spread but increases horizontal bullet spread Attachable to S1897, S12K Light Grip - It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%). Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS, Vector) Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS) Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS) Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item. Throwables Improvements have been made to throwables (frag grenades, stun grenades, and molotovs). Weight changes Frag grenade: Increased from 12 to 18 Molotov cocktail: Decreased from 18 to 16 Smoke grenade: Decreased from 16 to 14 Stun grenade: Decreased from 14 to 12 Increased frag grenade damage and effective range Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m. Stun grenades’ blinding effects have been improved First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion The maximum effective range of stun grenade has been increased to 20m Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away). Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds. Characters blinded by a stun grenade now cover their faces. This is a new animation. Spectators are now also blinded when spectating someone hit with a stun grenade Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked. You’ll now be unable to ADS while blinded. Molotov cocktails now have new effects and their damage has been increased. Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage. Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second. After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds. You’ll now be unable to ADS while taking burn damage. Flames now spread further along wooden surfaces in houses Flames from Molotovs spread further if another Molotov is thrown on top of the flames. A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands. Character Movement We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed. We’ve removed the first shot delay when your character is not sprinting Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received. Boat and Swimming Adjustments Boats now sink when destroyed We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater. We’ve decreased the maximum submersible time from 35 to 15 seconds Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second) We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath) The Blue Zone indicator bar located above the minimap has been improved Others On Erangel, all windows with bars have had the glass removed. Added 26 graffiti images to buildings in Erangel and Miramar. Added advertisement banners for PGI (PUBG Global Invitational) to buildings and billboards on Erangel and Miramar The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed. Spectators can also watch the winning player or team celebrate To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue UI / UX A marker has been added to the map that allows players to check the flight path of the plane. The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination. Added a UI message showing when healing items can’t be used. Improved the in-game minimap The mini map now dynamically zooms in or out depending on the character's movement speed, enhancing your ability to see what’s around you. You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change) Performance We’ve improved the character model rendering process to prevent some small frame drop issues. We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby. We’ve made some improvements to our network code to reduce network latency. Character data calculated radius has been reduced to increase server and client performance. Bike animations have been optimized. Asset/Building loading in Miramar has been optimized. Smoke effects (Smoke grenade, care package, etc.) have been optimized. Parachuting animation has been optimized. Level streaming has been optimized - rendering during the early stages of the game will be faster. Once again, thanks to everyone who helped us test this big patch on the PTS or who continue to provide feedback on the game. You’re all helping us to make this game better, so please continue to share your feelings and experiences with us. Thanks, PUBG Xbox Team
  5. 81 points
    Hello everyone, We are back with another Community Weekly Post. This week, we deployed a hotfix to add analog movement alongside other new features and fixes. After the hotfix was deployed, we were made aware of a few issues with the new features that we’ll be addressing next week in a new hotfix. Thanks to everyone who sent in their feedback on these new issues! Read on for what we’re addressing in this new hotfix. Loading into matches Players have reported experiencing a number of issues while trying to load into matches. Some players have experienced very long waiting times while getting into matches, with some even reporting that they would be kicked to the dashboard after waiting on the loading screen for a long time. Other players have had the ‘lost connection to host’ message pop-up while loading into the game. In most of these cases, when players would reconnect back into the match, they would see their character already parachuting down after being dropped out of the plane at the end of the flight path. These issues result in players not being able to see the in-game lobby, the match start countdown, or choose where to deploy over where the plane kicks them out. We’ve determined that this is due to the large amount of players being in a single area in the pre-game lobby. The amount of resources needed to be loaded is too high for the console to handle before the player is put into the pre-game lobby. The loading is taking so long that players aren’t fully loaded in until after the plane drops them at the end of its path. We’re working to fix this by repackaging the files that need to be loaded together closer to each other to better optimize loading times. We’re conducting tests as we speak and loading times have already significantly improved. Analog Movement While players like the implementation of the new analog movement, there is still some work to be done. With analog movement, sprinting diagonally using L-stick became much more difficult. In addition, characters run at maximum speed when sprinting in a straight line, but when sprinting diagonally with the L-stick, run speeds were only 80% of the maximum. The 80% window was much wider before the implementation of analog movement and used to be approximately 45 degrees on each side for 80% sprinting speed to work, making it easy to control. With analog movement, characters only have about 20 degrees on each side to reach the 80% speed. This is difficult to control as analog movement has a much wider range of degrees the player can run at and if the character goes past the 20 degree angle, the speed would decrease even further. This has affected players who use the zigzag running method to dodge bullets and make it harder for enemies to pin them down. Running in a zigzag pattern is a core strategy for many, so we want to maintain its effectiveness. We’re increasing the angle for 80% speed to improve the feel of analog movement, while making the “zigzag” strategy easier to use again. One thing that will be different is that when you try and change the sprinting direction rapidly in a wide angle, your character will momentarily slow down, as doing so in real life would probably break your tendons. Other Priorities With the above issues being resolved in the next hotfix, we’re focusing on fixing these four main issues: Footstep and vehicle sound not being able to be heard sometimes Desync Increasing Frame rate across all Xbox versions (OG/S/X) Not being able to drive vehicle sometimes Thanks everyone for your feedback! We wouldn’t be able to address these issues nearly as well without your reports. We appreciate your passion for the game and with your help will continue to improve the game every week! Thanks, PUBG Xbox Team
  6. 73 points
    Hello everyone, We’re back with another Xbox community update and this week, we’ll be going over some new features coming to the game, going over some issues addressed this week, and also taking a look at some of next week’s hotfix. Let’s get started. Analog Movement Analog movement has been a popular request for a very long time and we’re very happy to announce that it will be patched next week with the hotfix. The current movement system resembles playing with a keyboard, where the character is only able to move in 8 directions. This restricted character movement freedom to only 45 degrees between each direction. With the introduction of analog movement, players will be able to move freely in 360 degrees with the left stick on the controller. We’ve prepared a short video to fully show the difference analog movement will bring to the game. Once analog movement has been implemented, we’ll need your feedback on it. Let us know how it feels and how it can continue to improve once the hotfix has been applied! PUBG Official Club We’re introducing the PUBG Official Club, a new messaging platform for a wider audience, launching at the start of August. It works similarly to the hubs you’re familiar with, but with the added benefit of official posts from us. You will be automatically joined if you have a record of playing PUBG on Xbox, and it should be easily accessible for everyone. The posts made will be shown on the dashboard and will include space for comments to interact with the devs or your fellow players. We’ll continue to post our announcements on other channels as well, but the PUBG Official Club should help improve visibility without having to seek out posts. Ban A few patches back, we introduced a reporting system for teamkilling. A big thank you to everyone who has been proactively reporting after being intentionally killed by a teammate. While a system like this doesn’t work well with automatic bans, we’ll be looking at cases and issuing out punishments in the following ways. Times Banned Ban Duration 1st 1 Day 2nd 3 Days 3rd 7 Days 4th and onward 15 Days We have a similar plan for solo players who team up and we’ll update you as soon as our plans are closer to being put into action. We’ve also had some reports regarding players using illegal programs. We’re investigating internally and have also sent this information to the Xbox team. We take these issues very seriously and will not tolerate players interfering with the game’s system to break balance and harm user experience. Players who use any type of illegal programs will face permanent bans on the account and device level. If you suspect a player is using these types of programs, please let us know and we will investigate. Desync Players are reporting continued instances of desync. We’re looking at all possible causes of this issue, including the technical side of our build. While we research, we’re planning on implementing a ping based matchmaking system so people with similar pings get matched with each other in an effort to reduce instances of desync. In addition, we strongly advise players to play on servers closest to their geographical location for better matchmaking and for better gameplay. And speaking of regions, in the recent patch, we merged the Asia and Oceania regions. The name of the new combined server was meant to be OC/AS, but it is currently shown incorrectly as just Oceania. We will change the name of the server to OC/AS as was originally intended. Upcoming Hotfix We’ve already discussed the upcoming analog movement addition, but we’d like to quickly go over a few of the other upcoming changes. We’ll provide more detail on these when we release the hotfix patch notes. - Overall world loading and level streaming improvements. - Detailed textures will load up faster on Xbox One X. - Improved footstep sounds when on sand. - Fixed a bug where loot boxes would not show after a player has died. - Fixed crashes in certain situations. - Optimized scoping. Thanks for your continued feedback and support. Keep an eye out for this week’s hotfix and we’ll be back next week with another Xbox community update! Thanks, The PUBG Xbox Team
  7. 66 points
    Hey everyone, The day we’ve all been looking forward to has finally arrived. PUBG on Xbox is officially graduating to 1.0! The official PUBG 1.0 launch brings more quality of life and optimization improvements, in addition to tons of new content for everyone to enjoy. Our third map-Sanhok, achievements, Event Pass, and much more are being implemented to the game as you wait for live servers to come back up. Check out the patch notes below to get a deeper dive into what’s coming with 1.0 before you jump in and explore all of the new content! NEW MAP: SANHOK Added a new map: Sanhok (pronounced “sah-nok”) Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players. Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below. Performance Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements. Gameplay Weather in Sanhok changes dynamically. Players can throw apples while waiting to board the plane in the in-game lobby. Redzone The redzone is smaller and shorter-lasting on Sanhok. The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone. Bluezone Bluezone on Sanhok has shorter waiting times and longer travel times. The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size). Spawn Balance The item spawn rules have been customized on Sanhok to get you equipped for battle faster. ARs, SMGs, and DMRs are spawned more often. 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages. In-game lobby Everyone will receive 20 apples in the in-game lobby which can be thrown around freely. Practice your throwing skills while you wait for the game to be started! New Weapons QBZ The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds. QBU  The QBU is a new, Sanhok-exclusive DMR with a standard magazine of 10 rounds of 5.56mm ammo, which can be increased to 20 with an extended magazine. There is bipod attached to QBU—it will greatly reduce recoil when you shoot while prone. New Vehicle: Rony The Rony is a new pickup truck that can only be found on Sanhok (from the automaker that brought you the Mirado)! This truck holds up to 4 passengers and excels at moving across Sanhok's hilly landscapes. The Rony is one of the larger vehicles on Sanhok, so it can be used for cover as well as transportation! Weapon Skin System Players can select skins for each weapon Weapon skin system UI You can check details about the equipped skin using VIEW MORE button How to equip weapon skins You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice The ways to acquire weapon skins You can acquire weapon skins through “Raider crate” in STORE > CRATES. Parachute Skin CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins. Tooltips for weapon attachments have been edited to make them more intuitive. The Bengal Tiger skin is can now be bought in the STORE Crate System We’ve introduced the new Crate System to PUBG Xbox, for more details, please see: https://forums.playbattlegrounds.com/topic/287714-xbox-10-walkthrough-g-coin-crate-system/ The drop rate for the new crates are as follows: Drop rate of each items for the new crate “Biker” Dress Shoes (Brown) 8.1% Long Sleeved T-shirt (Red) 8.1% Sleeveless Turtleneck (Gray Striped): 7.5% Patrol Cap (Brown): 7.5% Sneakers (Black): 6.5% Floral Shirt (White): 6.5% Sleeveless Turtleneck (red): 5.62% Beanie (Gray): 5.62% Dirty Long Sleeved T-shirt: 5.4% Polka Dot T-shirt: 5.4% Striped T-shirt (Pink): 5.4% Raglan T-shirt (Blue/White): 5.4% Skinny Jeans (Pink): 3.14% Skinny Jeans (Khaki): 2.7% Dress Shoes (Black) 2.7% Biker Pants (Black): 2.5% Patrol Cap (Gray): 2.5% Princess Power Tank-top: 1.5% Padded Jacket (Purple): 1.5% Biker Pants (Gray): 0.3% Floral Shirts (Black): 0.3% Aviator Goggles: 0.168% Sleeveless Biker Jacket (Black): 0.0128% Sleeveless Biker Jacket (Brwon): 0.0128% Cloth Mast (Checkered): 0.0064% Drop rate of each items for the new crate “Raider” Rugged (Beige) - Crossbow: 10.8% Rugged (Beige) - M16A4: 10.8% Rugged (Beige) - S686: 10.8% Rugged (Beige) - SKS: 10.8% Jungle Digital - P18C: 8.75% Silver Plate - DP-28: 8.75% Rugged (Beige) - Kar98k: 8.12% Rugged (Beige) - S12K: 8.12% Jungle Digital - SKS: 7% Silver Plate - Vector: 7% Silver Plate - R1895: 3.76% Silver Plate – S1897: 2.5% Turquoise Delight - P1911: 2% Jungle Digital - AWM: 0.3% Silver Plate - SCAR-L: 0.3% Turquoise Delight - Tommy Gun: 0.1680% Turquoise Delight - Kar98k: 0.0128% Turquoise Delight - M16A4: 0.0128% Gold Plate - S686: 0.0064%   Drop rate of each items for the new crate “Wanderer” Working Boots: 8.1% T-shirt (Striped): 8.1% Gas Mask (Full): 7.5% Hi-top Trainers (Blue): 7.5% Floral Shirt: 6.5% Urban Padded Jacket: 6.5% Cargo Pants (Blue): 5.62% Cargo Pants (Beige): 5.62% Cargo Pants (Khaki): 5.62% T-shirt (Red): 5.4% Long Sleeved T-shirt (Striped): 5.4% Long Sleeved T-shirt (Light Blue): 5.4% Long Sleeved T-shirt (Black): 5.4% Bloody Combat Pants: 3.14% Tank-top (Charcoal): 2.7% Dirty Tank Top (White): 2.7% Punk Boots: 2.5% Punk Glasses: 2.5% Slacks (Blue): 1.5% School Shoes: 1.5% Ballistic Mask: 0.3% School Shirt (Open): 0.3% Mandarin Jacket (Blue): 0.168% Hotpants (Blue): 0.0128% Protective Glasses: 0.0128% Pleated Mini-Skirt (Blue): 0.0064% Drop rate of each items for the crate “Survivor” Combat Pants (Black): 8.1% Camo Combat Pants: 8.1% Matched Shirt (Gray): 7.5% Padded Jacket (Khaki): 7.5% Checked Shirt (White): 6.5% Checked Shirt (Red): 6.5% Beanie (Black): 5.62% Vintage Baseball Cap (Red/Black): 5.62% Fingerless Gloves (Camo): 5.62% Combat Pants (Blue): 5.4% Combat Pants (White): 5.4% Vintage Baseball Cap (White): 5.4% Vintage Baseball Cap (Red/White): 5.4% Fingerless Gloves (Tan): 3.14% Hi-top Trainers (Brown) 2.7% Boots (Gray): 2.7% Padded Jacket (Beige): 2.5% Shirt (White): 2.5% Camo Padded Jacket: 1.5% Slacks (Purple): 1.5% Coat (Camel): 0.3% Coat (Gray): 0.3% Female Tuxedo Jacket (Purple): 0.168% Coat (Red): 0.0128% Coat (Black): 0.0128% Mini-skirt (Purple): 0.0064% Drop rate of each items for the crate “Western Military” Tank Top (Gray): 10.8% Raglan T-shirt (Red/White): 10.8% Polo Shirt (Pink): 10.8% Vintage Polo Shirt: 10.8% Utility Belt (Brown): 8.75% Camo Tank Top (Red): 8.75% Military Shirt (Gray): 8.12% Military Trousers (Black): 8.12% Battle Belt: 7% Vintage Gas Mask: 7% Military Trousers (Black): 3.76% Military Boots (Black): 2.5% Leather Bootcut Pants: 2% Military Cap (Black): 0.3% Cowboy Hat (Brown): 0.3% Military Jacket (Black): 0.168% Faux Leather Jacket: 0.0128% Cowboy Hat (White): 0.0128% Military Skirt (Black): 0.0064% UI / UX With three maps now in the game, you’ll choose between two “playlists” instead of two maps. The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two. The Mini Royale playlist contains only Sanhok for now. Select both playlists to be randomly dropped into one of the three maps currently in the game. Performance Optimized loading high resolution textures on Xbox One OG. Optimized level streaming on Xbox One X Bugfixes Fixed an issue where some items weren’t able to be picked up. Fixed an issue where having more than one controller connected would: Lower the sensitivity after ADS Disallow driving vehicles Fixed an issue where frame would drop because of effects from destroyed vehicles/boats. Fixed an issue where the screen would be darkened in HDR on some monitors. Fixed an issue where the character would seem like it’s moving faster after certain steps near stair handrails. Fixed an issue where player was unable to navigate shotgun through attachments on S1897, S686. War Mode / Custom Match For a smooth and healthy matchmaking times for our new contents/features, we’ve decided push each of them live with a time gap (Sanhok → War Mode → Custom Match). This is to let everyone enjoy and delve into each contents with time. Also, it’s to let each contents have enough attention from our players, so players won’t be divided having a long matchmaking time for each content. Sanhok is available beginning today, and we expect to begin offering War Mode as a weekend event in late September, with full Custom Match functionality to release in mid-Octoboer. Today marks a new chapter in the PUBG journey. 1.0 is just the beginning - we’re looking forward to continued active development alongside our players to make the PUBG experience the best that it can possibly be for our Xbox community. Thank you to everyone who has supported us along the way, and we welcome all of our new players who will join us today with open arms! Thanks, PUBG Xbox Team
  8. 65 points
    Hello everyone, We are deploying a hotfix today to fix a couple of bugs on the PTS. Hotfix Schedule: August 15, 6pm PDT / August 16, 3am CEST (No Maintenance) Check out the patch notes below! Bug Fixes: Fixed an issue where type-B and type-A control presets caused lowered sensitivity after using ADS. Fixed an issue with the brightness slider not working in settings, causing players to use the default brightness setting. Thanks for all of your feedback on the PTS thus far! Thanks, PUBG Xbox Team
  9. 63 points
    Hello everyone, We’re putting out a hotfix today focusing on game performance and stability, as well as introducing the long awaited analog movement. Check out the patch notes below! Hotfix Schedule: July 31, 1am PDT / July 31, 10am CEST (No Maintenance) Analog Character Movement As stated above, analog movement will be implemented with this hotfix. Currently, players only move in 8 directions (45 degrees between each direction). After the hotfix, players will be able to move at more accurate angles. Below is a short video that demonstrates how analog movement works. Stability This hotfix addresses numerous bugs related to game crashes:. - Fixed an issue where toggling the mute option of a teammates mic caused the game to crash - Optimized physics surrounding chained/wooden fences that were destroyed by a vehicle - Fixed a sound issue which in some instances could cause the game to crash when windows were broken - Fixed an issue where the button guide when opening the Inventory caused the game to crash Performance We are introducing a few optimizations to improve game performance: - Optimized world loading so that assets will load at a faster rate - Improved loading speed of detailed textures on Xbox One X (assets will load at the same rate as before Update #17) - Optimized scoping at leaves and grass to reduce frame rate drops Bug Fixes - Fixed an issue where the sound of footsteps on sand was being played twice - Fixed an issue where sometimes player loot crates would not show after a player died We are also looking into other issues such as desync and sound. We appreciate your patience while we work to constantly improve overall game performance. Please continue to send us your reports - videos always help in these cases! In the meantime, be sure to let us know how you feel about the newly introduced analog movement! We’ll be keeping a close eye on your feedback across our channels. Thanks, The PUBG Xbox Team
  10. 62 points
    Hey everyone, Thanks to our community’s help in testing out our latest PTS patch, we are ready to push the update to our live servers! We will be updating the live servers to Game Preview Update #18. Please see the maintenance schedule and final patch notes below. Update Schedule: PDT: August 21 2:00AM (2 Hour Maintenance) CEST: August 21 11:00AM (2 Hour Maintenance) Please note that live servers will be down for a 2-hour maintenance period from the times above. The PTS will be available to play until the live server maintenance is complete. Gameplay Bullet penetration system is now applied to forearms. When a bullet hits the forearm of the character, it will penetrate following its ballistic trajectory. The result will be different depending on whether the forearm is blocking more vulnerable body parts. When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only. If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied Forearm penetration is disabled for shotguns When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat). UI/UX Weapon attachment management when replacing items has been improved. Removed or replaced attachments will now drop onto the floor if there is no room in your inventory. When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory. When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor if there is no room in your inventory. Colorblind settings have been improved. The following colors now change according to the selected colorblind type. Scope and reticle colors Blood Supply Crate Smoke Markers placed on maps are now numbered, so color is not the only way to distinguish them. Eliminated teammates can now place markers on the map. Kill feed now displays personal knock-outs. The loading screen will now display game-related tips. In Squads, when the last surviving teammate accidentally disconnects, all teammates will receive rewards up until the point of disconnection. If the disconnected teammate is able to connect back into the same match and gets a higher score, all teammates will receive updated rewards. World Dynamic weather has been added to Erangel and Miramar. Erangel: Overcast Miramar: Overcast, Sunset Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game. Erangel has received some improvements. Small clusters of houses have been added to some areas of Erangel. More tactical landscapes have been added near the river. Added trees in the open area surrounding the Sosnovka Military Base. Miramar has received some improvements. More dirt roads have been added for better vehicle effectiveness. Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness. Performance Smoke and flames from vehicles have been optimized to improve frame rate. Optimized level streaming to increase loading speed of buildings and their interiors. It has been optimized further from the PTS build. Server performance has been improved by adjusting the replication rate. Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player. We expect approximately 15% increase in server performance. Network code has been adjusted to slightly increase server performance. Optimized CPU performance by improving the graphic rendering function. Optimized GPU resources to lower GPU burden and improve performance. Optimized attachment related rendering resources to improve performance. Optimized fog to increase performance. Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance. Optimized grass assets to reduce memory resources used and improve performance. Optimized the physics calculation of moving boats and moving vehicles on the beach. Sound Decreased the volume of vehicle sounds for players inside vehicles in FPP mode Bug Fixes Settings will now be stored in online storage - Your settings will be saved even if there’s a new patch. Fixed an issue where destroying doors with frag grenades or molotovs did not display debris. Fixed an issue where a frying pan and a weapon could be held at the same time. Fixed an issue where spectating in FPP showed inaccurate character locations. Fixed an issue where leaning was possible while in an emote animation. Fixed an issue where two players moving in a small space could sometimes get stuck. Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times. Fixed an issue where reticle settings would be reset when the weapon was dropped and picked up again. Fixed an issue where the spectating camera would look through a character when the game finished. Reduced the chance of players encountering situations where opponent's weapon floats in the air. Fixed an issue where throwables could pass through character models. Fixed an issue where voice chat UI would always be displayed when using killer spectating function under certain conditions. Fixed an issue which prevented players from changing the red dot reticle when using an SMG. Fixed an issue where the stun effect from the stun grenade was weaker than before. Fixed an issue where the camera angle rotates up to 180 degrees up/down in FPP and TPP mode when freefalling. Fixed an issue where some weapons could be seen through when a character is moving right while in ADS position and lying down. Fixed an issue where there was replay related text shown in the report pop-up window after dying. Fixed an issue where sprinting would stop when moving at a certain angle with the L-Stick. We appreciate everyone’s feedback and bug reports during the testing phase. We were able to fix some major bugs because of our community, and we hope everyone enjoys the new update! As always, please continue to leave us your thoughts on our channels as we focus on performance and optimization. We are proud to be building our game alongside our players, and we thank you for your patience and support in developing the game! Thanks, The PUBG Xbox Team
  11. 58 points
    Hello everyone, We’re putting out a hotfix today to improve directional sprinting and loading times when entering matches. Please see our August Week 1 Community Post for a detailed write-up of both of these issues. https://forums.playbattlegrounds.com/topic/282233-community-weekly-post-august-week-1/ Hotfix Schedule: August 7, 1am PDT / August 7, 10am CEST (No Maintenance) Checkout the patch notes below! Analog Character Movement With the previous hotfix which introduced analog movement, sprinting diagonally using L-stick became much more difficult. To address this, we’ve widened the angle of movement for sprinting diagonally. Now the character will be able to sprint at a wider angle before having their speed reduced. Sudden hard changes in direction will still slow the player down (as it will break your tendons in real life). Loading Files have been repackaged to load more efficiently. Now, the time it takes to load into a game will be quicker. After our previous hotfix, players had reported experiencing a number of issues while trying to load into matches and this hotfix addresses those issues. Because we’ve repackaged the files to improve load times, the patch size will be quite large, despite this being a hotfix. We will continue to work on desync, sound issues and of course continue fixing bugs as well. Thanks for all of your support and feedback! PUBG Xbox Team
  12. 56 points
    Hello everyone, Welcome to this week’s Community Weekly Post. In today’s post, we’ll cover PTS updates as well as the FIX PUBG campaign and how it will affect our Xbox community. PTS Hotfix In case you missed it, the latest PTS update went live on August 12! Full patch notes here: The PTS can be found in the Microsoft store. Search “PUBG Test Server” to download and try out the new patch before it goes to live servers. While our players were excited about the new content, including dynamic weather and limb penetration, a major bug had slipped through the cracks. Sensitivity was lowered after exiting ADS, which was 100% reproducible when using the type-B controller preset and many times on the type-A preset. We also had an issue where the brightness slider in settings did not work, causing everyone to play on the default settings. Thanks to everyone’s quick feedback, we were able to jump on these bugs to get them fixed, and we deployed the hotfix on August 15. Although this was a small one, we’re happy to see that our players are now able to fully enjoy the PTS content. Dynamic Weather Some of our players are reporting that they haven’t had the chance to experience dynamic weather on the PTS. We’ll explain how the current system works below. When you first get into a match, the game will decide the weather setting: Clear, Sunset or Overcast. Overcast itself has the lowest probability of the three weather pools (~15% chance). Dynamic weather is included in the Overcast setting, which starts off cloudy with a chance of fog (15% chance) or rain (15% chance) during the match. That means there is a 30% chance of dynamic weather on Overcast. Please continue to leave us your feedback so that we can improve upon the weather system! FIX PUBG We’ve heard from many of our Xbox players that they’d like more clarity on how the FIX PUBG campaign impacts the Xbox version. We are continually aiming to improve the game on Xbox for our players, and currently we are focused on getting the game into a more optimized state with stable FPS all around on the road to 1.0. We are also working hard to fix the desync issues. The bug fixes and quality of life updates on the PC version we are focused on during the FIX PUBG campaign will be implemented on Xbox with a 2-4 week gap in between. Most bug fixes will carry over in 2 weeks, with bigger optimization related updates carrying over in less than a month. This is to try to weed out bugs and issues before the update comes to Xbox. This will especially be important for optimization as we want to make sure that there are no major issues caused by these types of updates. As we near the end of summer, we want to thank everyone for playing and participating in our game preview. It means a lot to us have a passionate community that supports us and helps us accelerate the development of the game. We’ll continue to keep a close eye on your feedback as we work together towards a better and better PUBG on Xbox. Thanks, PUBG Xbox Team
  13. 54 points
    UPDATE 1 - 10/25/2018 - Read the changes at the bottom of this post. -- Hey everyone, We’re excited to finally bring the PTS content to the live servers! On October 25, we will be updating live servers to Update #2, which will add the Training Mode, two new weapons, and two new vehicles to PUBG, along with several quality of life and bug fixes. Full patch notes below! Maintenance Schedule PDT: October 25 1:00AM-3:00AM CEST: October 25 10:00AM-12:00PM Training Mode Added a Training Mode where you can practice all aspects of PUBG gameplay The Training Mode map is 2x2 in size You can join through matchmaking by clicking on the “Training Mode” button in the lobby. When there are more than 5 players in the matchmaking queue, the session will start immediately. Players will continue to join open sessions for up to 5 minutes after they start. (Up to 20 per session) If there are less than 5 players in the matchmaking queue, matchmaking will continue for 5 minutes If there are still less than 5 players after 5 minutes, the session will start with the original number of players present and other players cannot join the session. Total play time is 30 minutes (e.g. in case of number 1, where you immediately enter a session, you have 5 minutes where other players can join the session + regular training mode playing time of 25 minutes) Players cannot drop below 1hp in Training mode 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 Weapon: MK47 Mutant Added a new AR weapon: the MK47 Mutant MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine. The Mutant has 2 firing modes: single shot and 2-round burst Almost all types of attachments can be used with the MK47, but it has no stock slot 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. New Sanhok Exclusive Vehicle: Tukshai Added a new vehicle that will be exclusive to the Sanhok map The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment Cosmetics Halloween Skins The below items have been added in STORE -> ITEMS available from Oct 25 3am PDT/12pm CEST - Nov 20 6pm PT/Nov 21 3am CET Maniacal Butcher Set - 10,000 BP Killer Clown Set - 1,800 G-Coin Ancient Mummy Set - 1,600 G-Coin Bloody Nurse Set - 2,100 G-Coin Sinister Skull Mask - 7,000 BP Pumpkin RIP-cord - 500 G-Coin Haunted Pumpkin Mask - Free upon lobby login until Nov 6 4pm PT/Nov 7 1am CET These sets are also sold in individual pieces. Restructuring of the BP System Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking. Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode. We’ve changed team rewards to be shared: You will no longer receive 4 times the BP because you were playing alone in a squad game Gameplay Improved compass visibility by adding a shadow toggle on/off option Bluezone effect has been changed 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] Added a new attachment: the Laser Sight Bullet spread is reduced when hip firing and soft-aiming The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot. Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world) All team members can see this marker on the compass After setting the marker, there is a 2 second cooldown before you can mark again The marker on the compass will automatically disappear after 5 seconds When the ping markers overlap, the closest located marker will be shown on top. Increased maximum sensitivity (10 → 20) UI/UX Added a key guide to the loading screen tips (XBOX image will be applied soon) 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 Reporting You can now report a player for Teaming, Gameplay interference, Verbal abuse. This can be done after the match is over Performance Optimized weather effects to increase framerate - especially during rain Optimized cloud effects during free falling to increase framerate Improved performance by adjusting on-hit effects for various materials Improved server and client performance by optimizing the inner composition of the plane Increased the quality of optimization to reduce desync. Bug Fixes Lost Connection to Host We are testing out some potential fixes related to the "Lost Connection to Host" error, and in this update we rolled out a fix for an issue with data loading with skins that was causing this bug. Please leave us your feedback and reports if you continue to experience this bug. Thank you for your patience as we actively work to fix this issue. 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 where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar Fixed an issue where a dead player's loot box is sometimes buried in certain locations 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 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 the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location Fixed the issue where a character who is driving in a vehicle is created in an unspecified location Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok Fixed the issue where an afterimage sometimes remains on other players' screen when repeatedly arming/unarming Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil Fixed the issue where a character cannot peek while over a gas can Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water Fixed the issue where the HP gauge was displayed red in certain conditions Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok Fixed an issue where in some specific situations there was less weapon recoil than intended Fixed the issue where after exiting the game while armed, the character model would appear to shake Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance Fixed the issue where the exact direction of other player's footstep sound was hard to comprehend -- These patch notes have been updated: UPDATE 1 - 10/25/2018 Added the following: Gameplay Improved compass visibility by adding a shadow toggle on/off option
  14. 53 points
    Hey everyone, We are excited to announce that the PTS will be returning on Thursday, October 11! This PTS update will bring new content, QoL updates, and bug fixes for everyone to test out before it hits the live servers. Below are the patch notes for your review before you jump into the PTS. Be sure to read up and get a first look at all of the new content - we’ll be keeping an eye on your feedback and bug reports! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Schedule: PDT: October 11 01:00AM CEST: October 11 10:00AM PTS will be available to all players, available maps (Miramar, Erangel, Sanhok) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. 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 Weapon: MK47 Mutant Added a new AR weapon: the MK47 Mutant MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine. The Mutant has 2 firing modes: single shot and 2-round burst Almost all types of attachments can be used with the MK47, but it has no stock slot 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. New Sanhok Exclusive Vehicle: Tukshai Added a new vehicle that will be exclusive to the Sanhok map The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment Restructuring of the BP System Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking. Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode. We’ve changed team rewards to be shared: You will no longer receive 4 times the BP because you were playing alone in a squad game 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] Gameplay Added a new attachment: the Laser Sight Bullet spread is reduced when hip firing and soft-aiming The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot. Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world) All team members can see this marker on the compass After setting the marker, there is a 2 second cooldown before you can mark again The marker on the compass will automatically disappear after 5 seconds When the ping markers overlap, the closest located marker will be shown on top. Increased maximum sensitivity (10 → 20) UI/UX Added a key guide to the loading screen tips (XBOX image will be applied soon) 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 Reporting You can now report a player for Teaming, Gameplay interference, Verbal abuse. This can be done after the match is over Performance Optimized GC (Garbage Collection) Faster rate of making the used memory to be reusable Improved performance by adjusting on-hit effects for various materials Improved server and client performance by optimizing the inner composition of the plane Increased the quality of optimization to reduce desync. 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 where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar Fixed an issue where a dead player's loot box is sometimes buried in certain locations 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 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 the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location Fixed the issue where a character who is driving in a vehicle is created in an unspecified location Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok Fixed the issue where an afterimage sometimes remains on other players' screen when repeatedly arming/unarming Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil Fixed the issue where a character cannot peek while over a gas can Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water Fixed the issue where the HP gauge was displayed red in certain conditions Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok Fixed an issue where in some specific situations there was less weapon recoil than intended Fixed the issue where after exiting the game while armed, the character model would appear to shake Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance Fixed the issue where the exact direction of other player's footstep sound was hard to comprehend We hope everyone can jump into the PTS to help test out the new content! As always, be sure to provide your feedback on our channels. Thanks, PUBG Xbox Team
  15. 53 points
    Hello everyone, As we mentioned in our Xbox 1.0 Announcement, we will be introducing a new in-game currency system to purchase cosmetics on 1.0 launch day, September 4. This currency is called G-Coin, and we’ll go over how it works below. G-Coin is the hard currency that will coexist with BP, which is the soft currency that’s currently in the game. G-Coin is purchased with real money, while BP can be earned by playing the game. With 1.0 launch G-Coin can be purchased in the Microsoft Store and in the in-game store. With G-Coin, you will be able to directly buy cosmetics such as skin sets and parachute skins, as well as other items such as: Event Pass: Sanhok Skin sets made up of items that can be obtained from crates Skin sets that can be unlocked from Event Pass: Sanhok Skin sets exclusive to G-Coin On the other hand, crates cannot be purchased with G-Coin and will only be sold for BP. After looking at feedback on crates from the Game Preview phase, we’ve made a few changes: You will now be able to choose which crate you want to buy. We’ve made a few adjustments to the probability of getting certain items in the crates. You will be able to see a preview of what is inside each crate. Crate prices will not increase with each purchase and each type of crate will have a fixed price. There will be no locked crates - You can’t buy keys to open crates, because they have no locks on them. We’ll also be adding a few new crates to the overall system, As of September 4, there will be a total of five Crates available to purchase with BP: Wanderer Survivor Biker Western Military Raider And last but not least… Weapon skins are officially coming! Weapon skins will be available through the Raider Crate. We will have other ways to purchase weapon skins in the future as well. Preview Raider Crate Preview BP Prices G-Coin was developed specifically with Xbox One in mind. We developed this currency system as a way to adapt to the needs of the Xbox ecosystem and the absence of a Marketplace. As PUBG’s economy is still relatively new on the Xbox platform, we had more flexibility to make changes and implement community feedback. We hope you enjoy testing out the new G-Coin and Crate System! Please be sure to leave us your feedback on our channels so that we can continuously improve upon the system in the future! Best, PUBG Xbox Team
  16. 51 points
    Hey everyone, Welcome to the community weekly post! Today, we’ll be diving into a few topics that the community has been asking for more details and updates on. This may be a long one, so grab a snack and let’s get right into it! Desync We are currently testing out a potential fix to reduce instances of desync. There was a bug with movement interpolation which could cause other players' movement to be visibly delayed. Character location was delayed on the server, which would send the wrong location to the enemy. This sometimes resulted in players dying behind cover. This fix will also reduce the questionable hit registration moments where sometimes bullets would seem as though they were going through an enemy and not hitting. This would happen because the server does not think that the player is there. Once we have tested this fix internally, we will be rolling it out in an upcoming hotfix (tentatively November 15, pending QA/Cert). Although this fix is expected to reduce desync instances, ping difference and network connection can still cause lag/desync. For this, we are developing region based matchmaking which we hope will resolve this issue. Movement In the upcoming hotfix, we are planning to address the movement issues. Currently, players are reporting that it is difficult to run in a straight line. We will be adding an option for forward movement deadzone which will help with this. This deadzone option can be adjusted in the controller settings. Graphical Settings We understand that many of our players are curious about the graphical setting options that the team is currently developing. While these options are still in development, here are a few details that we can provide: 3 options for Visual Quality 3 options for Resolution Dynamic Resolution will be added under one or two resolution options Dynamic Resolution will adjust the resolution depending on the resources being used in certain gameplay situations If frames are to drop, resolution will be lowered for a stable framerate This feature will allow for overall stable framerate As a heads up, we are targeting late November to implement these options, but this could be delayed to early December to make sure that these options function as intended. FPP FOV Improvement Thanks to community feedback, we are currently developing a FOV slider for FPP mode. This has been requested for quite some time, and we are targeting late November or early December for this improvement. What else is the team working on? In addition to the above, we are focusing on: Level Streaming Improving level streaming to reduce “play doh” like effects on buildings upon landing Increase world loading speed Improving loading speed of getting into matches, so that players won’t be fully loaded in with the plane already flown half its course on the map Free Play Days As a reminder, Xbox Free Play Days for all is currently in effect! From now to November 11, PUBG is free to play for everyone on Xbox One. Should you choose to purchase the game after this period, all stats and achievements will be rolled over to the full game. The South America Server is also open during this time. So spread the word, squad up, and drop into PUBG this weekend! Be sure to tune in for the event on November 10 at 1pm PST / 10pm CET to hear an exciting announcement from PUBG and Xbox! Tune in at: https://www.xbox.com/en-US/X018 Thank You Above all else, we want to say thank you to our community for sticking with us through thick and thin. Long standing issues like desync and “Lost Connection to Host” have been extremely frustrating for our players to deal with, and we would like to offer a token of appreciation from the team for your patience and understanding through it all. Everyone who logs in after the hotfix is live until November 21 (time TBD) will receive 20,000 BP and the Punk Jacket. Again, a massive thank you to our players, and please look out for further details on the upcoming hotfix! Thanks, PUBG Xbox Team
  17. 50 points
    Hey everyone, We’re excited to bring you the next content update for console on March 5! In this update we are implementing many performance and bug fixes, especially related to Vikendi. This update also includes the new weapon Bizon, as well as a new attachment called the Canted Sight. In addition, we’re adding a new weather setting on Vikendi called Moonlight, where you’ll get to enjoy taking down your enemies in the night as the super moon and aurora borealis guide you to victory. Lastly, to thank everyone to sticking with us through all of the issues especially related to Vikendi, we have prepared a token of our appreciation. The 'Level 20 Up' ticket will automatically be distributed into the inventory for everyone who logs into the game, from the time the maintenance ends until April 5. Please note that the 'Level 20 Up' ticket can be applied to the upcoming pass after the current Survivor Pass: Vikendi ends. If you have already achieved level 100 or do not want to use the ticket on the current pass, you are more than welcome to save it for the future pass. Read on for the full patch notes! Maintenance Schedule Start: March 4 11PM PST / March 5 8AM CET End: March 5 3AM PST / 12PM CET New Weapon: Bizon Added new SMG weapon - the Bizon Bizon is an SMG exclusive to Vikendi and Erangel Uses 9mm ammunition and holds 53 rounds by default Can only take muzzle and sight attachments Does not take grips or magazines New Attachment: Canted Sight Added Canted Sight as a new attachment Canted Sight is a new scope for weapons with a secondary scope slot Pressing ['X button'] while ADS toggles between equipped sights Canted Sight can be used with AR – Beryl M762, AKM, AUG, M416, Mutant, QBZ, SCAR-L, G36C DMR – SLR, Mini14, Mk14, QBU, SKS SR – AWM, M24, Kar98k SMG – UMP, Vector, Bizon Shotgun – S12K LMG – M249 With the Canted Sight update, the weapon’s position and view of angle might feel slightly different than before while in ADS. However, any features which might affect gunplay, such as scope’s position in ADS, FOV, and recoil, were not changed. Interactions such as picking up an item, getting into a vehicle, opening a door will now be disabled while in ADS. Gameplay We have decreased the damage transferred to helmets and vests This means your armor can sustain more damage before being destroyed Damage given to the player will remain the same The previous damage calculation used to transfer 100% of damage to the armor durability Modified the damage system of throwable weapons Damage and effects are now applied correctly to players hiding behind very small obstacles such as a thin poles Trajectory guideline is now shown properly until the throwable weapon leaves a player’s hand Reduced the delay when opening a parachute This will make players able to change directions much earlier Vikendi – Bluezone Modifications Bluezone will be generated further away from the center Damage of the last zone has been increased Vikendi – Item spawns have been modified Decreased the number of SMGs and increased the number of ARs Reduced the number of LV3 helmets and vests Fixed an issue where doors could sometimes be opened from an unreachable distance in TPP mode Doors will now only be opened when in reachable distance World Added new weather setting on Vikendi Moonlight: Although the setting is at night, the big glowing super moon and bright aurora borealis will help you to detect enemies UI/UX Improved UI widget visibility, which is located on the bottom center of the game screen Added additional game options Added an option to set default firing mode for weapons Added a keybind for (Press ['X button'] while ADS) Canted Sight, a new attachment Added a keybind (Hold [left arrow Button] while at default state) to inspect your weapon Message will pop up when your Survival Title promotes Improved visibility of the white circle on the minimap Performance Improved performance by adjusting the number of visible footsteps within certain radius of a character Improved performance by increasing the size of the texture streaming pool to cache in memory Optimized Kill Feed messages and Gamepad Guide UI by lowering the average game thread usage time to reduce hitches Skin & Items Item grades for event items have been adjusted so they have a more appropriate value Item settings have been changed so they can be exchanged for the appropriate amount of BP according to their grade Joker and Harley Quinn Skins will be removed from the store on March 6, 11:59PM PST / 8:59AM CET. The store item list will be updated on March 12. Every item except crates and the Road Warrior Helmet will be removed from the store. A new crate and new cosmetic items will be available for purchase. More information on this will be provided closer to March 12. Bug Fixes Fixed an issue where a character could enter certain locations on Vikendi Fixed an issue where the weapon's image in the inventory was incorrectly displayed when certain parts were equipped Fixed an issue where the drop mesh of Level 3 helmet skin was displayed as drop mesh of Level 2 helmet skin When helmet with level 3 helmet skin was dropped on the ground, it was shown as level 2 helmet skin Fixed an issue where glasses were not displayed while wearing Wool Scarf (Brown) Fixed an issue where the weapon would sometimes not be equipped when you switch your weapon as soon as a throwable weapon is thrown Fixed an issue when changing the throwable weapon with big ping delay, the other players would not see your weapon switch Fixed an issue where a character would sometimes unarm when changing the weapon Fixed an issue where the weapon you are holding would sometimes be shown behind the back to the other players Fixed an issue where your character would appear facing the incorrect direction when rotating your character at a slope Fixed the issue of only changing the POV of third person when pressing [RB button] while moving the screen Fixed an issue where you could occasionally hear a footstep when the UZI was empty Fixed an issue where care packages would sometimes dig into the ground and before coming back up when landing Fixed an issue with vehicle locations sometimes being shown differently Fixed an issue where a teammate’s UI was still being shown even if they left the game before the match started Fixed an issue where the kill feed would sometimes not show properly when a player was downed/killed by fists Fixed an issue where a character would sometimes not use health items if the key is pressed during melee attacks Fixed an issue where the nickname and report message was sometimes not showing when spectating a player driving a vehicle. Fixed an issue where the motorbike engine would sometimes not turn off after the player has left the vehicle Fixed an issue where a character was sometimes not able to loot even though they had the space to Fixed an issue where the scooter would sometimes shake severely when in spectator/deathcam/replay Fixed an issue where a player’s character would sometimes not receive damage when the character left a vehicle at the right moment while crashing onto an object Fixed an issue where you’d sometimes see a flickering afterimage when coming out of ADS mode with a scope attached in FPP Fixed an issue where a vehicle would sometimes disappear when a player exits the client and re-enters the game while in the vehicle Fixed an issue where characters would sometimes have an excessive amount of instantaneous velocity when a character and vehicle collide with each other Fixed an issue where the lobby screen would sometimes overlap each other when in low FPS Fixed an issue where the weapons UI would sometimes overlap if you promptly change weapons twice Fixed an issue where the marker would sometimes not be removed using [X button] in Spectate mode Fixed an issue that sometimes caused the rear wheel of the motorbike to lift up easily and flip over when lowering speed and changing direction Fixed an issue that footprints would not be displayed when you jump and move on the snowfield in Vikendi Fixed an issue where vehicles could get stuck on a certain structure in Erangel Fixed an issue where boulders in a specific area could not be seen from far distances on Erangel Fixed an issue where bullets only went through one side of the fence on a certain bridge in Sanhok Fixed an issue where objects in a certain location on Sanhok were missing Fixed an issue where characters could pass through or get stuck in a certain structure in Sanhok Fixed an issue where characters could pass through the ground in a certain location in Sanhok Fixed an issue where characters could not get up when close to a specific boulder in Sanhok Fixed an issue where characters could go through or get stuck in a certain location in Vikendi Fixed an issue where bullets would not go through a certain fence in Vikendi Fixed an issue where items could not be picked up from a specific location in Vikendi Fixed an issue where characters could open doors from behind the wall of a certain structure in Vikendi Fixed an issue where foliage in certain areas would look like they are floating in Vikendi 'AS' server name has been changed to 'AS/OC' This fix does not merge or change the current servers - the server name was mistyped. Fixed issues related to Survivor Pass: Vikendi Fixed an issue where the lock icon was displayed incorrectly under the Challenge tab Fixed an issue where the instruction UI on the coupon shop was difficult to find Fixed an issue where the Dacia would sometimes take severe damage and explode when driving and colliding with floating houses Fixed an issue where the UI of an altitude indicator was not functioning when parachuting in the Training Mode Fixed an issue where the message doesn't pop up when buying a BP item with insufficient BP Fixed an issue where the in-game sound would sometimes be incorrectly played Fixed an issue where footsteps would be heard when a dead body gets stuck on the door Fixed an issue where a party member would sometimes disappear from the lobby Fixed an issue where the XBOX Digital Camo Pants was incorrectly displayed Fixed an issue where Dacia's speed does not decrease while driving on snow on the Vikendi Fixed an issue where the vehicles sometimes could fly or fall through the floor above certain speed Fixed an issue where buildings would take long time to load in Vikendi See you on the battlegrounds! PUBG Console Team
  18. 50 points
    These patch notes have been updated. 01/21/2019 - Maintenance Schedule update Hey everyone, On January 22, we will be updating live servers to Update #4! This update will include the new snow-themed map, Vikendi, the Survivor Pass: Vikendi, a new vehicle and new weapons, along with many quality of life and bug fixes. Check out the full patch notes below before jumping into the new update! Maintenance Schedule PST: January 22 12:00-2:00AM PST: January 21 11:00PM - January 22 3:00AM CET: January 22 9:00-11:00AM CET: January 22 8:00AM - 12:00PM Known Issues Digital Camo Pants do not show correctly QoL 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. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X New Map: Vikendi Vikendi Gameplay Vikendi is 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will be more slippery in snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone The smaller the play zone, the smaller the red zone Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world Level 3 vests spawn more often than other maps Smoke Grenades are spawned at a higher rate compared to other throwables SURVIVOR PASS: VIKENDI Added Survivor Pass: Vikendi The duration of the pass is 10 weeks. Players have the opportunity to complete missions and receive rewards throughout the duration of the pass. Two types of passes are available: Survivor Pass: Vikendi - Provides missions and rewards to unlock for all players, as they level-up the pass. Premium Pass - Provides special missions and exclusive rewards to players who’ve purchased the premium pass, as they level-up the pass. There are 5 mission types available to complete: Daily Missions: 3 missions will be provided every day. You swap out up to 1 mission per day. Weekly Missions: 10 missions will be available every week, and you can view the missions for specific weeks. Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass: Vikendi can complete up to 4 missions. Beginner Missions: Easy missions which are provided for beginner players. Premium Missions: All players can complete these missions, but only players who have the Premium Pass can claim rewards after completion. Challenge Missions: Theses are special missions provided for players who’ve completed all their weekly missions in a specific week. It contains more challenging and advanced missions. All players can complete Challenge Missions, but only players who have the Premium Pass can claim rewards after completion. You can view your current mission lists in-game by pressing “LB” You can also check the mission lists prior to jumping out of the plane (Not available after jumping out of the plane) Added ‘Coupon’ system in Survivor Pass: Vikendi You can claim Coupons (Blue, Yellow and White) each level or by completing challenge missions, which you can then use to unlock exclusive items in the Coupon Shop. Coupons are only available during Survivor Pass period. The existing Supply system will be integrated with Survivor Pass: Vikendi on January 22. We have integrated the existing Survival Rewards system into Survivor Pass: Vikendi. Supply System will be available in the Survival Pass menu. Existing Survival Rewards system will be closed on January 22, 2019 and all existing supply missions and levels will reset. Make sure to click ‘Claim’ and ‘Drop In Supply’ to redeem rewards before the system is closed. NEW WEAPON: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only NEW WEAPON: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. Region Renewal, Season & Rank, Leaderboard 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 Region select button at the right bottom side of the screen will disappear. Survival Title System (Beta Season 1) has been added For more information, please see our post on Survival Title System here. Map Selection Map selection has changed with the addition of Vikendi You can select Vikendi or select Others (Erangel, Miramar, Sanhok) to play Quick Join function puts you in the first available game, regardless of map Play Menu UI Renewal Improved the map and game-mode selection interface Additional queuing information is now displayed for the selected match type. If the matching pool in your region has sufficient players for healthy matchmaking, the expected wait time will be displayed for the selected match type. When the matching pool in your region doesn't have enough players for healthy matchmaking, an accurate estimated waiting time cannot be provided and the number of players currently queuing will be displayed instead. When the concurrent player count for a region is too low to start games consistently in a particular mode, those players will be redirected to their next closest region instead. A message will alert players when this is happening and to expect higher ping than local servers. Gameplay Decreased recoil of the P18C 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 Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Parachute System Overhaul Freefalling Tapping L-Stick now puts you into a dive at full speed straight down towards the ground Turning speed is now much faster and has increased control, responsiveness, and precision Parachuting Added new freefall animations and increased overall control and responsiveness Tapping L-Stick helps you drop faster and land quicker Pulling L-Stick backwards lets you glide, when you want to travel a longer distance You can now cut the parachute while relatively close to the ground by pressing B, while still moving through the air. This can be used to strategically to get to your drop point faster, but be careful, as you can take damage if you drop too far Added new landing animations The speed in which you land matters, as landing too fast may force your character to roll, or roll for longer, before you can gain full control of your movement Colliding with buildings or objects while parachuting will now automatically cut your parachute. Be careful! The parachute no longer disappears instantly after landing Improved the character animations used in the air. Character movements are much more fluid and have been improved to be more realistic. Improved blood hit effects Improved the visuals of blood particles when players are shot. Improved the visuals of blood effects that appear on screen when shot by other players. Slightly decreased the maximum number of shots possible to fire per second with the M16A4 The reason for this change was due to the fire-rate of burst mode for the M16A4 being unintentionally slower than single fire shot rapidly We are planning to have a weapon balance patch in the first half of 2019. Please continue to share your feedback with us regarding weapon balance Adjusted the sight position to be closer to the muzzle for some weapons In a future update, we will be adding a new attachment which will require this new sight position, so we've made the change in advance to help players adjust to the change There is no change to weapon recoil, but weapon control may be perceived differently due to the sight location change Players now receive damage from Molotovs that hit their vehicle Molotovs that hit around the vehicle, or when driven through an already-exploded molotov will not damage those inside UI/UX 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. Controller Guide can now be seen from the lobby from settings The name of the player being watched while spectating teammates, in observer view, or killer spectating will now appear in the top left corner of the screen. Changed the overall lobby theme in celebration of our latest map - Vikendi Applied the snowfield environment theme Applied a snowing effect Changed the background music Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu Performance Improved the client performance by optimizing the creation of character materials Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Improved the items and skins to look smoother on preview Added characters, weapon skins and parachute preview Optimized rendering method on vegetation to improve performance Optimized object creation to improve CPU performance Reports Added the report player function to event mode games Press 'Y' to report the killer You cannot report the same player more than once in one game G-Coin 13,000 G-Coin will now be 13,500 G-Coin Players who have purchased 13,000 G-Coin will have 500 G-Coins sent one at a time We'll share more detail on the schedule soon Bug Fixes Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed the issue where a downed players' character model would sometimes penetrate walls. Fixed the issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed the issue where characters would look headless when using heal/boost while in prone or when in a vehicle in FPP. 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 some animations were cancelled when moving with certain steps Fixed the issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. 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 character's animation would pop upward when getting close to the wheels of a buggy. Fixed the issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where characters' hands would spin while looking up when looting or preparing to throw a throwable in FPP. Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed the issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed the issue where when click the “Play” button, game was frozen in the lobby. Fixed the issue where world map and wheel menu could be opened at the same time. Fixed the issue where a spot at the back of the truck and buggy would block bullets. Fixed the issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue where Harley Quinn's hair wouldn't move. Fixed the issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed the issue where the hair would not show when wearing certain beanies Fixed the issue where the effect sound of the Adrenaline Syringe continuously play even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while horning Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera. Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue where the number of available throwables would not update when picking up a throwable while holding a throwable as well Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun Fixed an issue where helmet skins applied in the lobby are sometimes delayed from appearing on looted in-game helmets. Fixed an issue where characters can’t pick up a dropped melee weapon again after dropping it on specific stairs in Erangel. Fixed an issue where grenades would sometimes damage an incorrect area. Fixed an issue where the grenade arc would stay displayed when knocked down while preparing to throw a grenade. Fixed an issue where sometimes a character would be shown as under the ground with only their face showing while waiting in specific areas before the game starts. Fixed an issue that the camera angle would move into the character’s body when walking into destroyed wired-fence. Fixed an issue that causes the camera to pass through doors when moving the camera in certain situations. Fixed an issue where an enemy player would appear to prone/stand up multiple times in specific situations, after proning and standing up once. Fixed an issue where in certain situations the door opening/closing animations did not play when another player interacted with the door. Fixed an issue where green blood was more visible than red blood. Fixed an issue with reconnecting while in a vehicle, which would remove the player from the vehicle and upon reconnect the player model would sometimes be clipped inside the vehicle. Fixed an issue where care packages would sometimes drop outside the playable area, in the water. Fixed an issue which sometimes caused care packages to drop from the plane tilted, or flipped upside down. Fixed an issue where each weapon had a different delay between reloading and being able to fire Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN” Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill Fixed an issue which cause the camera to shake while ADS and moving in a prone position on sloped terrain Fixed an issue which caused ammo capacity to display up to 6 decimal places Fixed an issue which while spectating could cause the spectated player's weapon to display in a misaligned position
  19. 49 points
    UPDATE #3: All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. We apologize for the delay! The original post has been updated below. UPDATE #2: We have fixed this issue! Please restart your game and you will see the gifts under Store > My Items. UPDATE: The team is currently looking into issues where some players are unable to see/redeem the gifts. We will update you as soon as we can. We apologize for the inconvenience. ---------------------- Hello everyone, As you may know by now, the official 1.0 launch for PUBG on Xbox is coming September 4! If you missed the news, catch up on all of the details here. While we’re excited and getting prepared for the upcoming launch of 1.0, we wanted to take the time to properly thank our players who have stuck with us through the Game Preview phase. We’ve shared 9 months of development, which was full of ups, downs, lots of bugs (and bug fixes!), hardships, and memories that we’ll never forget. For that, we can’t thank you enough. Simply put, we wouldn’t be where we are today without your help and support. So to thank our community, we will be running a login event from the time of this posting up until 1.0 release day on September 4. All you'll have to do is log into the game to receive the PLAYERUNKNOWN Set. All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. PLAYERUNKNOWN Set Pioneer Shirt EVENT SCHEDULE STARTS: August 31 - Now Live! ENDS: September 3 4:59PM PDT / September 4 1:59AM CEST / September 3 11:59PM UTC RULES Login to the game to redeem the PLAYERUNKNOWN Set in My Items under Store. All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. Once again, a heartfelt thanks to everyone who has supported us the last 9 months, whether it was through leaving us feedback on the forums, a bug report through a tweet, or sending words of encouragement through a kind message on Reddit. Without you, we couldn’t have made it to this milestone. We look forward to seeing you all on the other side at the 1.0 launch! Thanks, PUBG Xbox Team
  20. 49 points
    Hello everyone, Welcome to this week’s Community Weekly Post. This week’s post will be on the shorter side, as we didn’t have any major content updates. We deployed a hotfix on August 7 that we’ll quickly summarize below, as well as give you a teaser of what’s to come on the PTS! Hotfix This was a small quality of life hotfix that improved directional sprinting with the newly introduced analog movement. We also repackaged files to help load into matches more efficiently (thus the larger patch size), so our players should be experiencing faster loading times. Full patch notes: HERE PTS We know you’ve probably been wondering when our next PTS content update will be. While we can’t give you an exact date just yet, know that it will be coming soon! Here’s a few things you can expect to see on our PTS soon: Limb Penetration Limb Penetration is finally coming! If you’re unsure of what that means, here’s a handy little graphic to demonstrate how damage is applied if a player’s forearm takes a bullet while blocking their head. Dynamic Weather Check out our video on Dynamic Weather, which will be added to Miramar and Erangel! UI/UX QoL updates Performance updates And more! We also wanted to go over a couple of bugs that we’re currently looking into: Analog Movement - We found a bug where you will stop sprinting if you are sprinting at certain angles. This has been fixed and will be included in the next PTS update. Low Sound Issues - If you are experiencing issues with the sound being too low, please completely exit/shut down any audio or music apps. Even if a song is not playing, the audio mix settings are still applied. By exiting the app, this should help with the low sound issue for most players. Thanks for your patience while we continue to work through bugs and quality of life improvements. Keep those bug reports and feedback coming, and stay tuned for more news regarding the next PTS update! Thanks, PUBG Xbox Team
  21. 46 points
    Hello everyone, Welcome to this week’s community post. We understand that many of our players on the Xbox One X are experiencing performance issues while playing the game, specifically framerate drops. This week, we wanted to go over some of the things we’re doing to alleviate this issue, as well as an update on War Mode. Let’s dive right in. Xbox One X Performance We wanted to let our players know that we are aware of framerate issues on the Xbox One X, and that this is a top priority for us. We understand the frustration that this is causing and we will be deploying a hotfix on September 18 to implement some changes that will help with this issue. This hotfix will include toning down many of the graphical settings on the Xbox One X. This includes the following changes: Shadow Quality (Both Dynamic/Static) lowered Post Processing Turn off Motion Blur Decrease quality of Screen Space Ambient Occlusion (SSAO) Turn off Depth of Field Turn off Lens Flare Decrease Eyes Adaption Quality This is the time it takes for your eyes to adapt to the dark when you go from a bright to dark place. Effects Turn off Screen Space Reflection (SSR) This is the reflection from windows and such. Turn off Refraction This is refracted light. Turn off Subsurface Scattering (SSS) This is when there is light inside an object to make it look more real. Turn off Particle Light This is dynamic light from different effects such as explosions. Lower the number of particles created The resolution and textures will remain the same. We wanted to maintain the quality in overall visuals, so to minimize the difference, we only reduced very specific detailed graphics options like shadowing and reflection. Here are some before and after screenshots of the graphical changes: Before (1): After (1): Before (2): After (2): Before (3): After (3): We know that there are some Xbox One X players who are not experiencing any framerate problems. However, these graphical changes will affect everyone who plays on the Xbox One X and we apologize for that as we know that this is a downgrade in graphics. This is only a temporary fix, and we wanted to get this out as soon as possible in order to help those experiencing performance issues. We are also working on a long term solution for Xbox One X that we intend on implementing in the future that will cater to two different audiences: those who prefer better graphics and those who prefer better performance and don’t mind sacrificing some graphical quality. We currently do not have many details to share, but will provide updates on this as soon as we’re able to. Lastly, we are also investigating issues where scoping, smokes (from smoke grenade, molotov, damaged vehicles) and Close Quarter Combat causes framerate drops. Although there have been patches to optimize framerate, there are instances where these frame drops happen specifically on the X. We are working on a solution to this. Hotfix September 18 As mentioned above, there is an upcoming hotfix scheduled for September 18. This hotfix will include the Xbox One X graphical changes, a fix for the “Lost Connection to Host” bug, and some additions to the game that are needed to prepare for War Mode. We also found an issue with the inventory in CUSTOMIZATION in the lobby where the menu is slowed when there are a lot of items. The fix for this will be included with the hotfix. Hotfix patch notes are coming soon, so stay tuned! Achievements As discussed in last week’s community post, we are still investigating an issue with achievements not tracking properly, or not unlocking upon completing requirements. We have seen that some achievements are unlocking for players with a bit of a delay, while some simply aren’t unlocking at all. This is being actively discussed with the team at Microsoft, and we hope to have a more concrete update on this soon. War Mode We are happy to announce that War Mode will be available on September 21! As previously stated, War Mode will only be available on select weekends in Event Mode. War Mode will entail a new event with different settings. It is essentially a deathmatch-style game mode where players hunt each other in a static zone. If you are killed, you will respawn in planes that intermittently fly by. Teams get points for knockdowns, kills, and for reviving teammates, and the team that reaches the points goal, or has the highest points when the match timer ends, wins the battle. War Mode will be available for everyone, at anytime, when the Custom Match feature is released in October. We’ll have more details to share soon regarding the event mode starting on September 21. We’ll have a full set of rules and details on how to play, so stay tuned for details in the coming days. Thank you to everyone for your patience while we work through some of the top issues affecting our players in 1.0. We appreciate all of the feedback and reports that we’ve been receiving on our channels as they help us tremendously with our investigations, so please keep it coming! Thanks, PUBG Xbox Team
  22. 45 points
    Hi everyone, Today, we have some information for you around upcoming fixes for a few critical issues on the console version of our game. Before diving in though, we want to thank you for your patience as we work to resolve these ongoing issues. We understand that the experience hasn’t been what it should be, but we sincerely appreciate the time and effort that our community has spent giving feedback, submitting bug reports and continuing to be passionate PUBG players. Hitching/Freezing During early game looting, many of our players have been experiencing hitches and freezing. Thanks to your feedback, we were able to identify and fix this issue. We rolled out a hotfix on April 25, 7PM PDT / April 26, 4AM CEST to resolve this issue, and we would like to thank everyone who took time to send in reports, video, and feedback as this greatly helped us investigate this issue. Rendering Our team has been focused on improving rendering and world loading for quite some time. We’ve touched on this topic a few times in past dev letters, but this has been a very complex issue to tackle due to the large amounts of data required to calculate on all maps. Our current solution is to reduce the data size of all maps, which will reduce loading times to a much faster rate. We expect this optimization will improve loading speed, which will produce fewer "playdough" architecture and more fully rendered buildings. Below, you’ll find a video clip that shows the optimization improvements we've made: Rendering_before_after_5.mp4 You can expect these changes to be implemented soon since we plan to launch the optimizations to live servers by the month of May. We obviously want to ensure you are having the best experience possible on all maps, so this is a high priority for us and these solutions are the first step in our efforts to continually improve rendering and optimization. Map Selection With the introduction of Vikendi, we changed the way players could select maps. With this change, we received community feedback across our different channels informing us that this change wasn’t welcomed or enjoyed by most players. So today, we want to acknowledge this and let you know that we hear you loud and clear. Because of this, we’d like to discuss planned changes for map selection. Simply put, we have a lot of different ways to play (four maps, two perspectives, and many different regions), so balancing your desire to drop into a map on-demand with the need to minimize matchmaking times has become a priority. Internally, we have been looking at ways to improve map selection for both PC and console. Although we have not yet decided the best long-term course of action, we have decided to move forward with changes for the console community based on your feedback and suggestions. ‘Featured Map’ selection system Current: Featured Map - Currently Vikendi Standard - Currently Erangel, Miramar and Sanhok Quick Match New: Featured Map - Changes periodically between Sanhok and Erangel Standard - Remaining maps Quick Match Sanhok will be the first featured map. Look out for Erangel to be featured when we introduce upcoming loot balance changes for consoles. The new Featured Map system is now available with the hotfix rolled out on April 25, 7PM PDT / April 26, 4AM CEST. We understand that some of these items have been a long time coming, however, we hope that this improves your overall play experience. Our game is continuously improving because of you, so thank you again for your participation and feedback. We’ll see you on the battlegrounds! - PUBG Console Team
  23. 45 points
    Hey everyone, Thank you all for your feedback and bug reports since our Vikendi update on January 22. We understand that there are a number of critical issues with this update and apologize for the frustration caused. We are currently working hard to release a hotfix which targets many of these issues. Please be aware that some bug fixes may take longer than others. We’re aiming to deploy an initial hotfix sometime next week, so please stay tuned for further details and patch notes. As a note, there will be no console dev report this week as the team is currently focused on the hotfix. Thanks again for your patience and understanding! Thanks, PUBG Console Team
  24. 43 points
    These patch notes have been updated. Update 1 - 12/20/2018 Read the changes at the bottom of this post. -- Hey everyone, This week, we are updating the PTS with lots of exciting content for you to test out! This update will include our new 6x6km map Vikendi, new weapons, Graphical Settings Options, and many quality of life and bug fixes. Please note that the parachute overhaul is currently being optimized for console and will be released in an update at a later date. Check out the full patch notes below! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can push the content to live as smoothly as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. All player data, statistics, etc from the test server will not carry over to your live server account. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS Open Schedule KST: December 21 2:00PM PST: December 20 9:00PM CET: December 21 6:00AM For healthy matchmaking, some modes have been disabled in PTS. Please see below for available queues: NA, EU - TPP Solo, TPP Squad Vikendi will be the only map available to play on PTS. NEW MAP - VIKENDI Vikendi Gameplay Vikendi is a 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will have less traction on snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up. Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently. Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone. The smaller the play zone, the smaller the red zone. Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match. Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world. Level 3 vests spawn more often than other maps. Smoke Grenades are spawned at a higher rate compared to other throwables. NEW AR: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW SIDEARM: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only Skorpion is also available in the Training Mode. Have fun! NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. QoL 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. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X Controller Guide can now be seen from the lobby from settings Graphical Settings Options (Xbox One X) For this initial round of testing, the graphical settings options will only be available for Xbox One X players. We are actively developing these options and are aiming to have them ready for all Xbox consoles as soon as possible (Xbox OG/S will have different settings). Framerate Priority Sets the resolution to 2560 x 1440 and enables V-Sync. This setting is recommended for a more consistent framerate. Resolution Priority Sets the resolution to 3840 x 2160 and enables V-Sync. This setting is recommended for a higher level of visual fidelity. Dynamic Resolution (NOT AVAILABLE FOR TESTING YET) Changes the resolution in real-time. This is the best setting for ensuring an optimal balance between framerate and visual fidelity. Further details are being finalized and tested internally. Gameplay Decreased recoil of the P18C Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value 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 Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Optimized weapon target calculation overhead. Optimized culling logic of invisible instanced mesh. Optimized overall character movement cost. Reduced level streaming hitches. Reduced physics creation hitches. Report Added the report player function to event mode games Press 'Y' to report the killer When reporting someone who had team-killed you, there will be an option of reporting "Teamkill" You cannot report the same player more than once in one game Bug Fixes Fixed an issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed an issue where a downed players' character model would sometimes penetrate walls. Fixed an 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 an issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed an issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed an issue where some animations were cancelled when moving with certain steps Fixed an issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed an issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed an issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Fixed an issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed an 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 an issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed an issue where characters could vault over other characters when positioned at certain heights. Fixed an issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed an issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed an issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed an issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed an issue where when click the “Play” button, game was frozen in the lobby. Fixed an issue where world map and wheel menu could be opened at the same time. Fixed an issue where a spot at the back of the truck and buggy would block bullets. Fixed an issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed an issue where the hair when wearing certain beanies Fixed an issue where sometimes the effect sound of the Adrenaline Syringe is continuously played even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while holding RT Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera using LB/RB Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue when picking up a throwable while holding the same throwable, the holding amount did not update Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun For known issues, please go here. -- Update 1 - 12/20/2018 QoL Controller Guide can now be seen from the lobby from settings Gameplay 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
  25. 43 points
    Hello everyone, We’re back with this week’s community post! This week, we pushed the PTS build to live servers, thus making this our 18th update in Game Preview. We also announced the upcoming 1.0 release at Gamescom 2018. That’s right - 1.0 is coming, so mark your calendars for September 4! 1.0 will bring PUBG on Xbox out of the Game Preview phase and into Full Product Release. This also means tons of new content, including a new map, mode, achievements, and more! Full details: Let’s dive into this week’s recap below! Game Preview Update #18 Our 18th and final content update before 1.0 launch was released on August 21. For the full patch notes, please see: Please note that in preparation of 1.0, there will not be any new content updates on the live servers until September 4. Currently, there are two major issues in Update #18 that are disrupting the player experience. We are investigating and aiming to fix these issues ASAP. Rendering/Loading: World loading for Xbox One X users has become very slow, causing issues where players are landing before buildings are rendered. Multiple Devices: There are a couple issues when more than one controller (or USB device) is connected/used. Sensitivity is lowered after exiting ADS Vehicles cannot be driven unless map is opened To go a little more in-depth into the issues above, world loading for Xbox One X requires 2.5x more resources than the OG and S systems. Even though the Xbox One X has more processing power, there are a lot of resources to load in a higher quality compared to the OG and S, which makes the buildings render more slowly. On top of this, parachuting costs extra resources to load as well, so the rendering issue is magnified after landing on the ground. We are working to reduce the maximum graphical load of the X to make it similar to the OG and S, which will result in improved rendering times. We are further investigating the multiplier to reduce instances of “playdoh” buildings and to find a good middle ground between graphics resolution and loading times. Regarding controllers, we’ve found several bugs when there are multiple controllers connected or being used. The two main issues are sensitivity being lowered after exiting ADS and being unable to drive vehicles. These bugs will be fixed in the next patch. For now, please use the following as a workaround. Turn off the Xbox Disconnect all controllers except the one you want to use Turn on the Xbox The Xbox needs to be turned off for this workaround to be effective. If you turn off or disconnect the controllers while the console is still on, the bug will persist. In our next patch, we also plan to address black loading screen issues. This is when players get stuck in the loading screen and cannot join the match at all, or until the plane has already flown halfway across the map. We will be reducing the amount of resources needed to load into a match so that our players can get more prep and strategy time. We always want our players to have enough time to decide where they want to drop. 1.0 Launch In case you missed the big news… 1.0 is officially coming! After 9 months of active development alongside our passionate community, PUBG on Xbox is leaving the Game Preview phase and going into Full Product Release on September 4. See full details here: We’ve put together a short FAQ that wasn’t answered in the original announcement: Will Game Hub stats transfer from Game Preview? Yes. Will stats from Game Preview achievements transfer over to 1.0 achievements? We apologize for the confusion surrounding achievements in our original announcement. No, stats from Game Preview achievements will not transfer to 1.0. Will weapon skins be released? Yes! More info on cosmetics coming soon. We will be testing out the new currency and crate system on the PTS before 1.0, so please stay tuned for more details on that. We are excited to bring this new system to the game and want to make sure that it has a smooth launch with 1.0. Will we be able to test out all of the 1.0 content on the PTS before release? We are focusing on testing the stability and integrity of the new currency and crate system. This system is brand new and developed from the ground up, so it is important to us to make sure that it runs smoothly before releasing it to live. The rest of the new content highlighted in our announcement will be available at launch for everyone to enjoy! Will there be map selection? This will be the same as PC. You’ll have the choice to queue for either Battle Royale (Miramar, Erangel) or Mini Royale (Sanhok). There are more features and changes for 1.0 that were made due to community feedback, and we hope that our players will be pleased with these changes! We will be revealing more details in the coming days leading up to the 1.0 launch, so please stay tuned. Again, we want to thank everyone for your support in Game Preview. It has been a long journey, but 1.0 is officially on the map and we couldn’t be more excited and grateful to have made it this far with our players. We can’t wait to show you more of what to expect in 1.0. Thanks PUBG Xbox Team
  26. 42 points
    Hello everyone, We would first like to thank everyone who jumped on the PTS, your feedback is extremely important to us and we appreciate all the reports and suggestions. As with our last post, we'd like to explain more about our rendering improvements, and also share a little of what is coming in the future. Let's get started! Rendering In our last dev letter we shared a video of our rendering optimization efforts, and over the past week these improvements have been on the PTS. We've received very positive feedback from the community regarding these optimizations, and this in this letter we would like to delve deeper into the details. From the May 21 PTS patch notes: Performance Optimized level streaming and improved the loading speed of proximate buildings by 30~40%. Material data structure has been optimized. Streaming priority has been optimized based on the prediction of the player's movement direction. Loading speed of internal objects in buildings has been optimized. Level LOD data has been optimized. Hitching which occurs when texture streams have been optimized. (XBOX ONLY) To better explain what the above actually means, we've detailed 2 cases where level streaming has vastly improved. Test console: Xbox One S / HDD Case 1: Level loading time when parachuting towards Vikendi's Castle at full speed. Before, it took about 58 seconds for all proximate buildings to fully load. With this optimization patch, we estimate around 40% faster building loading speeds. Case 2: Bridge level loading time when approaching from Vikendi's Castle We tested the time it takes to load the western bridge of Vikendi's Castle when approaching at 150km/h on a motorbike, with this optimization patch the bridge loads in 50% quicker than before. Previously, it took an abnormally long time to fully load the proximate level, as loading of the previous level (area) had not completed, causing delay to the next level's (area's, in this case, the bridge) loading. Before optimization, the bridge loaded in about 34 meters after touching the bridge. After optimization, the bridge loads in 94 meters before touching the bridge. More Optimizations We applied a hotfix on the PTS to improve rendering speed of building interiors. Objects such as tables, cupboards, and sofas will now load much faster than before. We're working on optimizations to parachuting. After these improvements are in place there will be fewer instances of movement hitching while parachuting, providing you with an overall smoother parachuting experience. (There are instances where players at a distance may appear to be skipping, but this is a result of the reduced memory usage and is intended.) Balance Changes On the PTS update we applied some weapon balance changes and we'd like to share some of our plans for further changes. SR Damage Change SR usage on console is much lower than when compared to PC. This is due to the difficulty of precision aiming with controllers, especially when using larger scopes. To make SRs more viable in the game, and to increase SR usage on console, we decided include the 150% body shot damage multiplier on the PTS. Following community feedback that the the SR would be too powerful, the damage multiplier will be reduced from 150% to 130% when this patch is applied to live servers. Erangel Loot Rebalance We applied the first iteration of the Erangel loot rebalance on the PTS, and although on paper this was a significant change, feedback from the community let us know that we need to go further with these changes. In July (expected to be late June / early July), we will apply the second round of loot balance changes and also change the Featured Map to Erangel. Console PUBG QOL Improvements Our goal for this year is to create console exclusive features, which will provide a better user experience specifically for console players. We have lots planned for the future, but for now we'd like to share a few things we are aiming to include in the next update. Controller Preset C An important skill to master in PUBG is leaning; it allows you to peek to the left or right of your cover to gain information, or take shots at the enemy while minimising your exposure. With Controller Presets A & B, leaning is activated when the left or right thumbstick is pressed in. As thumbsticks are also used for movement and aiming, pressing them can cause a player's aim to go off the mark, making it difficult to hit those quick peek shots. As a result of player feedback we have created Controller Preset C. This preset moves the leaning bindings from the thumbsticks to the bumper buttons, as well as making a number of other suggested changes. More will be shared in a future update. Auto Equip Attachments We understand that in PUBG speed is of the essence, especially in the early game. While still maintaining the realistic gameplay that PUBG is known and loved for, we would like to make some quality of life changes which will reduce the amount of time spent on the inventory screen. With the introduction of the auto equip feature, attachments will now be auto-equipped to your weapon so you spend less time on the inventory screen, and more time concentrating on getting that chicken dinner. Also, when dropping your weapon on the ground, rather than needing to manually removing all the attachments you'd like to keep for a new weapon, the attachments will automatically be sent to your inventory. When added in a future update, the auto equip feature will be enabled by default, but will offer separate options for specific attachments as well as the ability to disable it completely. In the future... More QOL improvements Better organized loot, this is something that the community has requested for a long time. We're currently working on improving the loot order, and although it won't be ready for the July update, we're working to have it ready for an update in the near future. We're working extremely hard to ensure that with each update we bring improvements to PUBG on console. While we're developing console QOL improvements, be sure to send us your feedback and suggestions on what you'd like to see. We're listening and we'd love to hear from you! We would like to once again thank you for your support and passion for PUBG, it means a great deal to us. Thanks, PUBG Console Team
  27. 42 points
    Hey Everyone, War Mode is back, and this time we’re introducing the One Shot One Kill event! In this event, all players spawn with a ghillie suit, a Kar98 with a 4x scope, a random secondary weapon, level 1 helmet/vest, painkillers, 5 bandages, and one frag grenade. And to kick it up a notch, everyone will die instantly when taking lethal damage, instead of being knocked. Snipers often work in pairs so this event mode has been set as duos only as we want you to have a realistic and fun experience playing with someone else. Will you be the sharpshooter or the spotter? Check out the full event details below! EVENT SCHEDULE STARTS: Oct 18, 7pm PDT / Oct 19, 4am CEST ENDS: Oct 21, 7pm PDT / Oct 22 4am CEST AVAILABLE QUEUES Duos on Erangel NA/EU: TPP and FPP OC: TPP Please invite your friends in the Event Mode lobby if you want to play duo together. Getting into the Event Mode lobby as a party may cause your team to disband or crash when the match has been made. RULES War Mode Twenty duos fight on Erangel (max 40 players) Each match takes place inside a small, static safe zone All players spawn with a Kar98 with a 4x scope, a random secondary weapon, level 1 helmet/vest, painkillers, 5 bandages, and one frag grenade When taking lethal damage, you'll die instantly instead of being knocked Eliminating an enemy earns your team 3 points Killed players respawn in planes that fly by every 30 seconds The first team to reach 150 points wins If no team reaches 150 points after 15 minutes, the team with the most points wins OTHER EVENT RULES The mode is limited to duos The mode is limited to 40 maximum players (20 teams of 2 players) Vehicles do not spawn Red zones are disabled Care packages are disabled Weather is set to “Rain” Friendly fire is disabled Please share your thoughts on this mode with us, we may adjust the rules next week depending on your feedback. Thanks, PUBG Xbox Team
  28. 41 points
    Hey everyone, On November 7, we will be updating live servers to Update #3! This update will bring the new Supply System, Custom Matches, officially licensed Joker and Harley Quinn skins, bug fixes, and more. Dive into the patch notes below and read up before jumping into the new update! Maintenance Schedule PST: November 7 12:00AM - 2:00AM CET: November 7 9:00AM - 11:00AM Supply System Added Supply System Earn XP through play time and completing missions to level-up and obtain rewards. Each 10 levels you will receive a permanent reward. Every level-up on the way to each permanent reward will grant you BP and also a chance to receive an additional permanent reward. You can level up and get rewards when you fill the Survival gauge with survival XP You must click “Claim” to receive the completed mission XP Observing teammates grants 50% less XP than while alive Skin & Items Added a MAKE UP tab in the APPEARANCE category. The APPEARANCE category has been added to the store, where you can purchase additional Hair and Make-up options. Changing APPEARANCE such as face, hair and/or gender will not cost BP (some paid items for face and make-up are excluded from this). Cosmetics Officially licensed Joker and Harley Quinn Skins Harley Quinn “Daddy’s Lil Monster” outfit “Good Night” baseball bat skins for the crowbar and machete The Joker’s “Night Club Suit” outfit Each bundle includes new paid hair and makeup options as well to complete the look of these two iconic characters. Custom Match Custom matches have been added and custom match creation is available for all players. Known issue: You may experience short instances of hitching in the custom match lobby when assigning or moving teams. Custom match list can now be viewed after selecting custom match game mode. Normal mode: Classic battle royale rules—be the last person (or team) standing War Mode: Team deathmatch with respawns. The team with the most points (kills and knocks) wins. After selecting your preferred game mode, custom matches can now be created using presets. Each game mode currently has a default preset and one additional preset available. War Mode includes the Desert Knights preset. Normal Mode includes Sanhok Forty Fivers preset. RULES: Set number of players, team size. BASIC: Set game mode, password, map, weather, etc. After creating the match, the settings can be adjusted using the options in the BASIC and RULES menus. Things to keep in mind when creating custom matches: At least 10 players are required to start the match. You can keep the game in a waiting room for up to two hours. Performance Optimized texture streaming to reduce hitching Bug Fixes Fixed a bug where upon completing a match in Training Mode, you would receive two wins that counted towards Game Hub stats
  29. 41 points
    Hello everyone, We are putting out a hotfix today to deploy Xbox One X graphical changes and bug fixes, as well as add the BP exchange function and a few weapon skins to the Store. Read on for full patch notes! Performance Graphical settings on the Xbox One X have been toned down temporarily to help address framerate issues. The resolution and texture quality will remain the same. We wanted to maintain the quality in overall visuals, so to minimize the difference, we only reduced very specific detailed graphics options like shadowing and reflections. This includes the following changes: Shadow Quality (Both Dynamic/Static) lowered Post Processing Disabled Motion Blur Decrease quality of Screen Space Ambient Occlusion (SSAO) Disabled off Depth of Field Disabled off Lens Flare Decreased Eyes Adaption Quality This is the time it takes for your eyes to adapt to the dark when you go from a bright to dark place. Effects Disabled Screen Space Reflection (SSR) This is the reflection from windows and such. Disabled Refraction This is refracted light. Disabled Subsurface Scattering (SSS) This is when there is light inside an object to make it look more real. Disabled Particle Light This is dynamic light from different effects such as explosions. Lowered the number of particles created Optimized inventory in the CUSTOMIZATION menu in the lobby to reduce input lag. Gameplay BP exchange has been added to weapon skins. Pressing the Y button while hovering over the weapon skin in the inventory will exchange that weapon skin for BP. Only one skin at a time can be exchanged for BP. BP exchange price will vary with each item. The preview button has been changed to ≡ button. Bug Fixes Fixed an issue where the Russian and Uzbek languages were not displaying correctly. Fixed an issue where a “Lost connection to host” error would pop up when connecting into a match after previously cancelling matchmaking. Weapon Skins The below items have been added in STORE -> ITEMS available from: September 21 00:00 PDT / September 21 09:00 CEST Glory - AKM This skin will only be available to purchase until: October 21 23:59 PDT / October 22 08:59 CEST Glory - UMP9 This skin will only be available to purchase until: October 21 23:59 PDT / October 22 08:59 CEST Trifecta - Scar-L Trifecta - Micro UZI Trifecta - P92 We’d like to thank everyone for their patience while we worked through the initial issues that popped up with the 1.0 launch. We will continue to keep an eye on our channels once the hotfix is deployed, so please keep your feedback and reports coming and let us know if you continue to experience any issues. Thanks, PUBG Xbox Team
  30. 40 points
    Hello everyone, This is KooSung Jeong, part of the Console Development Team here at PUBG. We hope everyone has had the chance to try out all of the latest content and features in our most recent update from May. Today, we’re excited to give you a look into what you can expect for our upcoming June update. The next patch is currently scheduled for June 27 PDT and will introduce some highly demanded features to the console experience, including the auto-equipping of scopes, magazines and muzzle attachments, a tactical marker communications system for those players without access to mics, and a new controller layout scheme for better mobility in battle. Vikendi and Erangel will both get loot rebalances and the highly anticipated Weapons Mastery system makes will make its debut on consoles. Additional details for each of these items can be found below: Weapon Mastery New progression feature in PUBG with unique, awesome, and free rewards New avenue for players to improve their weapon skills Tactical Marker The map now has six marker options to choose from depending on the situation Second Erangel Loot Spawn Rebalance Increased spawn rate of AR, DMR and SR The featured map will be changed to Erangel from Sanhok with the June Update Vikendi Loot Spawn Rebalance Blue Zone adjustment Increased spawn rate of AR, DMR and SR (especially SR) Auto Equip Attachments We understand that handling attachments with the controller can sometimes be difficult and players would sometimes avoid early combat due to having insufficient time to equip attachments To solve for this, we created an auto equip attachment feature to reduce time when equipping needed attachments. Less time in your inventory means more time for battle! Controller Preset C Like the above auto equip feature, we are focusing on improving overall player experience during battles On the controller, leaning is configured to thumbsticks and we understand it can sometimes affect your movement and aim Controller Preset C moves the bindings of leaning from the thumbsticks to the bumper buttons, as well as making a number of other suggested changes. More details coming soon! Specific details and patch notes will be shared as we get closer to patch day, but we hope that this short patch preview gets you hyped for what’s to come! On that note, we recently announced the Erangel Visual Update, which looks to evolve the map visually and apply some lessons we've learned from our more recent maps. You can read all about it in our post here, but our console community can definitely look forward to playing it later this summer. See you on the battlegrounds, KooSung + the PUBG Console Team
  31. 40 points
    Our new winter themed map, Vikendi, is officially graduating from the Public Test Servers and releasing on to live servers on January 22! More details at: https://vikendi.pubg.com/ Before you jump in, check out the locations of Vikendi below for an in-depth look into your next hot drop on release day. Locations of Vikendi Of all the Battlegrounds in the world, none are quite as dangerous as Vikendi. A 6km island blanketed in snow and bathed in the Aurora Borealis, is it as harsh as it is beautiful. Yet before it was a Battleground, Vikendi thrived as a space exploration hub, a tourist attraction, and to some, a quiet place to call home. To get players up to date with the sights of this new map, we’re covering some of the points of interest around the island. Read on! With only a third of the island untouched by snow, Vikendi is a tracker’s paradise. Fresh footprints across a sea of snow leave no question as to who has been there before. But while open fields and forests are abundant, there are also dozens of small villages dotting the entirety of the island. There are also locations where the rivers have frozen over, allowing you to cross on foot or with a vehicle and see cover around one of the many frozen objects in the ice. Cities within Vikendi feature a very prominent European building style and their stone walls and densely placed buildings make for great opportunities for cover, or leaping across the rooftops to catch your opponents off guard. Now, let's look into a few key cities and points of interest. Cantra Cantra is the often talked about village by the sea on the edge of Vikendi. The natural hot spring in this area made the village a popular destination for tourists looking to enjoy Vikendi’s stunning beauty while soothing away the cold. Castle The Castle, complete with a moat formed by Vikendi’s largest river, is a standing reminder of Vikendi’s past. Well protected and with a vantage point across much of the surrounding land, the Castle is a statement of power from a time long past. Even today, Survivors hold up in the Castle are a force to be dealt with as its high towers provide a heavy advantage against a would-be siege. Cement Factory Volk Cement saw a huge opportunity with Vikendi’s abundance of limestone and set up their factory to meet the demands of Vikendi’s rising Commercial and Tourism needs. High rising silos, walkways, and warehouses make up the factory, providing plenty of areas for Survivors to gear up. Cosmodrome Cosmodrome and it’s unlaunched rocket are a stark reminder that not all dreams come true. An abandoned space center with huge maintenance hangars, control centers, and the remains of one of Vikendi’s tallest structures, Cosmodrome still leaves visitors with a strong impression-- everything on Vikendi eventually dies, even dreams. Dino Park Dino Park is the perfect example of how prosperous Vikendi used to be. A prehistoric amusement park, filled with various attractions including a roller coaster, bumper cars, and a “thrilling” dino maze, Dino Park was touted as fun for the whole family, as long as they were willing to drop some serious money on overpriced dino plushies in the gift shop. Dobro Mesto Dobro Mesto is one of Vikendi’s first major cities and as such remains one of the largest. Its glorious central plaza housed a famous clock tower and once attracted hundreds of people buying and selling crafts in a sort of communal market. Goroka Goroka is a unique lakeside town near central Vikendi. At the base of Mount Kreznic, the frigid temperatures of the island keep the lake frozen nearly all year round that once supported a small industry of ice fishermen. Nowadays, the ice is much more dangerous to be on with the high ground around it a prime spot for an ambush. Podvosto A traditional river city, Podvosto had larger town comforts such as bakeries and cafes, yet the “right at home” feeling of a small town. The old Podvosto Walkway was the original bridge connecting the two parts of this city, but in later years became a popular destination for young couples to walk together before marriage in a symbolic display of their upcoming life together. Trevno Located on the Northeastern coast of Vikendi, Trevno was a place where the poorer families of Vikendi went to live. Many of those who were lucky enough to have steady work were employed by the Zupan company, who hand stitched every dinosaur plushie sold by Dino Park. Being relatively far away from the island’s other destinations and with only their old lighthouse as a tourist spot, Trevno was never high on must-see lists. The low tourism income led to infrastructure in need of repairs and a large pipeline explosion didn’t make tourists feel much safer. Volnova Volnova was as big and bustling of a city as they come in Vikendi, with its first buildings dating back to the middle ages. Heritage and history were important to Volnova’s residents, but they were always eager to welcome a new restaurant or cafe. Centrally located between some of Vikendi’s main attractions, Volnova’s several hotels were always full, and the popularity of the city led to many buildings being built on top of each other. Even as part of a battleground, Volnova is still a popular destination where danger can strike from any direction. Winery The Dolinšek family took advantage of one of Vikendi’s warmest spots to set up their business and grow grapes for their traditional wine. They remained a popular tourist destination for wealthy people doing the “world tour of wine” and had daily showings and tastings in their heated underground lounge. The family business never quite recovered from a mysterious collapse of their lounge during one of these tours, which caused the deaths of several wealthy patrons. Zabava Zabava was a small artists’ town near the the old harbor. Sailors who passed through often fell for the town’s charm and culture and many wound up eventually laying down roots there. Zabava was also the first location of the famous Horvat’s Chicken restaurant, which spread to several locations around Vikendi and beyond. Vikendi is a unique and diverse island and there are many more places, businesses, and attractions awaiting survivors dropping onto the island. While you should be watching your back first and foremost, we hope you find the time to also enjoy the beauty, style, and culture that let it stand out among the battlegrounds.
  32. 40 points
    Hello everyone, Welcome back to this week’s community post, and cheers to wrapping up our first week of 1.0! We hope that everyone has been enjoying all of the new 1.0 content that was added this week. While we have loved seeing our players hot dropping into Sanhok and coming out with chicken dinners, there are a few major issues in 1.0 that we need to address. Those topics include achievements, Xbox One X performance, and more. Let’s dive right in! Achievements There is currently an ongoing issue with achievements not being unlocked upon completing the requirements. Shortly after the 1.0 launch, there was an error that caused many achievement unlocks to be delayed. In addition, we were able to retroactively unlock some achievements for our players that had completed them in Game Preview. This created an enormous queue in the backlog of achievements to be unlocked, causing more delays. We are also investigating issues with other achievements not popping at all upon completion. We appreciate everyone’s patience in this matter and apologize for the inconvenience caused. We will provide an update on this issue when we have more details to share. Xbox One X Performance Many of our players who play on the Xbox One X are seeing a multitude of performance issues while they are playing the game. One of the biggest issues that we are currently investigating are framerate drops while playing. Specifically, many players are experiencing major framerate drops during gunfights or during ADS. The reason for this issue is that Xbox One X uses higher resolution textures and requires more graphics options to output better overall visual quality. This could be causing lowered framerates, especially during resource heavy situations like gun fights. We’re currently looking into different ways to fix these issues to stabilize framerates in these situations. We apologize for any frustration caused and hope to have more details to share soon. Survivor and Wanderer Crates We have investigated reports of Survivor and Wanderer Crates disappearing from the inventory. The Item IDs of these crates were changed with the 1.0 launch, which caused this issue to occur for players who purchased these crates pre-1.0. We will be deploying a fix for this sometime next week. Please note that players who are experiencing this issue will see two “types” of Survivor and Wanderer Crates in the game, one of which are the pre-1.0 crates and the other post-1.0 crates. They are the same crates but with different Item IDs. Lost Connection to Host We’ve seen many reports from our players saying that they are receiving an error message “Lost Connection to Host” when trying to get into a match. This error is happening due to sessions not updating during matchmaking after multiple sessions were initiated then canceled. For example, if a player solo queued, canceled, duo queued, then joined the game after the match was created, the error would occur. We are currently testing out a fix to roll out and hope to have an update for this soon. Event Pass: Sanhok We hope that everyone has been enjoying the Event Pass that launched with 1.0 to celebrate the new map, Sanhok! If you haven’t visited our neat microsite yet, be sure to check it out here. While many players have been leveling up, completing missions, and making their way through the Event Pass, there have been some confusion and questions that we wanted to help clear up. Below is a little FAQ that we put together after seeing your feedback and questions: Q: Why is there a max daily XP limit? A: The daily XP limit only applies to survival time during games. It is calculated as 1xp per 2.5 minutes. This is doubled for Premium Pass users. Everyone can participate in completing missions for the Event Pass, except the Sanhok missions which are unlocked for Premium Pass users. These missions will be the main drive in gaining EXP and leveling up. The survival EXP that is given is just an added bonus on top of the EXP gained from completing missions. Q: Do you need to buy the Event Pass in order to play the new map, Sanhok? A: No, you will never need to purchase anything in order to play a new map. Sanhok and all new maps in the future will be free to play as long as you have the game. Q: How often will we have Event Passes? Every month? A: Event Pass: Sanhok was created to celebrate the release of our third map, Sanhok. We don’t have many details to share at the moment about our future plans with Event Passes. Q: Are there temporary rewards in the Event Pass? A: There are no temporary rewards in the Event Pass except XP boost. We want to thank everyone that played in 1.0 this week. It’s been a whirlwind of excitement, but we know that there are many things that we need to tackle and fix for our players. So please keep your feedback, bug reports, and suggestions coming! Like we’ve said in the past - 1.0 is just the beginning and we’re looking forward to continued development alongside our passionate community. Thanks, PUBG Xbox Team
  33. 37 points
    Hey everyone, This week, we are updating the PTS to add the highly requested Training Mode! The PUBG Training Mode lets 5-20 players (solo queue with matchmaking) 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. In addition to the Training Mode, the PTS will have all of the previous content that was added on October 11. You can view those patch notes here. In the meantime, check out the patch notes for the Training Mode below, as well as instructions on how to download the PTS! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Maintenance Schedule PDT: October 18 7:00PM - 9:00PM CEST: October 19 4:00AM - 6:00AM Training Mode Added a Training Mode where you can practice all aspects of PUBG gameplay The Training Mode map is 2x2 in size You can join through matchmaking by clicking on the “Training Mode” button in the lobby. When there are more than 5 players in the matchmaking queue, the session will start immediately. Players will continue to join open sessions for up to 5 minutes after they start. (Up to 20 per session) If there are less than 5 players in the matchmaking queue, matchmaking will continue for 5 minutes If there are still less than 5 players after 5 minutes, the session will start with the original number of players present and other players cannot join the session. Total play time is 30 minutes (e.g. in case of number 1, where you immediately enter a session, you have 5 minutes where other players can join the session + regular training mode playing time of 25 minutes) Players cannot drop below 1hp in Training mode Gameplay Bluezone effect has been changed Performance Optimized weather effects to increase framerate - especially during rain Optimized cloud effects during free falling to increase framerate Bug Fixes Fixed a bug where sometimes there are hitches during gameplay - up to 1~2 seconds We are excited to finally introduce Training Mode, and we hope many of our players will head over to the PTS to check it out. Please be sure to share your feedback on our channels and let us know what you think of this week’s PTS content! Thanks, PUBG Xbox Team
  34. 37 points
    Hello everyone, Welcome back to another community weekly post. As we wrap up the month of September, we wanted to provide some insight into what you can expect next month. Also, be sure to catch up on last week’s community post as we provided updates to many issues that our players have been facing. October Updates For October, there are currently two patches planned along with a hotfix coming next week on October 1. The hotfix next week will fix an issue with achievements not tracking or unlocking properly: Fixed an issue with achievements where in some instances, the User ID sent to the server was not sent back to the profile. October’s content update will drop in early in the month and includes new content plus some quality of life additions, including: Quick marker system Adding a new option in report menu to report players for teaming Increased maximum sensitivity Beryl, MK47, Scooter and Tukshai, Laser Sight Reward Systems - rewards that can be earned through different ways, details coming soon! Of course, more details and exact dates will be provided as we get closer to the patch day. For the second October update, we are still finalizing content and will provide more details as the month goes on. Training Mode Training Mode was originally planned for the October update, but due to stability issues, we will be delaying this feature to November. Event Mode We have fixed the stability issues with group queueing in Event Mode, and you can now play with your friends in the current event, which is now live! Details here. We encourage everyone to drop into the event this weekend and let us know your thoughts and suggestions. We are also planning to add a level-streaming save feature in War Mode, so that loading will be saved and buildings won’t need to render with each respawn. Event Pass Event Pass: Sanhok ends on October 4, and we wanted to make our players aware of a couple things: Event Pass: Sanhok ends on October 4 at 00:00AM UTC. It will no longer be sold starting from October 2 02:00AM UTC. There will be a grace period after the Event Pass ends from October 4 00:00AM UTC - October 11 00:00AM UTC. This grace period will allow players to collect rewards that they have earned. After this grace period has passed, rewards earned from the Event Pass can no longer be redeemed. Missions will be active and can be completed during this time. However, XP will not be earned from survival time. Event Pass: Sanhok - Bonus XP Event This weekend, September 29 and 30, we will be giving out a bonus of 400 XP to players who login each day. On September 29 & 30 from 00:00-23:59 UTC, there will be a login event banner to collect the 400 XP. A total of 800 XP can be received this weekend, so be sure to jump into the game! Lost Connection to Host We thank everyone for your reports on this issue thus far, and would like to request more detailed information from players who are still experiencing this error. If you are experiencing this error, please reply to this thread to submit a report. As always, we appreciate everyone’s feedback, and please continue to let us know what kind of updates you’d like from the dev team! Thanks, PUBG Xbox Team
  35. 37 points
    Hello everyone, Welcome to this week’s community post! Today, we will be going over a few known issues that some of our players have been experiencing. We wanted to take the time to provide an update on these known issues in one post, so that our communications are more streamlined and easier to find. Let’s go ahead and get into it! Lost Connection to Host We hear you, and we’re focused on knocking out this bug as soon as possible. This week, we deployed a hotfix that fixed one of the reasons why this error would pop up, which was when a player previously canceled matchmaking before getting connected to a match. While we have been investigating other possible causes and trying to reproduce this bug, we would like to request those who have been receiving this error to let us know below what actions you had taken prior to this bug happening. When submitting a report, please use the following format: Solo, duo, or squad? What actions were taken just prior to receiving this error? Please provide as many details as possible. For example: Queued duo, canceled matchmaking, queued squad, received error. This will help us out greatly with our investigation and we appreciate your reports! Event Mode: Desert Knights Our first Event Mode, Desert Knights, went live on Sept 20 7pm PDT / Sep 21 4am CEST. If you missed the news, feel free to check out the full details here. Currently, the event can only support solo queue, which we know is quite disappointing for our players. The reason for this is that there were stability issues with group queueing, and we are actively working to resolve this. Whilst we are working on making the party invite feature for the Event Mode, some players have found a temporary workaround which allows them to join Event Mode with friends. In order to play the Event Mode with your friends you will have to: Enter Event Mode screen Press the Guide button on the Xbox controller Navigate to "People" Select "Friends" Select the player you wish to play with Select "Invite" -> Invite them to a game If they enter the party, you will be able to see the number of party members in the top right of the screen All Party members need to press "A" button when on the Event match screen There is also small chance of crashing when joining/leaving matches in Event Mode. We have found that this is due to the session changes that happen to fit the larger dynamic team sizes. We are investigating these issues to have it solved ASAP. Weapon Skins We have found an issue with purchasing the new weapon skins from the Store. Unfortunately, the new skins will be unavailable until this is fixed. We are currently focused on the group queuing fix for War Mode first, and will provide a revised release date for the weapon skins once the issue is resolved. Achievements After our investigation into achievements not unlocking or tracking correctly, we have found that the new weapons, QBZ and QBU, have an issue where their item type is not properly defined in the logs. This means that currently, QBZ and QBU kills may not be counting towards achievements. Now that we have identified one of the root causes of this issue, we expect to be able to put out a fix for this soon! Thank you for your patience. Level Streaming We are continuing to work to optimize level streaming to improve the following: Ensure that there are no “play-doh” like buildings upon landing Fix issues where players are getting stuck on furnitures or in rooms with no exit We are currently testing out some optimizations, and will have more to share soon. Desync We are working on optimizing character movement to reduce desync issues. We are testing out more fixes, and expect to be rolling out an update to address this issue in late October. We are also planning to improve matchmaking, with the result being an increased chance of low ping players playing with other low ping players. More on this later. Framerate Issues While the hotfix this week helped many of our X players with dropped framerate issues, all of our players having stable framerate is still a big focus for us. We are working to increase overall framerate everyone, as well as identify and reduce frame drop instances and hitches. Unable to pick up items from the floor This bug will be fixed in early October. EU Server - FPP There will be an update to the matchmaking system where your region will be selected automatically depending on your location. This will bring the EU FPP players playing on NA back to EU servers, which we hope will help with matchmaking issues. More info on this coming soon! Sound Issues There are ongoing investigations into sound related issues. Upcoming QoL Fixes These are some of the most requested quality of life changes that our players are asking for that will be coming to the game soon. Compass Visibility - We will be putting shadows on the compass for better visibility Teaming - We will be adding a new option to report players for teaming Increased maximum sensitivity Thank you for taking the time to read through our post this week! While it was on the lengthier side, we know that it is important to communicate up to date information on ongoing issues in the game. As always, please continue to leave us your feedback, reports, and suggestions on the forums! Thanks, PUBG Xbox Team
  36. 37 points
    Hello everyone, Welcome back to our Community Weekly Post! Today marks our 4th edition, and we hope you’ve been enjoying our weekly updates in this form. This week, we pushed the PTS build to live servers with Update #17. If you missed this news, feel free to check out the patch notes here: https://forums.playbattlegrounds.com/topic/276705-xbox-game-preview-update-17/ While this update contained many bug fixes, it also introduced a few issues that still need to be resolved, which we will go over in this post. Lastly, we had an issue with the Community Headhunter Crate this week. We’ll go over this in detail below. Let’s dive in! Graphics/Textures on Xbox One X As many of our Xbox players are aware, the Xbox One X utilizes a more detailed world than the OG/S versions due to their powerful GPU for 4K resolution. Thus, X users are able to see textures in higher quality, but it also means that the X requires more resources to output these textures compared to OG and S. Because of this, it took longer to load textures, and even caused issues with dropped frames. To mitigate these types of issues and to create more fair looting and combat situations, we decided to make the rendering process to display the highest quality textures more gradual. This means buildings will load faster, allowing you to get in and start looting quickly, with the texture quality gradually increasing until it’s fully rendered at the highest quality. The changes we made currently aren’t being liked by many of our X users. We plan to further optimize the rendering process so the higher quality textures can be rendered faster without dropping frames. Scoping For scoping, PUBG now uses high detailed world data and less imposter data to improve visibility. Now, many objects will be seen in higher quality while scoping, which we hope many of our players will like. We intend to have further optimizations to reduce frame drops while scoping. New Molotov Mechanics Have you tried out the new Molotov mechanics? If you’re not quite sure what we’re talking about, check out the video below to get a recap of the new changes before you jump into the game to try them out! Link: https://www.youtube.com/watch?v=G03DZunofT4 Known Bugs Unfortunately, a few bugs made their way onto live servers, but we’re aware of them and are investigating! If you’ve ran into any of these bugs, feel free to reach out to us with the below information. Videos are especially helpful in investigating these pesky bugs and getting rid of them once and for all! Not being able to drive vehicles - Please specify the vehicle, controller type, wired controller (Y/N), and whether there is an extra controller connected/charging. Sound related issues - We have logged a bug where double footsteps are heard when the enemy has bare feet. In addition, when encountering a sound related bug and submitting it to us, please provide a video of what was going on when it happened, especially when enemy footsteps are too quiet or aren’t heard at all. Loot boxes disappearing - Please specify which weapon to kill the enemy, location on the map, mode (solo/duo/squad), etc. Please keep in mind that while we are focused on fixing many existing bugs in the game, the above issues are at the top of list (and we can probably all agree that they are some of the most annoying). Headhunter Crate & Snipe City Event Earlier this week, players reported receiving locked crates and weapon skins instead of the promised Headhunter Crate prizes. This was not intentional and happened due to the Snipe City Crate being added, which caused a conflict in our system with the Headhunter Crate. This resulted in receiving other items when opening the Headhunter Crate. This issue has since been fixed, and players should now receive the correct items when opening the Headhunter Crate. For players who have received the wrong rewards, we plan to retrieve them and send out replacement Headhunter Crates. For those who were affected by this bug, we advise you not to swap incorrect rewards received for BP, as this makes it difficult to track which players were affected and then send out the correct rewards. Players who have already have swapped the wrong items with BP, please submit a ticket with our support team at http://support.playbattlegrounds.com As for the Snipe City event, we have sent out the rewards to all eligible players, and you should by now have received the Snipe City Crate in your inventory! We hope that everyone has been enjoying the new update so far. We’ve been looking at your comments in feedback threads and we’re thrilled to hear that many of our players are having a much smoother experience in terms of performance, frame rates, loading times, etc. We will keep a close eye on feedback across our channels, and we invite you to continue letting us know what you think can be improved. Thanks, The PUBG Xbox Team
  37. 34 points
    Hello everyone, Happy Thanksgiving! We hope everyone has a wonderful long weekend and feasts on some turkey dinners during the holidays. Make sure you’re not too full, so there’s still some room left for chicken dinners in-game too! We’d like to celebrate together with our users this Thanksgiving, so we’ve prepared a login event for those who’ll be playing PUBG during the Thanksgiving weekend. Even if you do not celebrate Thanksgiving, this login event is open to everyone, as you all deserve a special gift! Event Schedule: Starts: November 22 02:01AM PST / November 22 11:01AM CET Ends: November 26 00:00AM PST / November 26 09:00AM CET Players who login to the game at least once during the event during the event, will receive the Full Autumn M416 weapon skin immediately upon login! To equip the weapon skin, simply head over to the Customization tab and find the Full Autumn skin located under Weapons > M416. Again, have a wonderful Thanksgiving!! Thanks, PUBG Xbox Team
  38. 33 points
    Hello everyone, The time has come to unveil our first ever event in the newly implemented Event Mode! This weekend, you will experience War Mode, a deathmatch-style game mode where players hunt each other down in a static zone. If you are killed, you will respawn in planes that fly by intermittently. This weekend’s event is Desert Knights, where you drop into Miramar with a 10-person squad, kitted with all level three gear, a care package weapon, and other items. Teams will get points for knockdowns and kills, and the team that reaches 150 points, or has the highest points after 12 minutes, wins the battle! EVENT SCHEDULE STARTS: Sep 20, 07:00PM PDT / Sep 21, 04:00AM CEST ENDS: Sep 23, 07:00 PM PDT / Sep 24, 04:00AM CEST AVAILABLE QUEUES 10-man squads on Miramar NA/EU/OC: TPP Can only queue by yourself, no group queue available due to stability issues. We will add FPP and group queues as soon as they are in a stable state. RULES War Mode Two 10-man squads fight on Miramar (max 20) All players spawn with level three gear, a care package weapon, first aid kit, random sidearm and 2 grenades Killed players respawn in planes that fly by every 30 seconds Eliminating an enemy earns your team 3 points If no squad reaches 150 points after 12 minutes, the squad with the most point wins Vehicles will not spawn OTHER EVENT RULES 10-person squads only. Auto-matching is forced Weather is Sunrise Red zones are disabled Care packages are disabled Friendly fire is disabled SAFE ZONE POINTS We hope everyone enjoys our first event in Event Mode! As always, your feedback is essential to improve upon future events, so please be sure to leave us your thoughts on our channels! Thanks, PUBG Xbox Team
  39. 31 points
    These patch notes have been updated. Update 1 - 06/27/2019 Read the changes at the bottom of this post. -- Hello everyone, Prepare for Update #8, coming to live servers on June 27! This update features our new progression system called Weapon Mastery, Controller Preset Type C, the new Auto Equip feature, loot rebalancing on Erangel and Vikendi, and much more. Dive into the patch notes below! Maintenance Schedule: PDT: June 26 10PM - June 27 4AM CEST: June 27 7AM - 1PM Weapon Mastery New Progression System Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use. It operates all the time without being affected by seasons. Weapon Mastery offers 100 levels for players to achieve per weapon. In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab. Weapon Mastery Rewards There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement. Charms Charms are accessories that can be equipped to weapons. New charm can achieved at every five levels of progression per weapon. Charms can be used with any weapon skins. Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game. Medals Medals highlight awesome accomplishments players perform with their weapons. Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved. Tier Emblems Players can earn emblems equivalent to their level brackets achieved per each weapon. Up to 10 tiers can be achieved. How to earn Weapon XP Weapon XP is earned when one or more of the following elements is satisfied during a match. Damage Headshots Defeats Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players. You can acquire extra weapon XP based on distance of defeats. When earning Weapon XP, the amount received will increase based on how long you survived. Defeats follow the existing judgment rules for DBNO/Kills currently used in the game. Additional information: Weapon Mastery does not count friendly fire/team damage. Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage, or drowning). Weapon Mastery does not count throwables or melee damage. Total defeats for each weapon can be found on the Weapons tab under Mastery. There is a maximum limit on each weapon that can be getting weapon XP. Controller Preset: Type C Added a new Controller preset, Type C Preset settings can be changed in the menus labeled Configuration - Control - Controller Preset The new preset is more suitable for thumb - index finger - middle finger control Compared to Preset A or B, Preset C is for players that utilize leaning and combat strategies heavily Preset C does not have the Aim (over the shoulder) key Leaning can be used by pressing LB or RB key Leaning was separated from the analog sticks to avoid disrupting the aim or movement The key to equip sidearm has been changed to double tap Y for a quicker change in dynamic battles For other changes, please see the in-game Controller Guide A word from our dev team: Controller preset C is designed to make a battle focused preset, so players would have minimum difficulty when moving, aiming, leaning or firing during combat by making them all independent. Preset C omitted the less commonly used key (in this case, AIM down the shoulder) and tried to avoid the loss in response time of ADS or distraction to combat. We will be adding customization options to all presets (A, B and C) allowing some key settings to be added/altered. We’re looking forward to hearing your feedback. Auto Equip Attachments Added Auto Equip Attachments options to Configuration - Gameplay Three options available: Auto Equip Attachments, Auto Equip Scope and Auto Replace Attachments Auto Equip Attachments An attachment will be automatically equipped on an active weapon upon pick up, if equipable If unequipable, the attachment will be equipped to the next available weapon (Primary 1 → Primary 2 → Sidearm order) If none of the weapons can equip the picked up attachment it will go into the inventory Attachments cannot be picked up if there is no free space in the inventory Auto Equip Scope Scope type attachments are given three different settings to reduce unexpected situations during combat Setting - Off Scope type attachments will not automatically equip and will go into the inventory instead Attachments cannot be picked up if there is no free space in the inventory Setting - Sight Only Only sight type attachments (Red Dot, Hologram Sight, and Canted Sight) will be automatically equipped Attachments cannot be picked up if there is no free space in the inventory Setting - All All scopes will be automatically equipped Attachments cannot be picked up if there is no free space in the inventory Setting - Auto Replace Attachments When replacing the weapon you are holding onto a different weapon by pressing X key, compatible attachments will automatically be equipped onto a new weapon Incompatible ones will go into the inventory Attachments will be dropped if there is no free space in the inventory Gameplay Featured Map The Featured map has been rotated from Sanhok to Erangel Erangel 2nd Loot Rebalance The total amount of items spawned in Erangel has been increased by approximately 28%. Increased the overall amount of items spawned, especially the spawn rates of those higher priority items. Spawn rate of AR has been increased by approx 64%. Spawn rate of DMR has been increased by approx 114%. Spawn rate of SR has been increased by approx 177%. Spawn rates of equipment and armor have been slightly increased, especially level 2. Spawn rates of healing items have been slightly increased. Open/Close Doors Animation Improvement Improved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing. Mission List You can no longer check your mission list while in the starting area or in the plane using LB You can still check the mission list from the System Menu New Parachute Gauge The parachute UI has been improved with more visibility and divided into two gauges, one for current speed and the other a more detailed altitude reading. Improved teammate status UI An icon has been added to show when teammates are freefalling from the plane. Teammates’ status icons during the parachuting phase which were previously only shown on the map, are now also shown at the bottom left of the screen alongside the other teammate UI. Tactical Map Marker Added new Tactical Map Markers with 6 different marker types for different situations (Attack, Danger, Defend, Loot, Regroup, Vehicle). To use the markers, open the world map and hold R-STICK to reveal the Tactical Map Marker wheel, then move to the desired icon then click R-STICK. Clicking R-STICK without selecting any marker type will place a standard marker. Each player can only place one Tactical Map Marker or Standard marker at a time. Tactical Map Markers will be shown on the world map, minimap, and compass in the same way as the existing map markers. Throwables Crosshair Improvement Added new crosshair when using throwables to easily identify the use of overarm or underarm throwing stance. Vikendi 2nd Loot Rebalance With this update we made Vikendi a more balanced sniper haven with increased long guns and the addition of the MK47 Mutant for that extra burst of firepower. Getting through all those snipers will be a bit easier with better cover, which the extra 4-wheel drive vehicles will provide better than snowbikes. Read on for more details about the Vikendi rebalance. Blue zone adjustments To support a wider variety of gameplay experiences around Vikendi, the initial safe zone will now be placed in more varied locations and the waiting time between certain blue zone phases has been reduced. Phase 1 safe zone now spawns in more varied locations. Waiting time between early and late blue zone phases has been decreased slightly. Overall match duration subsequently reduced by 1 minute and 30 seconds. Vehicle spawn rate adjustment Vehicle spawn rate has been changed to facilitate the new blue zone settings. Increased four-wheel drive vehicle spawn ratio in relation to Snowbikes and Snowmobiles. Item spawn rate adjustment We have adjusted weapon spawn rates to help facilitate more medium and long-range engagements. Adjustments to available attachments have also been made to offer players more options. Adjustments to item spawns on Vikendi: AR spawns increased by 1.4x DMR spawns increased by 2x SR spawns increased by 7x SMG, Shotgun, Pistol Crossbow and spawns have been decreased slightly. Attachment spawns have been increased slightly. High powered scope spawns have been increased slightly. Cave balance adjustment Since the Secret Cave is no longer much of a secret, we have adjusted the loot within to balance it more closely to other areas of Vikendi to improve the gameplay experience, while still offering good loot. Care Packages will no-longer spawn in the cave. High quality non-crate loot will still spawn in this location. Increased variety of items spawned in the cave. Item pool changes Added MK47 Mutant, Halfgrip, Thumbgrip and Laser Sight. Removed Win94 and R45. Increased Moonlight weather condition percentage. UI/UX Map Cursor Improvement Increased default speed of the map cursor Map cursor speed can be lowered by x0.5 for more accurate pinging Team UI Overhaul Teammates boost gauges are now in the team UI visible while playing to enhance team play. Font Style Improvement Changed the font style to make capital letters 'I' and 'L' more distinguishable Flare Gun UI Improvement Changed the Flare Gun crosshair to display as a circle when aiming at the correct position to successfully call in a Special Care Package or Armored UAZ. Adjusted the Flare Gun status UI displayed after calling in a Special Care Package or Armored UAZ. The green flashing light is now removed once the drop leaves the plane. Previously, it would remain until the drop had been on the ground for 30 seconds. Minimap Improvements Teammates outside of your immediate minimap area will now have their icon and status shown at the at the edge of the minimap. This will help more easily identify the direction and status of your teammates. Weapon Preview Improvement Improved the weapon preview animation in the lobby UI Improvement to Prevent Potential Unfair Advantage while Spectating If houses and other map objects aren’t completely loaded when spectating teammates, additional UI will now cover the screen to prevent seeing players that wouldn’t otherwise be seen. Once loading is complete, the additional UI will be removed. Spectator Screen Improvement You can now report the spectating player by pressing Y button while on the spectator screen Added instructions to the Key Guide that you can leave the match by pressing B button Network Latency HUD Added a Network Information function that can display Ping, connection speed, packets, and packet loss. This will be located in the top left of the screen. You can change the settings to On/Off at Settings > Gameplay > UI > Network debug statistics Performance Optimized performance to decrease the time it takes to load into matches. Improved the customization menu performance Sound Sound Improvements We’ve now added more sounds for item interactions. Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items. Added vehicle suspension sounds. Sounds of moving vehicles’ suspension working can now be heard. Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds. Suspension sound volume is different between TPP and FPP. Bug Fixes World Fixed an issue with some barbed wire fences blocking bullets. Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences. Fixed an issue where items spawned in inaccessible locations of Docks on Sanhok Fixed an issue where the player camera could pass through a specific wall at Paradise Resort on Sanhok while standing close to it. Fixed an issue which allowed grenades to be thrown through the underside of the parasols at Paradise Resort on Sanhok. Fixed an issue which prevented players from standing up after being prone under certain hut boardwalks on Sanhok. Fixed an issue where lighting effects could change abruptly on stone buildings with curved roofs on Sanhok. General Fixed the issue with center screen DBNO and kill messages being delayed. Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated. Fixed the issue with certain maneuver could prevent motorcycles from flipping. Fixed the issue where the character would continue moving when system menu was opened while driving or freefalling. Fixed an issue with different UAZ model variants having different maximum speeds. Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model Fixed an issue where only one side of footsteps is output in certain situations. Fixed an issue which would remove player’s hair completely when equipping caps. Fixed a visual issue when punk knuckle gloves were equipped. Fixed a visual issue preventing belts from being visible when wearing a fur coat. Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps. Fixed a visual issue with shadows displaying incorrectly when swimming in FPP. Fixed an issue where players are unable to revive their teammates if casting UI freezes at 0 while reviving. Fixed an issue when using a scope and the character moves backward, the scope shakes. Fixed certain limb animations not playing while vaulting. Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm. Fixed an issue with Shirt (Plaid) icon not matching the in-game asset. Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil’ Monster Outfit Fixed an issue where weapons could sometimes become unusable after reconnecting to a game. Fixed a visual issue after reloading an M249 which could cause the magazine to float mid-air. Fixed an issue preventing vehicle missions from being completed with the Zima. Fixed an issue where players could take excessive damage or die when landing at specific locations. Fixed an issue where the screen would shake when ADS and leaning against a wall or the corner of objects. Fixed an issue where the game mode would sometimes change when making a team. Fixed an issue where some bullets could pass through a wall when firing in specific conditions Fixed an issue with a vehicle that slipped more than intended while driving. Fixed an issue which prevented healing items from being used when holding a weapon and performing an emote. Fixed an issue which allowed some unintended weapon types to be used from the back seat of an Aquarail. Fixed an issue where an error message is output when attempting to replace a cooked throwable with a throwable in the inventory. Grenades can no-longer be thrown through wire mesh (most notably, wire fences) Fixed an issue where players would sometimes appear to be moving in a falling motion These patch notes have been updated. Update 1 - 06/27/2019 UI/UX Map Cursor Improvement Increased default speed of the map cursor Map cursor speed can be lowered by x0.5 for more accurate pinging Performance Improved the customization menu performance
  40. 31 points
    Hello everyone, Since the Vikendi update in January, many of our players have been experiencing performance issues. As we previously stated on February 15, our dev team has been focusing on fixing these issues, with a tentative update scheduled for February 28. Sadly, due to technical issues which would result in further harm to game stability, we made the difficult decision to push back the patch date to March 5. Also, some players reported that they were being matched to servers outside of their region, causing high pings, network lag, desync, and instances of rubberbanding. This was resolved with a server-side patch on February 27 and players will now be matched into their local region, unless the matchmaking pool of the region is too small. Please let us know if this issue persists, we will be keeping an eye out for reports regarding this issue. We know that many of you have been waiting for this update to hit the live servers, and we’re sorry to have let you down. We’re working our hardest to resolve the technical issues and deliver a stable update next week. To thank you for sticking with us through all of these issues we are also preparing a token of our appreciation. We will give you more information on this and how it will be distributed as we get closer to March 5. Thank you all for your patience. PUBG Console Team
  41. 31 points
    Hello everyone, Today, we would like to go over Event Mode, which is a new system that will be coming to the game on September 21. Available on select weekends, Event Mode allows you to play PUBG in a different and exciting way. It could be faster circles, increased loot and sniper rifles only with Battle Royale rules, or an entirely new experience in War Mode. Event Mode allows us give you a unique experience, whether it be in Battle Royale, War Mode or a completely new game mode by changing gameplay variables including available weapons, quantity of loot, team sizes and more. Sometimes, Event Mode can feature new content for a limited time, and can be a way for us to try out a piece of cool content in a different Battle Royale setting. Do keep in mind that while Event Mode does not get counted towards leaderboard and career, you will receive BP at the end of each match. In addition, XP and non-map specific missions on the Event Pass can be earned and completed in Event Mode. Now let’s throw in War Mode. As we’ve previously mentioned, War Mode is a deathmatch-style game mode where players hunt each other in a static zone. If you are killed, you will respawn in planes that intermittently fly by. Teams get points for knockdowns, kills, and for reviving teammates, and the team that reaches the points goal, or has the highest points when the match timer ends, wins the battle. War Mode will only be available on select weekends in the Event Mode queue, and we’re excited to announce that it will be available THIS weekend, starting on September 21! We’ll be sharing details on the event you’ll be able to play this weekend very soon, so stay tuned! Thanks, PUBG Xbox Team
  42. 31 points
    UPDATE 2: All Headhunter reward issues have now been resolved and Punk Glasses have been sent out to every player who participated in the event, as compensation for any frustration caused. Please note that it may take a few hours for the compensation reward to arrive in your inventory. Thanks for your patience! ____________________________ Hello everyone, Back in July, we had an issue with delivering the correct rewards for the Headhunter community event. The correct reward was the Headhunter Crate, but due to a technical issue some players received a locked crate or a Raider Crate (weapon skin crate). We will be retrieving the incorrect locked crates and Raider Crates from Xbox accounts and replacing those with the correct Headhunter Crate. Additionally, every eligible player from the event will receive a compensation prize separately from the crate, which are Punk Glasses. Schedule: August 31 01:00AM PDT / August 31 10:00AM CEST Thank you for your patience. Thanks, PUBG Xbox Team
  43. 30 points
    Hey everyone, Happy Halloween! We are nearing the end of October, and are happy to be ending the month with a bang. This week, we updated live servers to Update #2, which added tons of new content like Training Mode, new weapons, vehicles, and of course Halloween skins. We’re also going to be giving you a sneak peek into what to expect in November for content updates. Let’s jump right in! Xbox 1.0 Update #2 The long awaited Update #2 dropped on October 25, bringing the highly requested Training Mode to live servers. We also added the Beryl M762, MK47 Mutant, Scooter, Tukshai, and some spooky Halloween Skins. We also missed this important quality of life fix from the initial posting of the patch notes that we wanted to let our players know about: Improved compass visibility by adding a shadow toggle on/off option We hope that everyone will have a chance to play the new content this week and provide us with your feedback. To celebrate the spooky season, we’re running a special Halloween Screenshot Contest on Twitter, so be sure to send in your best screenshot (bonus points if it’s Halloween themed in some way) using the #PUBGHalloween hashtag. Winners will receive a Halloween skin set of their choice and will be announced at the end of the contest. And lastly, be sure to nab your free Haunted Pumpkin Mask! Simply log in to the game and redeem the mask in the in-game lobby. Maintenance Compensation Due to the extended maintenance that was required for updating live servers, we issued a compensation of 20,000 BP and Black Beanie with Headphones. Log in to the game to collect your compensation before Nov 6 4pm PDT/ Nov 7 1am CEST. Thanks for your patience! Lost Connection to Host - Potential Fix You may have noticed in the Update #2 patch notes that we rolled out a potential fix for the “Lost Connection to Host” bug. We found an issue with data loading with skins that was causing this bug and fixed it in this latest update. We ask that you please leave us your reports if you continue to experience this bug. Thank you for your patience as we actively work to fix this issue! November Updates November will be hitting us soon, and we are preparing two content updates next month. We wanted to give you a heads up of what to expect next month, but please keep in mind that content and features are subject to delay depending on development time. November Content: Custom Match Player Care Package system A new system to grant rewards for in-game events Supply System A new system to grant rewards for completing missions and objectives Skorpion Graphical settings options Options for those who prefer better graphics and those who prefer better performance and don’t mind sacrificing some graphical quality Region Renewal Server/region is 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. Ranked System FPP FOV improvements More details will come next month as we get closer to the release dates! Event Mode: One Shot One Kill The One Shot One Kill event is now live, so you can jump into Event Mode and play now! We made a few adjustments per community feedback, so be sure to read up on the details before living out your sniper dreams. Unfortunately, due to a server-side error, Event Mode: One Shot One Kill will only be available on FPP. That’s about it for this week’s community post. We hope everyone enjoys the new update and event this weekend. Have a safe Halloween, and happy haunting! Thanks, PUBG Xbox Team
  44. 30 points
    Hey everyone, Welcome to this week’s community post! It’s hard to believe that this is our last community post while we’re in Game Preview. By this time next week, we’ll be well into the 1.0 launch, and we couldn’t be more excited. There is quite a bit to cover in today’s post, including the recent PTS update for G-Coin and the new Crate system, the fix that went out for the Headhunter Crate rewards, the login event, and a couple of other miscellaneous items. Let’s jump right in! PTS Our latest PTS update went live on August 29 to specifically test out the new G-Coin currency and crate system. Be sure to take a read through our post here and get acquainted with how this new system will work before jumping into the PTS! Everyone on the PTS has been given 13,000 G-Coin and 100,000BP for testing purposes and the PTS will be available until launch day. You can redeem the 13,000 G-Coin in the Store under My Items. Headhunter Event Rewards Today, we retrieved the incorrect rewards that were sent out for the Headhunter Community Event from back in July. All eligible players from the event will also see Punk Glasses in their Inventory as compensation for the inconvenience. For more details, please see our announcement here. PLAYERUNKNOWN Set & Pioneer Shirt Event The login event for our Game Preview players is now live, which means all players who log in now will receive the PLAYERUNKNOWN Set for free! As a token of our gratitude to everyone who supported us the last 9 months of Game Preview, we are running this event until September 3 4:59PM PDT / September 4 1:59AM CEST / September 3 11:59PM UTC. Please log into the game before then to claim your PLAYERUNKNOWN Set! Please note that we have found an issue with the PLAYERUNKNOWN Set delivery to players who logged in from 12:00pm-1:06pm PDT / 9:00pm-10:06pm CEST. On Monday, September 3, we will be pulling the data of who logged in during this time and will grant the PLAYERUNKNOWN Set manually to these users. We apologize for the delay and for any frustration caused. All players who have participated in Game Preview will also receive the Pioneer Shirt on Monday. We are incredibly grateful to our players who have stuck with us through thick and thin, and we hope you enjoy these gifts from the team. Golden Tracksuit & Instructor Set Please note that the Golden Tracksuit and Instructor Set will no longer be sold after launch. If you’ve been wanting to purchase these cosmetics, be sure to do so before they leave the store on September 3 5pm PDT / September 4 2am CEST / September 4 00:00 UTC. Making of Sanhok We know just how excited our players are for the arrival of Sanhok, the new map coming to the game with the 1.0 launch. Watch the Making of Sanhok below to get a behind-the-scenes look at the development of the new map from concept to release. We’ll have more Sanhok videos coming soon so that you can hot drop your way to victory. Stay tuned! With the official release just around the corner, we wanted to say a huge thank you to everyone who has helped us get this far. The 1.0 launch is just the beginning, and we’ll continue to work hard to create the best possible PUBG experience for our Xbox community. We’ll see you at the 1.0 launch on September 4! Thanks, PUBG Xbox Team
  45. 29 points
    Hey everyone, This update features two new vehicles for Vikendi, the addition to the Flare Gun, and much more. We also have a number of bug fixes and performance improvements for this patch. Remember to log into the game from the time maintenance ends to May 7 00:00 PDT to get your 2nd Anniversary Cap! Read on for all the details of what Update #6 has to offer! Maintenance Schedule PDT: April 9 00:00 - April 9 04:00 CEST: April 9 09:00 - April 9 13:00 Survivor Pass: Vikendi We understand that our messaging regarding the ending date of Survivor Pass: Vikendi was unclear, and that technical issues which caused mission progress tracking to be temporarily halted resulted in a great deal of confusion, and we apologize for this. To ensure players are able to complete missions in the time they feel they had remaining we will be reopening the Survivor Pass for one week, with a start date of April 9th (after maintenance) and ending on April 16 02:00 PDT. Thanks for your patience and understanding. Survival Title System Survival Title System Season 1 has been extended to May 14, 2019 PDT in order to give our players more time to hit milestones and receive season rewards. New Vehicle: Snowbike Added a new Vikendi exclusive vehicle, Snowbike. The Snowbike replaces motorbikes on Vikendi. What the Snowbike lacks in durability, it makes up for with high speed and great maneuverability. New Vehicle: Zima The Zima replaces UAZs on Vikendi. It won’t have perfect control on Vikendi’s snowy plains, however the 4×4 Zima is much easier to maneuver compared to other vehicles. While the Zima is relatively slow, it has high durability making it ideal for combat situations. New Item: Flare Gun Added a new item, Flare Gun. Flare Guns can be rarely found on the map, with an average spawn rate of 3 Flare Guns per game for all maps When firing the Flare Gun inside the current safe zone, you’ll call in a special care package with valuable gear, or an armored UAZ when fired while outside the current safe zone. Flare Guns used in the early phase of the game often give a great advantage with little risk, therefore, the Flare Gun will only deliver a care package when used after the first blue zone phase. 2 special care packages and 2 armored UAZ can be called in per game total Care Package contents will include 1 set of item, regardless of the mode you're playing (Solo/Duo/Squad) Gameplay Improved reflective effects on the lens of scopes. Vehicle tires will now be destroyed immediately when a vehicle explodes. Modified conditions to prone, to prevent going prone on very rugged terrain. While prone and moving into a position where the character shouldn’t be able to prone, the character will automatically change to crouched position. Performance Optimized character animations to improve performance. Completed AnimNode LOD optimization, which we previously introduced in Console Dev Report #3. When a character is very far away and takes up a small portion of the whole screen to the point where animations wouldn’t be visually noticeable, the animations are disabled, improving game performance. The more character models in an area which can have AnimNode LOD disabled, the higher performance gain compared to having AnimNode LOD enabled. For more insight, please take a look at our Console Dev Report #3. Improved FPS by optimizing the in-game tree and foliage rendering process. We improved the way similarly shaped trees and foliage render by further optimizing GPU Instance Culling, which we previously introduced in Console Dev Report #2. Trees with similar shapes are rendered using "instancing" and draw multiple trees at the cost of drawing a single tree, this heavily reduces GPU load. With GPU Instance Culling, only the objects that must be drawn on-screen are rendered, which dramatically decreases the GPU processing time and improves FPS. For more insight, please take a look at our Console Dev Report #2. Improved the game loading speed by optimizing the character loading process. Optimized the game server to improve performance. Optimized the hit criteria for Molotov when calculating character’s damage. Optimized certain elements of the HUD UI which were causing decreased performance. Custom Match Fixed grammatical errors of certain texts within Custom Match UI System improvement: The result screen of a match has been separated from the session. When a custom match finishes, players will now be able to review the results screen for 10 minutes. The next custom match can be launched 1 minute after exiting the previous match. Bug Fixes Fixed the issue where the S686 could sometimes be fired 3 times in a row due when a player had poor network connectivity. Fixed the issue of the loading screen image occasionally remaining in the lobby. Fixed the issue with character travelling certain distance with falling motion after landing. Fixed the issue of an abnormal character animation being shown when grabbing a Flare Gun in a specific position. Fixed the issue where swimming animation incorrectly displaying under certain circumstances. Fixed the issue of interaction highlight and button being shown for destroyed motorbikes and scooters. Fixed the issue of throwables becoming invisible after being thrown and switching to a different weapon. Fixed the issue of reticle brightness getting reset when switching scopes or picking up dropped weapons. Fixed the issue with moving to the mode selection screen instead of session list when entering or leaving a custom match session. Fixed the issue of raining effects being shown indoors. Fixed the issue of dead bodies making footstep sounds. Fixed the issue which could cause the remaining number of rounds in a magazine to be displayed incorrectly when reloading. Fixed the issue where you’d sometimes see a flickering afterimage when coming out of ADS mode with a scope attached in FPP Fixed the issue of an animation being displayed backwards when the character is armed with melee weapons and walking backwards. Fixed the issue of a character and its shadow not displaying some swimming animations in FPP mode. Fixed the issue which prevented switching helmets, vests and weapons when the inventory is full. Fixed the issue where a smoke grenade’s fuse starts to go off when touching the ground instead of when the pin is pulled out. Fixed the issue of being unable to switch weapons when pulling out the safety pin of a grenade. Fixed the issue with the name of two skins being identical. Fixed the issue where Molotov’s flame sound could be heard over a 1km radius. Fixed the issue of care package being stuck in an abnormal motion when obstructed from landing. Fixed the issue with characters attacking with fists instead of throwing throwables when a player had poor network connectivity. Fixed the issue where shadow intermittently appears to the door in Vikendi Fixed the issue which could cause grenades to deal damage through walls of certain buildings.
  46. 29 points
    Hello everyone, We are excited to introduce a new way to progress through PUBG - welcome to the Survival Title System! The Survival Title System will be implemented into the game with the update on January 22. We designed the new Survival Title System so you can see how you progress, going from zero to obtaining honorable Titles through continued play while improving your skills. And while this is also a beta and can change with your feedback, here’s some more information on our thoughts and goals for the new Survival Title System in Beta Season 1. Beta Season 1 Survival Title System The Survival Title System is based on personal growth, instead of having your placement being decided based on competition with others. With the Survival Title System, you can obtain Titles through consistently playing the game. Once you reach Expert, there are no longer any divisions, but progression will be more difficult and influenced more by a higher ranking and kill count in every session. There is no demotion aspect in the Survival Title System, meaning once you achieve a Title, the only place to go is up (with exception to the Lone Survivor Title, detailed below)! Players will begin with 1 Survival Point (SP). SP gain efficiency will be tweaked slightly between different game modes (Solo, Duo, Squad) in an effort to keep each mode fair and balanced to prevent any as being seen as the only viable way to grind SP. The Lone Survivor As the top end of this system, only the top 100 players are able to acquire the Lone Survivor Title. Once you reach the required amount of SP for Lone Survivor, you will have to continue earning SP or risk being bumped by a competitor. You will retain the Lone Survivor Title as long as you remain in the top 100, so play well and play often to show off your prestigious title! Leaderboard Improvements The Leaderboard has been improved to highlight players who have made it to Lone Survivor. This leaderboard will be updated every 2 hours. Lone Survivor players who do not play a match for one week will be removed from the Leaderboard. Title Icon In Lobby Title emblems will be displayed in the lobby for you and your team. The emblem will be changed and displayed to reflect each mode. Rewards (system) per Survival Title We’ve added a reward system for those working their way up through the new Title System. For Beta Season 1, you will receive rewards based on the highest Title achieved during the season regardless of Mode(Solo/Duo/Squad) or Perspective (TPP/FPP). Those rewards will be given out at the start of the following Season. Novice through Survivor Titles will receive rewards as their milestones are achieved. You can check your status, which can be checked in the Title information on the “SEASON - OVERVIEW” page of the game lobby. Lone Survivors will receive the same rewards as Survivors and will only retain the Lone Survivor Title while within the top 100. Remember that the Title System is still in Beta. Your continued and valuable feedback will help us choose the direction of this and future systems, so let us know your thoughts on what we’re doing right or more importantly, what you’d like to see from us in the future. Thank you, PUBG Console Dev Team
  47. 29 points
    Hello everyone, Welcome to the second edition of the Console Dev Report series! For those who missed out the first post of this series where we touched on the “viewing spectrum and how it affects the game's performance, feel free to check it out here: [Xbox] [PS4] In today's post, we will be going over GPU time and how various factors can play their roles to reduce GPU time. What is GPU Time? GPU time, simply put, is the time the GPU (Graphics Processing Unit) takes to calculate a single frame. The more GPU calculations required, the longer the GPU time will be. GPU times directly contribute towards the FPS (frames per second) you see while playing and increased GPU times can directly impact performance. There are numerous factors that affect GPU time, including the time it takes to render all the different visual elements of the game you see on-screen. The GPU is a processor that handles computer graphics. It draws millions of pixels on the screen each frame (multiple times per second). The number of pixels contained on-screen is determined by the resolution used. The higher the resolution, the more pixels and more detail that can be shown on the image each frame, but also the more processing power required. When comparing 4K resolution to the most commonly used 1080p resolutions, 4K has 4 times as many pixels as 1080p. That means the amount of data a GPU needs to process comparatively increases 4 times, which in turn increases the GPU time. Dynamic Resolution Note: The Dynamic Resolution option is currently being optimized and will be available on both PS4 and Xbox One in a future update. Dynamic resolution is a feature in which the resolution changes dynamically according to the number of GPU calculation required. It changes the resolution from 1440p to 4K in real-time, with a variable refresh rate. In circumstances when you’re in and match and the GPU is under heavy processing load, the resolution will be lowered automatically temporarily in order to ensure stable performance. We'd like to show you how the dynamic resolution option affects GPU times with the graph below. Please bear in mind that the graph is measuring GPU time in milliseconds, this graph is not showing frames per second. So, in this instance, lower is better. * GPU Time shown in the graph above calculated using an Xbox One X. A 20% improvement in processing speed for GPU times is observed with dynamic resolution turned on. A lower GPU time means the GPU can process each frame more quickly, which leads to improved and more stable performance! GPU Instance Culling GPU Instance Culling has been enabled since 1.0 for Xbox One X and PS4 Pro and we’ve made many improvements since its initial implementation to increase performance. We’ll be making additional improvements to GPU Instance Culling in the future, including in the next live server update. You can read more about those upcoming changes further down in this section. Please be aware that the upcoming improvements to GPU Instance Culling are still being optimized for 1st gen PS4 as well as 1st gen Xbox One and S models and will be implemented at a later date. You can find many dense forests in Erangel, Sanhok, and Vikendi. To achieve the best performance possible, trees with the same model are rendered using “instancing”. This reduces the processing cost of drawing a single tree, so the GPU can draw the forest shown below without waiting for additional draw calls (resource-intensive requests for the GPU to perform tasks) to be issued. Reducing the number of draw calls by instancing as many trees with the same model within the viewing distance as possible, the overall cost for drawing the trees is reduced, leading to improved performance. But what would happen if you scope in using a 8x scope? Level of Detail (LOD) plays a big part in achieving the desired performance, as objects are drawn in different quality levels depending on their distance from the player. In a normal (non-scoping) state, only the closest trees within the first instance are drawn as LOD 0 (the highest object detail), but when scoping in, all instances including the targeted trees seen through the scope are drawn as LOD 0, causing GPU time to increase (lower performance) by significant amounts. When you scope in, the viewing distance is extended so the distant trees can be viewed in higher detail. In the figure above, you will only see 3 to 7 trees through the scope, but the GPU will try to draw every instance that hits the view spectrum. Using instances in this case is a significant drawback because it will draw unnecessary trees, whereas if you didn't use instances only 7 trees will be drawn. The object's level of detail (LOD) is determined by proportionate size on-screen, and the object's cull distance decides whether the object will be rendered at all, based on distance from the player. With some upcoming optimizations to GPU Instance Culling, our goal is to increase performance both through not rendering high level of detail objects which aren’t shown on screen and developing a smarter process to determine which objects are processed when instancing and in which order. Since the GPU is aware of all object LODs, only the low LOD models will then be chosen to be instanced, after examining all instances. Then, the rendering process is performed in front-to-back order. We call this select-and-process GPU Instance Culling. The graph below compares GPU time when GPU Instance Culling is on and off in 4K resolution. * GPU Time measured while scoped in using a 8x scope. * GPU Time shown in the graph above calculated using an Xbox One X. We see a more stable result and around a 30% improvement in GPU time with GPU Instance Culling On. Without GPU Instance Culling, you can see GPU times are longer and fluctuate considerably. We hope you enjoyed this week's post, and hope to see you with another edition in two weeks! Thanks, The PUBG Team
  48. 29 points
    Hey everyone, Since the launch of PUBG on Xbox, we have seen a lot of interest from our South American players for us to open a server for the region. Today, alongside the opening of the Brasil Game Show, we are excited to announce that we’ll be opening the South America server for Xbox from October 11-15! South America Server Open Dates: Starts: October 11 11:00PM BRT Ends: October 15 02:00AM BRT Available Modes: TPP Solo Squad Event Mode not available Duo not available FPP not available Maps: All maps available During this time, the SA server will be available to select and play on. Our main goal is to gauge interest from the SA community and see if we can maintain a healthy CCU and matchmaking times - not just on the SA server, but across all regions as adding a new server will impact the game globally. If we can sustain healthy matchmaking times for everyone, we may extend the SA server open dates, or permanently implement the SA server into the game. We hope that many of our SA players will have the chance to try out the new server and provide feedback. Be sure to let us know your thoughts, as we’ll be keeping a close eye on our channels during this time! Thanks, PUBG Xbox Team
  49. 29 points
    Hey everyone, Happy October! Welcome to this month’s first weekly community post. Today, we’ll be going over some current issues players are experiencing as well as providing an update on the upcoming PTS update, the new event mode, weapon skins, and more. Let’s dive in! Lost Connection to Host The Lost Connection to Host error has been a frustrating bug to experience for our players. We have been tackling this bug and making it our first priority to fix. As we are actively investigating this bug, we would appreciate our community’s help. We have an ongoing thread here, where you can report reproduction steps. We thank you for your patience and apologize greatly for the frustration and inconvenience caused. Desync As previously mentioned in our community post a few weeks ago, we are also planning to improve the matchmaking system which will remove region select and place players in the server closest to them. This will result in an increased chance of low ping players playing with other low ping players. We’ll have more updates on this later this month. We have also been investigating where in certain instances, movement would not look “smooth” from another player’s point of view. Character movement works a bit like connecting the dots, where the server gets a set of movement points and predicts the rest of the movements in between the points. Sometimes, this prediction was not accurate, which made other players' movement appear to lag. We have made improvements to the accuracy of character movement predictions, and will be rolling them out with our next patch. Xbox One X Performance All of our players having stable framerate is still a big focus for us. We are working to increase overall performance and optimization for everyone, as well as identify and reduce frame drop instances and hitches. You may remember from a previous community post that we are working on a long term performance solution for the Xbox One X that will cater to two different audiences: those who prefer better graphics and those who prefer better performance and don’t mind sacrificing some graphical quality. We are currently targeting November for implementing this on the Xbox One X. We hope to have more details to share on this next month. October PTS Update We were planning on running the PTS this weekend, but unfortunately, due to issues with the build, this will be delayed. We’re focusing on fixing the build as soon as possible so that we can open up the PTS to our community. As a sneak peek, this update will include QoL updates and bug fixes. In addition, we are adding new content including two new vehicles, the Scooter and the Tukshai, new weapons, the Beryl M762 and MK47 Mutant, and more. In the future, we will be aiming to use the PTS more frequently for major content updates so that our players have a chance to test out the new content before it goes live. Weapon Skins We know that everyone has been curious about the status of the Glory and Trifecta weapon skins that were supposed to be released on September 21, and would like to provide an update and the revised release date for these skins. When these weapon skins were added to the Store on September 21, there was a purchasing issue that caused us to pull them from the Store shortly after they were made available. This issue has now been resolved. In addition, the skins were released with incorrect pricing due to a system error. This was oversight from our end, and we apologize that our players have been unable to purchase and enjoy the weapon skins as promised. Due to this, we would like to honor the pricing during the weapon skins’ revised release weekend and into early next week, which will start this Friday, October 5. After this discount period is over, we will be updating the prices to reflect the correct pricing. Please see details below. Glory - AKM: 700 G-Coin (Correct price: 1,200 G-Coin) Glory - UMP: 500 G-Coin (Correct price: 800 G-Coin) Trifecta - SCAR-L: 500 G-Coin (Correct price: 700 G-Coin) Trifecta - Micro Uzi: 200 G-Coin (Correct price: 300 G-Goin) Trifecta - P92: 100 G-Coin (no pricing issue) Weapon Skins Discount Dates STARTS: Friday, October 5, 2018 12am PDT / 7am UTC / 9am CEST ENDS: Wednesday, October 10, 2018 12:59am PDT / 7:59am UTC / 9:59am CEST We also wanted to note that the Glory skins are limited-time, and will only be sold until November 4, 2018 10:59pm PST / November 5, 2018 06:59am UTC / 7:59am CET (times reflect daylight savings ending). We apologize once again for the system error. Thank you for your patience and understanding. Event Mode: Sanhok Forty-Fivers We are excited to have kicked off the new event in Event Mode called Sanhok Forty-Fivers! This event uses normal Battle Royale game rules, with a few custom modifications. Sanhok Forty-Fivers limits weapon spawns to Tommy Guns, Win94s, R45s, P1911s and throwables. Read up on the full details here and get ready to hot drop into Sanhok! Please note that there is currently a known issue when entering Event Mode as a team from the main lobby. Please enter the Event Mode lobby solo and then invite your friends from there. Inviting your team while outside the Event Mode lobby may cause your team to disband or crash. We're working to fix this issue as soon as possible and will update you as soon as it's resolved. Thank you for your understanding. We also wanted to let everyone know that we are aware of issues with world loading resetting every time a player respawns in War Mode. We will be implementing a level streaming save feature soon, so the world loading would not reset with every respawn. We are excited to bring back War Mode soon with this fix! Custom Match The Custom Match feature was planned for late October, but there is a chance that we may have to delay it until November, which we know may be disappointing to hear. The team is currently focused on fixing long standing issues in the game first, which could push our target release date to November. We will provide more updates on this as we know more, and appreciate your understanding! Event Pass - 5 Level Up Due to community feedback, the sale of 5 level up for the Event Pass will be available to purchase again until the grace period ends. Please read up on the full details of the grace period here. The premium Event Pass: Sanhok has been removed from the Store and will not be available to purchase. 5 Level Up Sale Date STARTS: Friday, October 5, 2018 12am PDT / 7am UTC / 9am CEST ENDS: Wednesday, October 10, 2018 5pm PDT / Oct 11 12am UTC / Oct 11 2am CEST OCE / EU FPP Matchmaking We have seen many of our OCE players and EU FPP players reporting long matchmaking times, and we thank you for your patience while we investigated this issue. This issue is caused by a couple of different reasons: Low concurrent population of players in the region Too many queues for the amount of players in the region Combined, this results in longer matchmaking times as well as players moving to other servers to be able to play with faster matchmaking. As players move to other servers, the matchmaking pool for the region decreases, exacerbating the issue further. A solution to this is a new way of matchmaking, where the server/region is 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. This will not only aid in bringing back OCE / EU players to their respective servers, but also allow players to have better ping, play with other low ping players, and decrease overall matchmaking times. The team is currently working to implement this new matchmaking system to the game, targeting mid to late November. We’ll have more details to share as we get closer to being able to roll this out for our players. We apologize for the inconvenience caused, and thank you for your patience! We hope everyone is able to jump into the new event this weekend to give us your thoughts! Please let us know what you’d like to see more updates on from the dev team! Thanks, PUBG Xbox Team
  50. 29 points
    Hello everyone, In order to prepare for the 1.0 launch of PUBG on Xbox, live servers will be undergoing a 16-hour maintenance. During this time, the live servers will be down and inaccessible. The PTS will be available to play on during the maintenance period. After the maintenance is over, 1.0 content will be available on live servers. Maintenance Schedule UTC: September 3 08:00 - September 4 00:00 PDT: September 3 1:00AM - 5:00PM CEST: September 3 10:00AM - September 4 2:00AM KST: September 3 5:00PM - September 4 9:00AM For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on due to lower player numbers compared to live servers, which can lead to extended matchmaking times. PUBG Test Servers will be open until 1.0 launch. Thank you for your patience and understanding. Thanks, PUBG Xbox Team
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