Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 12/31/2018 in all areas

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 33 points
    After nearly a year and 600+ solo matches (so many frustrating 2nd and 3rd places), i finally got my solo chicken dinner. It was like trying to capture a goddamn unicorn. I practically woke up the entire house hootin and hollerin at 1:30 am. Surprisingly, my wife was much less ecstatic than i was... go figure.
  7. 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
  8. 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.
  9. 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
  10. 27 points
    Checkout this website, mixer or twitch streamers live when killing you or getting killed by you it's on here for the last 14days.. https://pubg.report just type your gamertag in and it will show you if you have! Just found out about this website recently and figured that I'd share it with the community if anyone is interested!
  11. 26 points
    Wait, they're still supporting the game?
  12. 24 points
    Hello everyone, Today, we are excited to announce that the Public Test Server (PTS) will be making its return on May 21! Before the rendering/loading optimization mentioned in our last dev update is implemented on live servers May 28th, you will be able to test the optimized build on the PTS. The May 21 PTS update also includes the new MP5K, weapon balancing, Erangel loot balances, bug fixes, and more. The PTS will be available for one week, starting from May 20 7PM PDT / May 21 4AM CEST, and will end on May 28 with the patch going onto the live servers (time to be announced). Dive into the patch notes below! What is the PTS (Public Test Server)? The PTS (Public Test Server) is a separate PUBG server that is free 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 and bugs we need to solve as soon as possible. To take part in the test, all you have to do is own a copy of PUBG. All player data, statistics, etc from the test server will not carry over to your live server account. For Xbox: You can search and download the “PUBG - Public Test Server” on the Microsoft Store. New Weapon: MP5K The MP5K is a brand new sub-machine gun chambered for 9mm ammunition. MP5K is exclusive to Vikendi and replaces the Vector on that map. While the firing mechanics of the MP5K are similar to those of the Vector, it boasts a higher per bullet damage, but with a lower overall firing rate and DPS. This SMG also has a higher magazine capacity than the Vector, starting at 30 rounds by default with 40 rounds in an extended magazine. Key characteristics of the MP5K: High rate of fire at 900 RPM with reasonably easy to control recoil Accommodates all attachment slots to allow for a tactical stock, different types of magazines, muzzle attachments, grips, the laser sight and, of course, scopes Base damage value of 33 Exclusive to Vikendi Survivor Pass 3: Wild Card (NOT AVAILABLE ON THE PTS) Survivor Pass 3: Wild Card is not available on the PTS, but will be available when Update #7 hits live servers on May 28. Survival Title System Season 2 (NOT AVAILABLE ON THE PTS) Survival Title System Season 2 is not available on the PTS, but will begin when Update #7 hits live servers on May 28. Gameplay Weapon Balance M16A4 When firing using burst mode, the initial recoil has been decreased Increased the range before damage fall-off occurs This will help increase M16A4 efficiency when fighting over long distances Canted Sights and the Tactical Stock can now be attached to the M16A4 The Tactical Stock will decrease recoil recovery time, animation kick and weapon sway, while also improving ADS speed and hipfire accuracy Vector Vector has been rechambered to use 9mm ammo Magazine capacity has been increased to 19 bullets by default and 33 with an extended mag (was 13/25) Damage decreased from 34 to 31 due to above changes Muzzle velocity changed to 380m/s (previously 300m/s) UMP45 The UMP9 has been rechambered to use 45ACP ammo and is now called the UMP45. Magazine capacity has been adjusted to 25 bullets by default and 35 with an extended mag (was 30/40) Gunshot sounds have been changed to be more realistic Muzzle velocity changed to 300m/s (previously 400m/s) MK47 Mutant Tactical Stock can now be attached to the MK47 Mutant The Tactical Stock will decrease recoil recovery time, animation kick and weapon sway, while also improving ADS speed and hipfire accuracy Attachments Balance Modification SMG and Pistol attachments have been combined and can now be used on both weapon types Bullets Loops for Shotguns, Win94 and Kar98k have been combined into one item called Ammo Loops Holo Sights can now attach to pistols When equipped to Pistols, the size of the sight will be reduced to fit more appropriately Hit Area Damage Multiplier Changes Increased SR body shot damage from 110% of base damage to 150% Increased SMG limb shot damage from 120% of base damage to 125% Gameplay Balance Decreased the overall aim punch (aim sway) applied when being shot by an enemy First aid kits will no-longer heal instantly after use timer and will instead restore health over a 2 second period Vehicles now block players from receiving grenade damage with a similar mechanism used for other objects. Although, depending on grenade position and trajectory, damage can still be dealt to players hiding behind vehicles. Item Spawn Balance Modification Erangel Loot Changes The overall item spawn rates on Erangel have been increased. Additionally, we’ve increased the spawn rate of some major weapon classes. Increased the spawn rate of ARs (12%), DMRs (16%) and SMGs (14%) SRs and Handguns received a slight spawn rate increase Due to item changes this patch, including merging some attachments together, there is naturally a gap left in spawns which needs to be filled with other items. Because of this, we have increased the spawn rate of other items evenly. This will also result in a small increase in spawns of high priority items such as ARs, meds etc. This also means the overall loot for other maps has also increased slightly, although no changes have been made to individual item spawn ratios on other maps. Crosshair UI Improvement for Canted Sight and Scopes Added a new crosshair when using the Canted Sight to help players easily identify which scope they have equipped When using your main scope, you will see the standard crosshair, with an X shaped crosshair when using the Canted Sight Movement Rustling Sound Weapons Separate rustle sounds now play when equipping weapons in your hands vs holstering on your back Identical rustling sound will be played regardless of weapon type Sidearms, melee weapons and throwables do not make rustling sounds Sound level balance Rustling sounds of backpacks, weapons are all identical in both volume and audible distance Even though the audible range of clothes is same as bags/weapons etc, it may sound like they’re heard at a different range due to the volume being lower. Audible distance and volume of the rustling sound changes dynamically based on the characters movement speed The faster you move, the louder the noise, which can then be heard from further away The audible range and the volume of the rustling sound is lower than footsteps UI/UX In-game lobby background and BGM has been changed System menu UI which can be accessed by pressing the Start button has been redesigned Emotes customization UI has been redesigned (NOT AVAILABLE ON THE PTS) You can customize your emotes in the EMOTES tab within the CUSTOMIZATION menu. The maximum number of emote you can use in-game has been changed to 8 from 12 Starting at 12 o'clock position, 4 of the emotes positioned counter-clockwise you previously equipped will be unequipped. 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. Level LOD data has been optimized. Hitching which occurs when texture streams has been optimized. Bug Fixes Fixed an issue where footsteps on a steel surface made sound of incorrect material in Sanhok Fixed an issue where characters got stuck on the ceiling when vaulting on certain objects in Sanhok Fixed an issue where vines over the wires in Camp Bravo blocked bullets in Sanhok Fixed an issue where players were able to see past walls by abusing the emote mechanism Fixed an issue where players were able to open or close doors, despite a vehicle blocking it Fixed an issue where players were briefly able to see through a thin wall when leaning against it Fixed an issue where when a player was damaged by two Molotov Cocktails, the player who threw the first will be credited with the kill. Fixed an issue where the smoke coming from a grenade explosion outlines players inside the smoke grenade Fixed an issue where players are unable to lean while standing on a crossbow Fixed an issue where players with poor network connectivity take no damage when exiting moving vehicles Fixed an issue where characters hands move abnormally when switching firing mode on the Bizon Fixed an issue where the Inventory UI displays incorrectly when equipping certain attachments on the QBZ Fixed an issue where a specific object prevents Care Packages from landing on the ground Fixed an issue where players are unable to be revived after the game client is forcibly closed or has crashed Fixed an issue where certain object appear in different locations to other players Fixed an issue where automatic mini-map zoom wasn’t being activated while inside the plane or parachuting Fixed an issue where using LB or RB while observing would sometimes only cycle between two players Fixed an issue where the canted sight increased ADS speed of other scopes attached Fixed an issue where attaching a specific magazine on the Beryl would display the incorrect magazine model Fixed an issue where switching from the main sight to canted sight would reset reticle brightness Fixed an issue where the camera momentarily moves up and down when vaulting inside of a building Fixed an issue where a character model shakes when moving to prone Fixed an issue which players could drive through a window on a motorbike without breaking the glass Fixed an issue where the reload animation was played twice when you pressing firing key multiple times while reloading Kar98k Fixed an issue where the care package would penetrate a character when a character is on the landing spot Fixed an issue where items get stuck on the floor and are unable to be picked up in certain location Known Issues Teammate's icons and health bar sometimes don't appear. If you experience this issue, please submit a bug report and include any relevant information explaining how it occurred.
  13. 24 points
    Hello everyone, We’re back with another installment of Console Dev Report! This week, we’ll be diving into an explanation of multiple LOD types, what LOD means and why it’s important for performance. LOD stands for Level of Detail and there are different LODs for many objects in PUBG. Depending on the circumstance, a more or less detailed LOD is used to strike the optimal balance between performance and quality visuals for the best gameplay experience possible. PUBG generally uses 3 different LOD levels depending on the situation - LOD 2, LOD 1, or LOD 0 which is the most detailed of the 3. The higher detailed LOD used, the higher the performance cost. While performance is important, it’s also very important we work hard to not negatively impact gameplay wherever possible by using a less detailed LOD. One instance you’ve likely seen LODs in action is the “playdough” look of some buildings when viewing them in the distance while parachuting. This is the first and least detailed LOD displayed. At the beginning of a match, buildings closeby can look like this too, as there are so many different objects to process all at once. These will increase to LOD 0 (highest detail) as soon as possible, but the speed of this process is heavily dependant on the hardware you’re using. Three different LOD types are also applied to characters: Mesh LOD, Bone LOD and AnimNode LOD. First, we’ll explain some details about both Mesh LOD and Bone LOD briefly, before diving into the focus of this Console Dev Report, AnimNode LOD. Mesh LOD and Bone LOD Mesh LOD determines the character model LOD. When a character is close to you, it is rendered as LOD 0 (highest detail) and the further you move away from a character, the lower detail LOD that character model will rendered as. This happens in stages, with LOD 2, LOD 1 and LOD 0. You generally won’t notice the transitions that occur, because they happen at a distance where the characters are very small on screen. Bone LOD works in the same way, but determine the number of bones activated during character animations. This means that at great distances, your game doesn’t need to process detailed animations which would decrease performance. A lesser LOD means there are fewer vertex and less bone data to be processed. This leads to big performance improvements compared to not having optimized LODs. Having additional LOD levels (3, 4 etc.) would definitely increase performance, by reducing the performance cost on the CPU, but unfortunately the extra strain caused to memory, IO, etc. is very high for console hardware and not something that can be implemented effectively at this stage. AnimNode LOD Animations also have LODs called AnimNode LODs, but we can't apply them to such a wide degree as we can for Mesh LOD or Bone LOD, as the visual changes are very noticeable. Animations such as running, looking to the side, or the animation of aiming down your weapon sights are all skeletal control of your character. The animations related to the character skeleton are all calculated on a per limb basis, requiring independent calculations and animations to be performed for the arms, legs, neck, etc. We developed an additional LOD method based on the character model size proportionate to the whole screen. Then, we set parameters to automatically and dynamically select a less detailed AnimNode LOD for character models only when they’re at a distance where you wouldn’t notice the visual change. This means increased performance without negatively impacting gameplay or visual experience to any noticeable degree. Please bear in mind that for the visual examples shown further down in this Dev Report, AnimNode LOD changes take effect at very close distances to give you a better understanding of how it works. When playing PUBG, AnimNode LOD only takes effect at great distances. Here is the first example of how AnimNode LOD works in-game: (The image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) In the image above, you can see the differences between having AnimNode LOD enabled and disabled. When AnimNode LOD is completely disabled, animations performed by the character are disabled and not reflected by the model, which results in better performance. However, when a player is crouched, the lower body must have AnimNode LOD enabled, otherwise the player would appear to be standing. For the next example, in our development environment we've set AnimNode LOD to be disabled when the character model fills 10% of the whole screen to further help you understand what's happening when AnimNode LOD is disabled. When in-game, AnimNode LOD would only be disabled when the character model would look too small for you to see these changes. (Image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) You may also be wondering "What happens when I scope in on an enemy far away?" When you scope in on a player far away, the character model you’re looking at will fill more of the screen and AnimNode LOD will be turned on dynamically based on the character model size proportionate to your whole screen, ensuring there is no negative impact to gameplay. Below is a visual example of AnimNode LOD being used in our development environment coded to disable when the character model takes up 10% of the whole screen, to give you a clearer example of what’s happening. (Image used above are from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) Again, while actually playing PUBG, these changes only take effect when the character model is very far away and taking up a small portion of the whole screen, where you won’t be able to notice the changes. AnimNode LOD Performance The graph below measures AnimNode LOD enabled (blue) vs. AnimNode LOD disabled (red) when there are 10 characters around. Around a 10% performance improvement is achieved with AnimNode LOD disabled. * Graph results measured using an Xbox One X. The more character models in the area which can have AnimNode LOD disabled, the higher performance gain compared to having AnimNode LOD enabled. To summarize this section, some animation effects of character models are disabled or dialed back when they’re at such a distance that you wouldn’t notice the change take effect. This results in less resources being used and an increase in performance. Thanks for reading! See you all in the next addition of the Console Dev Report. The PUBG Console Team
  14. 23 points
    I am a old gamer (44) and I had never been so much in love with a game. Sometimes I even think that I could stop gaming for ever or for a long time if PUBG end. I tried all the other FPS etc and I just can't play it more than 10mntes before stoping. I am the only one in this case? In this case I might just be crazy😭🤞
  15. 23 points
    Didn't even read anything but the title.. HELL NO
  16. 23 points
    Ya, times up. Your commercials for vikendi really piss me off, extreme false advertising, unless you also show games crashing, people falling through map, buildings not loading in, sick of people leaving this game for crap games like apex just because you dont care about the console version of your game. Shouldn't be running commercials like that with the game in this state.
  17. 23 points
    Thanks for your patience guys. We'll get this update shipped in just a few more days. Really appreciate the support and understanding!
  18. 23 points
    Hey everyone, A quick heads up: Public Test Servers (PTS) will officially be closing on January 14! If you haven’t yet jumped into the PTS to test out upcoming content, now is the time to do so. The PTS content includes the new map, Vikendi, the Snowmobile, two new weapons, and more. For full PTS patch notes, please see: [Xbox] [PS4] PTS feedback reports can be submitted here: [Xbox] [PS4] PTS bug reports can be submitted here: [Xbox] [PS4] The PTS will close on January 14 at 12am PST / 9am CET / 5pm KST. The team is hard at work and looking at your reports from the PTS to prepare for the upcoming live server content update. Please stay tuned for more details on the release date. A heartfelt thanks for helping us test out upcoming content and for taking the time to leave us your thoughts and bug reports!
  19. 22 points
    Hello everyone, Survival Title System Beta Season 1 will end on May 21 12AM PDT / 9AM CEST. Live servers will enter 2-hour maintenance at this time. Public Test Servers (PTS) will also open on May 21. Details about the PTS and patch notes will be shared later this week. Thanks, PUBG Console Team
  20. 22 points
    Hello everyone, This post will explain our ban policy against misconduct on Xbox and PS4. We always seek to provide our players with a clean and fair environment in PUBG. Misconduct of any sort (including, but not limited to: teamkilling, teaming, exploiting bugs, stalking and use of unauthorized devices) that impedes gameplay are strictly prohibited. Although we've been taking actions against misconduct, we have reinforced the penalty criteria and the penalty process as of April 2019. With our improved overall process, we aim to provide a better and more fair PUBG experience for our players on console. For more information, please see the table below. Thanks and see you on the battlegrounds! - PUBG Console Team
  21. 22 points
    Don't have an update for a while, everyone bitches about it. Some throwing tantrums so hard, they make empty "we all know you're full of shit" threats to file lawsuit. We finally get an update, and first thing people do is find something to bitch about. I'm starting to see their point not wanting to engage with the Xbox community. From what I saw in the patch notes about the stuff from dev reports finally being added, it should be a really good one. Be happy you're getting one at all. They could have easily pulled the plug on console when Greene bailed.
  22. 21 points
    Hey everyone, Continuing on the coattails of our recent balance patch, we’re excited to announce even more big changes coming to PUBG in today’s update. We’ve always tried to push the envelope here at PUBG, creating the most realistic Battle Royale experience possible, but today we’re taking that commitment and shooting for the moon! New Map: The Moon With the popularity of the Moonlight weather setting on Vikendi, we worked hard to determine what it was about that mode that engaged fans so much. After countless hours, we were able to determine that it was the full moon itself that fascinated players. Our next course of action became clear; have the next great PUBG map be on the surface of the moon! New Map: The Moon PUBG’s biggest map to date at over 3,476 square kilometers! New Feature: “Zero G” Players will not receive fall damage on the Moon. Jump height and duration are increased by 10x on the Moon. Players struck with heavy-hitting weapons (melee, shotguns) will be flung for several meters slowly over time. Players on the Moon will leave footprints. The Moon will have no weather cycles, but will either be lit or in complete darkness depending on which side you spawn on. Boost gauge and boost items will be replaced with oxygen tanks on the moon. Players will need to keep oxygen tanks on hand in order to not suffocate. New Moon Exclusive Vehicle: Moon Rover Rovers will be key to survival on the moon, as players have thousands of meters to cover to get to the safe zone. We’re incredibly excited to push the boundaries of realistic Battle Royale with our new map. For players who truly want to immerse themselves in this new frontier, keep an eye out for Survivor Pass: Cosmonaut, coming soon! New Content Added a revenge bomb as loot to all maps. The bomb is held in your inventory and explodes once an enemy opens your deathbox. Players can set a pre-recorded message to play after the bomb goes off. Added new Vikendi-exclusive weapon, the Squirt Gun. Enemies hit by the squirt gun will take damage over time as they gain stacks of frostbite. Increased squad sizes to a maximum of 20. Added the Stretch Limousine and Party Bus as new squad transport vehicles. Added Level 4 helmets to the game. Completely resistant to bullets. Reduces screen visibility considerably. UI/UX Added an option for “Winner Winner Tofu Dinner” for our vegetarian and vegan fans. Thanks to the dedicated work of several fans, “Wadu Hek” is now a selectable language option. Teamed up with WackyJacky101 to add a welcome message to the in-game lobby. Sound will play globally each time a new player loads in. We hope being welcomed to the game each time improves your play experience. Skins and Cosmetics Added a smart algorithm to social channels that delays chocoTaco items by one week each time we’re asked about them. Gameplay Changes To better emphasize survival in PUBG, frying pans can now be used to cook food. Added a new win condition using the pan Players able to collect components and cook their own Chicken Dinner will instantly win the match without having to be the lone survivor. Boosts now inflict a stacking % chance to cause your character to suffer a heart attack. Energy Drink: 2% Painkillers: 10% Adrenaline: 25% Players now have a chance to injure their arm when involved in scooter accidents. (Get well soon!) New Gameplay Features Because life always finds a way, we’ve added animations and AI to the dinosaurs in Dino Park on Vikendi. All players now start each game with a cell phone in their inventory. Players can use the phone to play PUBG Mobile while camping in houses or waiting for the zone. Phone may also be used to take in-game selfies and will post automatically to linked social media accounts. Added region-appropriate, dangerous wildlife to each map Erangel – Grizzly Bears Miramar – Jaguars Sanhok – Giant Pythons Vikendi – Yeti The Moon – Wizards Training Camp – WackyJacky101 Players who don’t like the idea of killing can now opt to stay in the plane and fly back to civilization. Pistols can now accept up to a 15x scope. Added Step Counter integration to the game. In-game steps will now count towards your daily total. Added full auto mode to SR weapons. The following weapons are affected: Kar98k M24 AWM This update represents just a small taste of PUBG’s infinite potential. We hope you enjoy these changes and as always look forward to your feedback! See you on The Moon!
  23. 21 points
    Hello everyone, Today we wanted to provide an update on the Vikendi performance issues that many of you have been experiencing (rendering and falling/flying vehicles and characters). If you missed last week’s update where we walked through some of the technical difficulties that we have been facing, please feel free to take a read here. We are happy to inform you that the team is preparing an update to roll out some improvements and fixes for these issues. This update is tentatively scheduled for February 28. Below is what the update will be addressing: Fix the issue where vehicles going at high speeds could fly or fall through the map (applies to the map Miramar as well) Increase the size of the texture streaming pool to cache in memory This will be done to improve rendering times Fix the issue where LOD 1 does not load, causing buildings to not load at all To dive a bit deeper into the Level of Detail issue, we’ll describe Level of Detail (LOD) 1 as “playdough” detail and LOD 0 as full detail (100% rendered). Before the January 22 update, players were able to at least see actual buildings in “playdough” detail. Then, textures would gradually load until LOD 0 was achieved. After the January 22 update, LOD 1 stopped loading until LOD 0 was achieved. When LOD 1 does not load, this skips the “playdough” step, causing buildings to not load at all. This is currently what is happening on Vikendi. Without LOD 1, the state of building rendering is either at 0% or 100% (LOD 0), which means no buildings at all -> 100% fully detailed buildings. We’re hard at work hammering on these issues to deliver a stable update on February 28. We want to thank you all for your patience, and we’ll be sure to update everyone with official patch notes as we get closer to deployment. Thanks, PUBG Console Team
  24. 21 points
    Hello everyone, Over the last few weeks, many of our players have been experiencing performance issues on the new map, Vikendi. Specifically, players are experiencing long rendering/loading times or vehicles flying and/or falling through the map. We know these issues in particular have been big pain points for the community, and we’re sorry for any frustration caused by them. We’d like to take some time today to explain why these issues are happening and what we’re doing to fix them. Rendering/Loading Vikendi is composed of a lot of Static Mesh, and the Material/Textures used are larger than other maps. This means that loading times are naturally longer, which is why we added some optimizations to help reduce the level loading time. Despite the optimizations, the delay remains due to the sheer amount of textures used on Vikendi. The game can only load a limited amount of files simultaneously. Items that must be loaded (Level and Texture Loading) go to the Loading Queue, and are loaded one at a time. While Vikendi was optimized for loading, we suspect that the loading wait time is becoming longer because the textures used on Vikendi are larger than other maps, thus forcing large amounts of data in the Loading Queue. In addition, since Vikendi was designed to have many small villages, the size/position of the Grid became different from the existing maps, causing many borders to overlap. To reduce the size and frequency of the hitches, the grid was divided into smaller sizes which reduced the amount of data and boosted the loading speed. However, if a player covers a long distance too fast, they could incur larger Loading Tasks. The ground has the highest loading priority, loading faster than the nearest buildings. However, if the player rides a vehicle and crosses borders continuously, more Loading Tasks are created and added to the queue. If other external factors occur, creating a situation where they interfere with the loading, it may cause the large delay players have been experiencing. Flying/Falling Vehicles This is caused by the Level of Detail (LOD) 0 not being loaded in the area where the player is positioned (this can technically happen on any map). If LOD 0 is not loaded in due to the delayed queue, the result is situations where vehicles are either flying above or falling below the ground. Optimizations were made to secure memory for the ground height-field collision and were implemented on the December PTS before being pushed to live in January. Before this optimization, there was collision data memory for the whole map, so even if loading takes a long time, the player would not fly above or fall below the ground standing on LOD 1. It seems that the flying/falling bug is caused because there is no collision data for LOD 1 after the optimization. What we’re doing We’re working on further optimizing the Loading Queue so that building assets will load in faster. We’re also looking into keeping the collision data in the memory from before the optimization mentioned above - but this could have its own downsides so we will need to monitor it closely. As we tackle these issues, we’ll continue to provide updates when any progress is made. And of course, we’ll be sure to announce when we’re deploying any patches to help with these issues. We don’t have an exact ETA for fixes to provide as of yet, but we’ll provide another update in the near future. As always, thank you for your patience. Thanks, PUBG Console Team
  25. 20 points
  26. 20 points
    I have a lot of people ask how they can improve and I see it a lot on the forum as well. I did this awhile ago, finally got round to sorting the clip and uploading it from my stream. I know some already know this, but you'd be surprised at how many don't. I hope it helps someone! Admin if possible, please don't move it. 👍
  27. 20 points
    I personally think adding the flare guns into the normal game is a good idea. I've supported it since they first came out with the concept of flare guns in their event modes. What I do not like, however, is how they are marked on the map. One of PUBG's main draw points is tactical awareness. There are as few "helper icons" on your HUD as can be. This forces players to have to read the environment and make decisions for themselves. When a flare is shot, not only is it loud, but it's ridiculously bright and easy to see. This is all the information you should need in order to determine its location and whether or not you are going to go for it. But that isn't even all! You also have the plane coming in and dropping the crate. So you have way more information than you need in order to make a decision. Having it marked on the map just feels completely out of place in this game. Almost to the point where I feel like it's some sort of cheat. If normal air drops aren't denoted on the map, then flare drops should not be denoted on the map. (Neither should be denoted on the map)
  28. 20 points
    Hello Survivors, This week Vikendi was added to Live Servers, and to celebrate the arrival of winter on Xbox we have prepared a special competition for our community, Vikendi Scavenger Hunt! Grab a Snowmobile, spend some time seeing the sights, and read the details below for instructions on how to take part. Dates Challenge #1~5: Start: Jan 26, 2:00 PM PST / 11:00 PM CET End: Feb 1, 2:00 PM PST / 11:00 PM CET Challenge #6~10: Start: Jan 27, 5:00 PM CET / 8:00 AM PST End: Feb 3, 5:00 PM CET / 8:00 AM PST How to participate Check the challenge images at the challenge posts scheduled above. Each one is a small section of a screenshot we have taken on Vikendi. Find the location where they were taken, and take your own. You must upload the full screenshot of the game at the challenge location. (This includes the map and compass) Submit your screenshot along with your Xbox Gamertag and email address HERE To take a screenshot, press the Xbox button and press Y When prompted, press and hold the Xbox button to view your screenshot Select "Upload", and then "Upload to Xbox Live" Either log in to your account at https://account.xbox.com OR input your name at https://xboxdvr.com, to find your screenshot. Rules The First player who submits a correct screenshot for any of the challenges will win special PUBG goods, as well as the in-game item. If a player is first to submit a correct screenshot for 2 or more challenges, they will only be eligible for 1 prize, which is of their choosing. The unchosen prize(s) will be given to the second fastest player. Goods will vary on difficulty of challenge and will be revealed along with the challenges. All players who submit a screenshot of the correct location for any of the challenges will win the in-game item. Two in-game rewards are available, one for each set of 5 challenges. Challenges #1~5 (Posted on day 1) will receive Snow Beanie (Pink). Challenges #6~10 (Posted on day 2) will receive Snow Sunglasses. You can only submit one screenshot at a time through the submission form. This means that if you have answers for two challenges, you need to fill out the form twice, once for each screenshot. Prizes Challenges #1~5: Snow Beanie (Pink) Challenges #6~10: Snow Sunglasses Challenge (Example) Player screenshot (Example) PUBG Goods Erangel Picnic Mat PUBG Logo Eco-Bag Winner Winner Chicken Leg Dinner Bag-charm Winner Winner Chicken Leg Dinner Cushion PUBG Logo Zip-up Hoodie (L or XL) PUBG Backpack Now get ready to hunt! Thanks, PUBG Xbox Team
  29. 19 points
    You stuffed my throat with shit once too much now.. NOTHING that improve my gaming experience came with #27 update, except from the Lobby lagging like 0.3s less, i guess you can still call it improvement... You only fuck things up forcing us to adapt to what? Something that is "better"? Horsechimes and change Vector bullets, WOW i wanna play NOW... And get humiliated by cheaters again... I haven't even considered trying the Vector anymore, wich was a weapon i liked to use from time to time... The UMP45 i tried a few times only because it is E V E R Y W H E R E (surprise surprise, so much for "random loot") It feels like a choked AKM shooting plastic bullets, shoots slower than a 90year-old lady, i could probably kill enmemies easier by throwing grass at them... I pray god can give me strength to stay away from this game. I totally respect everyone having their opinions and maby i don't erven represent most of the players, but i invested 2600h in this game and ~1500 posts here. (Yes spare me the smartass comments "uuuh if you played 2600h you got to have a lof of fun bruh", yeah sure, but it could have been so much better, and i probably spent 3000h editing proof of cheaters....) If people like me react like this, even you must realize something is fucked up here? All time low average playerbase in 18 months... *slooooowclap* Enough i had!
  30. 19 points
    Hello Survivors, On January 30, will be applying a hotfix to the live servers to resolve several bugs reported to us over the past week. Due to the complexity of some of the issues, we were unable to resolve them all in time for inclusion in this hotfix. We are working as hard as we can to resolve the remaining issues as soon as possible. Thank you for the valuable feedback and bug reports provided so far, as well as your patience and understanding! Maintenance Schedule CET: January 30 8AM-11AM PST: January 29 11PM - January 30 2AM Bug Fixes Fixed an issue where sometimes "PLAY"/"READY" button would not function correctly (XBOX ONLY) Fixed an issue where a party member's character would intermittently not appear in the lobby Fixed an issue where you were unable able to move to "CAREERS" tab in the "SEASON" menu Fixed an issue where you were unable to pick up the wanted quantity of an item from a loot box Fixed bugs related to Survivor Pass: Vikendi Fixed an issue where the mission list language would not update after changing the language in SETTINGS Fixed an issue where a UI button would be placed incorrectly Fixed an issue where main weapons were not equipped if selected immediately after throwing a molotov Fixed an issue where sometimes main weapons were not equipped in certain situations Fixed an issue where "Now you see me now you don't" achievement could not be achieved on Vikendi Fixed mistyped information on the "SEASON - Survivor Point" page Known Issues The issue where "Play a match without using any bandages" mission would be cleared even when bandages are used in a match The issue where certain symbols would show in "Survivor Pass: Vikendi" and "SEASON" page on consoles set to Japanese language
  31. 18 points
    Nah I turned off the music a loooooong time ago.
  32. 18 points
    I fell in love with Pubg primarily playing FPP, now i can barely get a game and when I do I get wall hacked literally everytime. And im 10x better in FPP. I get killed by noobs who use the walls to their advantage and its getting played out and corny.
  33. 18 points
    Having no aim assist is actually one of the things that keeps this game alive and makes it stand out from the others... if they added aim assist I’d quit playing
  34. 17 points
    As the title says, I think it's gone a bit too far this time. There are rifles everywhere, grenades are more common than pistols and it hasn't taken more than 3 or 4 buildings to come out fully kitted in the few games I've played, without even dropping in "high loot" areas. Erangel is now a bit of a maxi-Sanhok. I really appreciate being forced out of my comfort zone to find good loot. Forcing you in to difficult decisions, or hard battles, in order to find what you wanted was always at the core of what the game was originally about. If it's going to drop rifles on you left right and centre then there's now no incentive to move outside of being pushed by the circle, and for me this creates a less enjoyable playing experience. The very best games are the ones where you write yourself off as having no chance because all you've got's a UMP, a level 1 vest and an outrageous collection of bandages, only then to dodge some enemies, win a fight against the odds, kit up and go on to win the thing. Sometimes less is more. I think a bit less is what Erangel needs from where it is right now. *Prepares to be flamed*
  35. 17 points
    No they shouldn't be lethal. It would be much better if, when they explode, they would just shower you with confetti and kisses.
  36. 16 points
    It's not like this game is constantly getting new content. New guns should not be limited to specific maps.
  37. 16 points
    It just took a month to render in 😁
  38. 16 points
    Um just wondering if anyone knows what the plan is moving forward after this horrible patch..? It's killing me to see PubG in the SORRY state that it's in. Im a die hard fan. I play every night and have since day one. Ive delt with all the issues from patches over the lifespan of this game and this has got to be the worst to date. I typically won't complain like i'm about to but this last patch is literally UNACCEPTABLE! I am blown away by the regression that has taken place after this update. I can understand and tolerate SOME new bugs from solving other issues. I know this goes hand in hand. That being said, as a super PubG loyalist who has been defending this game and its devs for over a year and a half I have to say this last patch is making this game unenjoyable. I play on an xbox one X and have always been able to overlook rendering issues bc they simply weren't that bad or didn't occur at all to me but now I can say im upset and this isn't going to work. Loot is its whole own issue but now, how can you expect anyone to land hot if not only is the loot scarce but buildings don't render in for 10-15 seconds, frames drop and the game freezes as a result, people are shooting through walls, getting IN rocks and the worst of all THE GAME IS CRASHING AGAIN!!!! Is this a year ago? Did we just take 100 steps backwards? I haven't had the game crash in months and now its happened 4 times this week. This is disgraceful. To list A FEW of MANY issues; - Literal GAME CRASHES (WTF) -Frame drops causing freezing - slow matchmaking -dropping players from lobbies -rendering -shooting through walls -rock glitch - The UI in the menus -shooting through buildings -Gun jam glitch (Pull trigger and nothing happens) WHEN CAN WE EXPECT SOME REAL FIXES?!?!?!?!?!?!??! I DONT WANT TO SEE PUBG FADE INTO NOTHING BECAUSE OF NEGLECT!!!!!!!!!!!!!!!!!!!!
  39. 16 points
    I’m a long time player, and despite all the issues have always tried to keep a level head about game issues and have hoped for the best. The way way we are being treated and the lack of updates at this point are ridiculous. The game is barely playable with these rendering issues and PUBG hasn’t done or said anything about it. You know you are guilty. You know it’s broke. Just man up and say something. Maybe at this point I am wondering if we as a community might need to start going after MS. While they do not develop the game, they have a responsibility to make sure the content on the consoles is playable, and their customers are not being taken advantage of. Maybe we all need to start filing BBB complaints, complaining to major Nelson and other xbox execs, etc.
  40. 16 points
    So you want them to take off TPP even though the game was originally made for it and FPP wasn’t added till later? Yeah, makes sense 🙄
  41. 16 points
    Why does it matter how long games take, if you want action go look for action.
  42. 16 points
    Lol you're still here. Calling yourself great, and 300 IQ, with a perfectly normal play against a bad player. Reminder that your lifetime win ratio is under 7% and your K.D is 1.08. Stay humble 😂
  43. 15 points
    I hate to burst your bubble, but that "skill rating" is the highest SP value you achieved over all game modes and perspectives for last season, which I have pointed out several times is not a skill based rating system. Keep on pushing though! Edit: That would also explain why players with seemingly better stats are ranked lower
  44. 15 points
    Hey PUBG, You guys need some serious help with your communication to your player base. Since the last update, I have not seen a single thing from you guys about fixing the rendering, freezing, and all the other stuff that is affecting a huge population of your player base. Did I miss the updates? You went an entire season without fixing your new map. Is that ok with you? Streamers wont even play your new map due to the issues. Doesn’t any of this matter? Maybe you should hire a company to handle this for you as communication and PR is clearly out of your league. You also have so many fans that would gladly do this for you to make it better. But hey, doing nothing has gotten you this far so why change. This leaves us with no other impression than that of you bilking us for money and not caring. It’s funny that you can immediately fix the season pass when you locked it early because you want people to spend money, but something like making your game playable means nothing. The other embarrassing part is that you have people whose job it is to hear out the fans and they do nothing. You should all be ashamed of yourselves. At at this point I can’t wait for a big boy gaming company to pseudo copy your game and make it playable. It’s only a matter of time until someone gets right, doesn’t make some cartoony bs, and you lose your player base. Until then I’m done. Just deleted your game and won’t be coming back. Going to spend my money elsewhere. Hope many others do the same. Thanks for the ride. You could have been great, but settled for being less than mediocre.
  45. 15 points
    Eh, the "no footstep + increased damage" would be pure cancer. Can't imagine having fun like that, way too many bs deaths as it is. Removing the map would be nice in itself, but since it's essential for the play zone, can't really see it happening. I get your point, but tbh PUBG is kinda "hardcore" already. Making it more complicated could easily ruin core gameplay elements.
  46. 15 points
    This is what happens when people's pride gets tangled with a video game. Usually is a symptom of being a young child or leading an unfulfilling job/everyday life. Also your LFG post comes across a bit douchey which will attract people like the dude in your screenshot. Drop that whole 300IQ nonsense and don't mention leaderboards that solely reflect time spent playing the game and you just might find a sensible partner.
  47. 15 points
    I'd rather see them build a new version from the ground up for the new hardware.
  48. 15 points
    Nothing major, but in terms of customisation I'd love some form of national flags. Wether it be parachutes or pans I do believe it would add a little extra fun without being over the top... A little friendly rivalry never hurt anyone right?
  49. 15 points
    For one I am kinda glad, cant deal with newly introduced bugs at the moment as I actually have time to play. So good work on the delay dev team, thanks!
  50. 15 points
    If I'd just say something quick, this sir is the dumbest topic ive seen on here, and I assure you, Ive seen some pretty dumb topics
×
×
  • Create New...