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  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. 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
  3. 42 points
    Hello everyone, We would first like to thank everyone who jumped on the PTS, your feedback is extremely important to us and we appreciate all the reports and suggestions. As with our last post, we'd like to explain more about our rendering improvements, and also share a little of what is coming in the future. Let's get started! Rendering In our last dev letter we shared a video of our rendering optimization efforts, and over the past week these improvements have been on the PTS. We've received very positive feedback from the community regarding these optimizations, and this in this letter we would like to delve deeper into the details. From the May 21 PTS patch notes: Performance Optimized level streaming and improved the loading speed of proximate buildings by 30~40%. Material data structure has been optimized. Streaming priority has been optimized based on the prediction of the player's movement direction. Loading speed of internal objects in buildings has been optimized. Level LOD data has been optimized. Hitching which occurs when texture streams have been optimized. (XBOX ONLY) To better explain what the above actually means, we've detailed 2 cases where level streaming has vastly improved. Test console: Xbox One S / HDD Case 1: Level loading time when parachuting towards Vikendi's Castle at full speed. Before, it took about 58 seconds for all proximate buildings to fully load. With this optimization patch, we estimate around 40% faster building loading speeds. Case 2: Bridge level loading time when approaching from Vikendi's Castle We tested the time it takes to load the western bridge of Vikendi's Castle when approaching at 150km/h on a motorbike, with this optimization patch the bridge loads in 50% quicker than before. Previously, it took an abnormally long time to fully load the proximate level, as loading of the previous level (area) had not completed, causing delay to the next level's (area's, in this case, the bridge) loading. Before optimization, the bridge loaded in about 34 meters after touching the bridge. After optimization, the bridge loads in 94 meters before touching the bridge. More Optimizations We applied a hotfix on the PTS to improve rendering speed of building interiors. Objects such as tables, cupboards, and sofas will now load much faster than before. We're working on optimizations to parachuting. After these improvements are in place there will be fewer instances of movement hitching while parachuting, providing you with an overall smoother parachuting experience. (There are instances where players at a distance may appear to be skipping, but this is a result of the reduced memory usage and is intended.) Balance Changes On the PTS update we applied some weapon balance changes and we'd like to share some of our plans for further changes. SR Damage Change SR usage on console is much lower than when compared to PC. This is due to the difficulty of precision aiming with controllers, especially when using larger scopes. To make SRs more viable in the game, and to increase SR usage on console, we decided include the 150% body shot damage multiplier on the PTS. Following community feedback that the the SR would be too powerful, the damage multiplier will be reduced from 150% to 130% when this patch is applied to live servers. Erangel Loot Rebalance We applied the first iteration of the Erangel loot rebalance on the PTS, and although on paper this was a significant change, feedback from the community let us know that we need to go further with these changes. In July (expected to be late June / early July), we will apply the second round of loot balance changes and also change the Featured Map to Erangel. Console PUBG QOL Improvements Our goal for this year is to create console exclusive features, which will provide a better user experience specifically for console players. We have lots planned for the future, but for now we'd like to share a few things we are aiming to include in the next update. Controller Preset C An important skill to master in PUBG is leaning; it allows you to peek to the left or right of your cover to gain information, or take shots at the enemy while minimising your exposure. With Controller Presets A & B, leaning is activated when the left or right thumbstick is pressed in. As thumbsticks are also used for movement and aiming, pressing them can cause a player's aim to go off the mark, making it difficult to hit those quick peek shots. As a result of player feedback we have created Controller Preset C. This preset moves the leaning bindings from the thumbsticks to the bumper buttons, as well as making a number of other suggested changes. More will be shared in a future update. Auto Equip Attachments We understand that in PUBG speed is of the essence, especially in the early game. While still maintaining the realistic gameplay that PUBG is known and loved for, we would like to make some quality of life changes which will reduce the amount of time spent on the inventory screen. With the introduction of the auto equip feature, attachments will now be auto-equipped to your weapon so you spend less time on the inventory screen, and more time concentrating on getting that chicken dinner. Also, when dropping your weapon on the ground, rather than needing to manually removing all the attachments you'd like to keep for a new weapon, the attachments will automatically be sent to your inventory. When added in a future update, the auto equip feature will be enabled by default, but will offer separate options for specific attachments as well as the ability to disable it completely. In the future... More QOL improvements Better organized loot, this is something that the community has requested for a long time. We're currently working on improving the loot order, and although it won't be ready for the July update, we're working to have it ready for an update in the near future. We're working extremely hard to ensure that with each update we bring improvements to PUBG on console. While we're developing console QOL improvements, be sure to send us your feedback and suggestions on what you'd like to see. We're listening and we'd love to hear from you! We would like to once again thank you for your support and passion for PUBG, it means a great deal to us. Thanks, PUBG Console Team
  4. 40 points
    Hello everyone, This is KooSung Jeong, part of the Console Development Team here at PUBG. We hope everyone has had the chance to try out all of the latest content and features in our most recent update from May. Today, we’re excited to give you a look into what you can expect for our upcoming June update. The next patch is currently scheduled for June 27 PDT and will introduce some highly demanded features to the console experience, including the auto-equipping of scopes, magazines and muzzle attachments, a tactical marker communications system for those players without access to mics, and a new controller layout scheme for better mobility in battle. Vikendi and Erangel will both get loot rebalances and the highly anticipated Weapons Mastery system makes will make its debut on consoles. Additional details for each of these items can be found below: Weapon Mastery New progression feature in PUBG with unique, awesome, and free rewards New avenue for players to improve their weapon skills Tactical Marker The map now has six marker options to choose from depending on the situation Second Erangel Loot Spawn Rebalance Increased spawn rate of AR, DMR and SR The featured map will be changed to Erangel from Sanhok with the June Update Vikendi Loot Spawn Rebalance Blue Zone adjustment Increased spawn rate of AR, DMR and SR (especially SR) Auto Equip Attachments We understand that handling attachments with the controller can sometimes be difficult and players would sometimes avoid early combat due to having insufficient time to equip attachments To solve for this, we created an auto equip attachment feature to reduce time when equipping needed attachments. Less time in your inventory means more time for battle! Controller Preset C Like the above auto equip feature, we are focusing on improving overall player experience during battles On the controller, leaning is configured to thumbsticks and we understand it can sometimes affect your movement and aim Controller Preset C moves the bindings of leaning from the thumbsticks to the bumper buttons, as well as making a number of other suggested changes. More details coming soon! Specific details and patch notes will be shared as we get closer to patch day, but we hope that this short patch preview gets you hyped for what’s to come! On that note, we recently announced the Erangel Visual Update, which looks to evolve the map visually and apply some lessons we've learned from our more recent maps. You can read all about it in our post here, but our console community can definitely look forward to playing it later this summer. See you on the battlegrounds, KooSung + the PUBG Console Team
  5. 31 points
    These patch notes have been updated. Update 1 - 06/27/2019 Read the changes at the bottom of this post. -- Hello everyone, Prepare for Update #8, coming to live servers on June 27! This update features our new progression system called Weapon Mastery, Controller Preset Type C, the new Auto Equip feature, loot rebalancing on Erangel and Vikendi, and much more. Dive into the patch notes below! Maintenance Schedule: PDT: June 26 10PM - June 27 4AM CEST: June 27 7AM - 1PM Weapon Mastery New Progression System Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use. It operates all the time without being affected by seasons. Weapon Mastery offers 100 levels for players to achieve per weapon. In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab. Weapon Mastery Rewards There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement. Charms Charms are accessories that can be equipped to weapons. New charm can achieved at every five levels of progression per weapon. Charms can be used with any weapon skins. Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game. Medals Medals highlight awesome accomplishments players perform with their weapons. Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved. Tier Emblems Players can earn emblems equivalent to their level brackets achieved per each weapon. Up to 10 tiers can be achieved. How to earn Weapon XP Weapon XP is earned when one or more of the following elements is satisfied during a match. Damage Headshots Defeats Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players. You can acquire extra weapon XP based on distance of defeats. When earning Weapon XP, the amount received will increase based on how long you survived. Defeats follow the existing judgment rules for DBNO/Kills currently used in the game. Additional information: Weapon Mastery does not count friendly fire/team damage. Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage, or drowning). Weapon Mastery does not count throwables or melee damage. Total defeats for each weapon can be found on the Weapons tab under Mastery. There is a maximum limit on each weapon that can be getting weapon XP. Controller Preset: Type C Added a new Controller preset, Type C Preset settings can be changed in the menus labeled Configuration - Control - Controller Preset The new preset is more suitable for thumb - index finger - middle finger control Compared to Preset A or B, Preset C is for players that utilize leaning and combat strategies heavily Preset C does not have the Aim (over the shoulder) key Leaning can be used by pressing LB or RB key Leaning was separated from the analog sticks to avoid disrupting the aim or movement The key to equip sidearm has been changed to double tap Y for a quicker change in dynamic battles For other changes, please see the in-game Controller Guide A word from our dev team: Controller preset C is designed to make a battle focused preset, so players would have minimum difficulty when moving, aiming, leaning or firing during combat by making them all independent. Preset C omitted the less commonly used key (in this case, AIM down the shoulder) and tried to avoid the loss in response time of ADS or distraction to combat. We will be adding customization options to all presets (A, B and C) allowing some key settings to be added/altered. We’re looking forward to hearing your feedback. Auto Equip Attachments Added Auto Equip Attachments options to Configuration - Gameplay Three options available: Auto Equip Attachments, Auto Equip Scope and Auto Replace Attachments Auto Equip Attachments An attachment will be automatically equipped on an active weapon upon pick up, if equipable If unequipable, the attachment will be equipped to the next available weapon (Primary 1 → Primary 2 → Sidearm order) If none of the weapons can equip the picked up attachment it will go into the inventory Attachments cannot be picked up if there is no free space in the inventory Auto Equip Scope Scope type attachments are given three different settings to reduce unexpected situations during combat Setting - Off Scope type attachments will not automatically equip and will go into the inventory instead Attachments cannot be picked up if there is no free space in the inventory Setting - Sight Only Only sight type attachments (Red Dot, Hologram Sight, and Canted Sight) will be automatically equipped Attachments cannot be picked up if there is no free space in the inventory Setting - All All scopes will be automatically equipped Attachments cannot be picked up if there is no free space in the inventory Setting - Auto Replace Attachments When replacing the weapon you are holding onto a different weapon by pressing X key, compatible attachments will automatically be equipped onto a new weapon Incompatible ones will go into the inventory Attachments will be dropped if there is no free space in the inventory Gameplay Featured Map The Featured map has been rotated from Sanhok to Erangel Erangel 2nd Loot Rebalance The total amount of items spawned in Erangel has been increased by approximately 28%. Increased the overall amount of items spawned, especially the spawn rates of those higher priority items. Spawn rate of AR has been increased by approx 64%. Spawn rate of DMR has been increased by approx 114%. Spawn rate of SR has been increased by approx 177%. Spawn rates of equipment and armor have been slightly increased, especially level 2. Spawn rates of healing items have been slightly increased. Open/Close Doors Animation Improvement Improved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing. Mission List You can no longer check your mission list while in the starting area or in the plane using LB You can still check the mission list from the System Menu New Parachute Gauge The parachute UI has been improved with more visibility and divided into two gauges, one for current speed and the other a more detailed altitude reading. Improved teammate status UI An icon has been added to show when teammates are freefalling from the plane. Teammates’ status icons during the parachuting phase which were previously only shown on the map, are now also shown at the bottom left of the screen alongside the other teammate UI. Tactical Map Marker Added new Tactical Map Markers with 6 different marker types for different situations (Attack, Danger, Defend, Loot, Regroup, Vehicle). To use the markers, open the world map and hold R-STICK to reveal the Tactical Map Marker wheel, then move to the desired icon then click R-STICK. Clicking R-STICK without selecting any marker type will place a standard marker. Each player can only place one Tactical Map Marker or Standard marker at a time. Tactical Map Markers will be shown on the world map, minimap, and compass in the same way as the existing map markers. Throwables Crosshair Improvement Added new crosshair when using throwables to easily identify the use of overarm or underarm throwing stance. Vikendi 2nd Loot Rebalance With this update we made Vikendi a more balanced sniper haven with increased long guns and the addition of the MK47 Mutant for that extra burst of firepower. Getting through all those snipers will be a bit easier with better cover, which the extra 4-wheel drive vehicles will provide better than snowbikes. Read on for more details about the Vikendi rebalance. Blue zone adjustments To support a wider variety of gameplay experiences around Vikendi, the initial safe zone will now be placed in more varied locations and the waiting time between certain blue zone phases has been reduced. Phase 1 safe zone now spawns in more varied locations. Waiting time between early and late blue zone phases has been decreased slightly. Overall match duration subsequently reduced by 1 minute and 30 seconds. Vehicle spawn rate adjustment Vehicle spawn rate has been changed to facilitate the new blue zone settings. Increased four-wheel drive vehicle spawn ratio in relation to Snowbikes and Snowmobiles. Item spawn rate adjustment We have adjusted weapon spawn rates to help facilitate more medium and long-range engagements. Adjustments to available attachments have also been made to offer players more options. Adjustments to item spawns on Vikendi: AR spawns increased by 1.4x DMR spawns increased by 2x SR spawns increased by 7x SMG, Shotgun, Pistol Crossbow and spawns have been decreased slightly. Attachment spawns have been increased slightly. High powered scope spawns have been increased slightly. Cave balance adjustment Since the Secret Cave is no longer much of a secret, we have adjusted the loot within to balance it more closely to other areas of Vikendi to improve the gameplay experience, while still offering good loot. Care Packages will no-longer spawn in the cave. High quality non-crate loot will still spawn in this location. Increased variety of items spawned in the cave. Item pool changes Added MK47 Mutant, Halfgrip, Thumbgrip and Laser Sight. Removed Win94 and R45. Increased Moonlight weather condition percentage. UI/UX Map Cursor Improvement Increased default speed of the map cursor Map cursor speed can be lowered by x0.5 for more accurate pinging Team UI Overhaul Teammates boost gauges are now in the team UI visible while playing to enhance team play. Font Style Improvement Changed the font style to make capital letters 'I' and 'L' more distinguishable Flare Gun UI Improvement Changed the Flare Gun crosshair to display as a circle when aiming at the correct position to successfully call in a Special Care Package or Armored UAZ. Adjusted the Flare Gun status UI displayed after calling in a Special Care Package or Armored UAZ. The green flashing light is now removed once the drop leaves the plane. Previously, it would remain until the drop had been on the ground for 30 seconds. Minimap Improvements Teammates outside of your immediate minimap area will now have their icon and status shown at the at the edge of the minimap. This will help more easily identify the direction and status of your teammates. Weapon Preview Improvement Improved the weapon preview animation in the lobby UI Improvement to Prevent Potential Unfair Advantage while Spectating If houses and other map objects aren’t completely loaded when spectating teammates, additional UI will now cover the screen to prevent seeing players that wouldn’t otherwise be seen. Once loading is complete, the additional UI will be removed. Spectator Screen Improvement You can now report the spectating player by pressing Y button while on the spectator screen Added instructions to the Key Guide that you can leave the match by pressing B button Network Latency HUD Added a Network Information function that can display Ping, connection speed, packets, and packet loss. This will be located in the top left of the screen. You can change the settings to On/Off at Settings > Gameplay > UI > Network debug statistics Performance Optimized performance to decrease the time it takes to load into matches. Improved the customization menu performance Sound Sound Improvements We’ve now added more sounds for item interactions. Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items. Added vehicle suspension sounds. Sounds of moving vehicles’ suspension working can now be heard. Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds. Suspension sound volume is different between TPP and FPP. Bug Fixes World Fixed an issue with some barbed wire fences blocking bullets. Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences. Fixed an issue where items spawned in inaccessible locations of Docks on Sanhok Fixed an issue where the player camera could pass through a specific wall at Paradise Resort on Sanhok while standing close to it. Fixed an issue which allowed grenades to be thrown through the underside of the parasols at Paradise Resort on Sanhok. Fixed an issue which prevented players from standing up after being prone under certain hut boardwalks on Sanhok. Fixed an issue where lighting effects could change abruptly on stone buildings with curved roofs on Sanhok. General Fixed the issue with center screen DBNO and kill messages being delayed. Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated. Fixed the issue with certain maneuver could prevent motorcycles from flipping. Fixed the issue where the character would continue moving when system menu was opened while driving or freefalling. Fixed an issue with different UAZ model variants having different maximum speeds. Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model Fixed an issue where only one side of footsteps is output in certain situations. Fixed an issue which would remove player’s hair completely when equipping caps. Fixed a visual issue when punk knuckle gloves were equipped. Fixed a visual issue preventing belts from being visible when wearing a fur coat. Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps. Fixed a visual issue with shadows displaying incorrectly when swimming in FPP. Fixed an issue where players are unable to revive their teammates if casting UI freezes at 0 while reviving. Fixed an issue when using a scope and the character moves backward, the scope shakes. Fixed certain limb animations not playing while vaulting. Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm. Fixed an issue with Shirt (Plaid) icon not matching the in-game asset. Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil’ Monster Outfit Fixed an issue where weapons could sometimes become unusable after reconnecting to a game. Fixed a visual issue after reloading an M249 which could cause the magazine to float mid-air. Fixed an issue preventing vehicle missions from being completed with the Zima. Fixed an issue where players could take excessive damage or die when landing at specific locations. Fixed an issue where the screen would shake when ADS and leaning against a wall or the corner of objects. Fixed an issue where the game mode would sometimes change when making a team. Fixed an issue where some bullets could pass through a wall when firing in specific conditions Fixed an issue with a vehicle that slipped more than intended while driving. Fixed an issue which prevented healing items from being used when holding a weapon and performing an emote. Fixed an issue which allowed some unintended weapon types to be used from the back seat of an Aquarail. Fixed an issue where an error message is output when attempting to replace a cooked throwable with a throwable in the inventory. Grenades can no-longer be thrown through wire mesh (most notably, wire fences) Fixed an issue where players would sometimes appear to be moving in a falling motion These patch notes have been updated. Update 1 - 06/27/2019 UI/UX Map Cursor Improvement Increased default speed of the map cursor Map cursor speed can be lowered by x0.5 for more accurate pinging Performance Improved the customization menu performance
  6. 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
  7. 29 points
    Hello everyone, Today, we’re excited to give you a look into what you can expect from our upcoming July update! The next patch is scheduled for July 30 PDT/CEST, and you will be able to test out the new contents on the Public Test Server (PTS) on July 23 PDT/CEST. This update will introduce a new weapon, the Deagle, a new vehicle, the BRDM-2, as well as quality of life improvements and features. New Weapon: Deagle Highest damage of all handguns. Rare spawn on all maps. New Vehicle: BRDM-2 Can only be called in as a special Care Package using the Flare Gun. Amphibious, can travel on land and water. Replaces the armored UAZ. Improved Gas Can The Gas Can has become explosive! When blown up, it deals damage to all players in a radius around its location. Improved Loot Sorting Loot will (finally) be better organized for player crates, vicinity loot, and care packages. Radio Message A new communication function that will help you better communicate with your teammates 8 types of messages to choose from, some of which will work interactively with targets, items, and your inventory. Auto Replace Weapon Skin An option which will allow you to automatically replace the skin on a picked up weapon with your own. We will be sharing more details of the July patch before we open the PTS. Please stay tuned for more exciting news! Thanks, 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. 28 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!
  10. 27 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.
  11. 26 points
    Wait, they're still supporting the game?
  12. 24 points
    We all know that driving on miramar is so annoying, many little hills , little pits where you can crash/stuck your vehicle. Well Miramar haven't god anything new since it's release (maybe those little lakes on the north of the map about not many know) and it's time to get a new vehicle, which is specially made to drive through the desert, an ATV It would be fun to have these to replace the 3 seat motorbikes. Thoughts?
  13. 23 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
  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. 22 points
    Hello Players! PUBG’s first class of progression called Weapon Mastery was unveiled just a couple of months ago by our Mastery team, and we’re excited to finally bring this new system to Xbox and PS4 with our June 27th content update! Today, we’ll be going over the finer details of this new progression system and what you can expect on patch day. What is Weapon Mastery? Weapon Mastery is a brand new progression feature in PUBG with unique, free rewards. Our goals for Weapon Mastery are simple: give players an avenue for improving their weapon skills and celebrate the journey along the way. After Weapon Mastery goes live, you’ll notice every weapon now has a series of levels that players can progress through by dealing damage and defeating opponents. It’s important to note however that both strategy and precision also have an influence on how quickly you level up your weapons. Weapon Mastery aims to encourage healthy play in PUBG where both weapon skill and the effort to be the last man standing are rewarded in tandem. TL;DR: Shoot enemies, stay alive, get cool stuff. Progressing in Weapon Mastery You can progress through Weapon Mastery levels by earning Weapon XP in matches. Hitting difficult shots, surviving longer and defeating more enemies will all earn you Weapon XP at a faster rate. After every ten levels on a weapon, you will be promoted to the next Mastery Tier (there are 10 tiers total). Gaining levels and tiers in Weapon Mastery will result in unlocking the rewards content the system has to offer. The farther you progress, the more there is to unlock. In order to help you track your progression, we’ve included a new Last Match screen where you can see your earned Weapon XP, weapon stats, and earned rewards from the previous game you’ve played. Mastery Menu We’ve bundled the Last Match screen and everything else related to weapon progression under this new menu. The Mastery Menu will serve as the new home for all progression content from the Mastery team. In this version, you’ll be able to view weapon stats, see your earned medals and track your rewards progress on each weapon. Earning Rewards Speaking of rewards, Weapon Mastery features a number of new things to unlock and collect, all of which are free to those who earn them. No Weapon Mastery content will ever be purchasable, so be prepared to work for this specialized loot. Giving players the opportunity to show off their accomplishments and personalize their look are very high on our priority list. We've explained how you earn rewards, but here's a taste of the perks and levels coming to Weapon Mastery. Charms Charms are a brand new aesthetic reward to PUBG. Charms are keychain-like trinkets that attach to the left side on the barrel of each weapon. You can equip and see which charms you have unlocked from inside the Mastery tab. We’re launching with 20 unique charms that must be earned on a per weapon basis and it’s a safe bet that there are more on the way. Mastery Emblems Each tier has its own corresponding emblem and those emblems get more prestigious over time. Over the next few months our team will be exploring ways for you to show off your emblems to other players. Medals The launch of Weapon Mastery also features the maiden voyage of our new medals system. Medals are our way of highlighting the awesome accomplishments you perform. Our launch medals all revolve around rare weapons feats. We’ll be sharing more on how medals fit into our larger plans in the future, but in the meantime, enjoy stacking those Quadras. What Are Defeats? Defeats are a new concept we’re bringing to the game in order to clarify how medals are earned. You Defeat a player by Killing any player in the solo playlists Knocking down any enemy in duo or squad playlists Killing the last man standing on a team in duo or squad playlists You do not Defeat a player by Killing an already knocked player in duo or squad playlists ...and no, you can’t defeat your own teammates. Don’t be that guy. What’s Next Weapon Mastery is the first piece of a much larger system currently being designed. As we learn, adapt, and grow as a group, we want to hear from you. If you have ideas to improve the Weapon Mastery system, ideas for future rewards, or any other thoughts on the best way to grow and progress as a PUBG player, please let us know. Be sure to check out the recent Reddit AMA held with the Mastery team before launch day. You’ll be able to experience the Weapon Mastery system on June 27 PDT for both Xbox and PS4, so stay tuned for more details and patch notes. We’ll see you on the battlegrounds! Thanks, PUBG Console Team
  16. 22 points
    Miramar is the best map.
  17. 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
  18. 22 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!
  19. 21 points
    Hello everyone, With our recent announcement of PUBG SEASON 4, we also gave you insight into the upcoming Survivor Pass 4: AFTERMATH - in case you missed it, you can find more information about the pass here! PUBG SEASON 4 and Survivor Pass 4: AFTERMATH will land on consoles in late summer. Along with Survivor Pass 4: AFTERMATH, we will be introducing a new system that will allow you to swap out the pass missions more often using BP. We will also be implementing a few ways to make BP more useful and valuable, which we addressed in a previous letter, Dev Letter: BP Ecosystem Improvement Plan. *Xbox One and PS4 players combined As you can see in the graph above, there is a considerable amount of BP in the economy which is being accumulated over time without being spent. To boost the inherent value of BP, we've prepared a few measures: With the upcoming July update, there will be 28 skins that you can purchase using BP. *A few examples of BP items that will be available with the July update With the August update, we will be introducing Madsy sneakers collection that will be sold with BP. *Madsy collection that will be available with the August update We will be adding a variety of new BP skins this fall, including BattleStat skins. You will have the ability to swap out your missions in Survivor Pass 4: AFTERMATH if you want to reroll more than the amount given freely. As we start to implement the above measures, we hope players will find BP more valuable and effective with these changes. We are also excited to announce official details regarding the July PTS and live update. The PTS will be open on July 23, and will be available for two weeks, closing on August 6. Schedule: July 23: PTS opens July 30: Live server update August 6: PTS closes The reason for the PTS closing a week after the live server update is to test backend server stabilizations, which will then be applied to live servers on August 13. As a token of our gratitude for your help in testing out these important stabilizations, we will be sending out BP rewards to those who actively participate in the test. First week participation: 4,000 BP More than three hours of gameplay required Second week participation: 4,000 BP More than three hours of gameplay required For participating in both weeks: Bonus 2,000 BP All in all, you will be able to earn a total of 10,000 BP if you fully participate in this test. We hope to see you all on the PTS on July 23! Thanks, Soon Ho Choi and PUBG Console Tea
  20. 21 points
    Here we go: https://xboxclips.com/stevecarsonr/a8606c47-f202-4f7a-920d-7c5afebb4c79 If I could slow motion it, I’d add the caption, "It was at this moment he knew, he’d f#$&ed up" 😳
  21. 21 points
    Believe I speak for many put the mp5 on all maps the gun is fun to use and would fit well in all maps
  22. 21 points
    It's not like this game is constantly getting new content. New guns should not be limited to specific maps.
  23. 21 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.
  24. 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
  25. 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
  26. 20 points
    I know this is probably an unpopular opinon, but I feel like a positive post should be a breath of fresh air in this forum. I have really been enjoying this new update, rendering has improved for me, loots been better. Just to me the overall feel of the game has been better.
  27. 20 points
  28. 19 points
    Sick to death of it now!! Only two days ago a post was removed because again for some reason they are getting away with it and it sometimes seems like they are being protected. Same group, we all know who they are so I’m not going to break any rules by naming them. They are named after a famous Tea Bag! That’s basically what they are a bunch of wet tea bags!! @DB0VIN only told me this evening that his game was ruined last night after we finished playing duos and he went playing solos. Turns out that he got that stressed out that he sent a message to the cheating scum, in return he got a communication ban from Microsoft. Ive just ran into them on a solo, two of them. They made it to 3rd and 4th place, they killed me between them with AWM’s each. I took a body shot of one then within a second took another shot off the other. You can’t compete like this. Its time for the cheat department to start searching these muppets out and banning them instantly!! @PUBG_Andymh5 Can we not start getting a lid on these boys now? Surely a weekly search would show these boys are still at it? Enough is enough!!
  29. 19 points
    Best patch to date, the game feels amazing, great new additions and the loot on erangle is spot on! Well done PUBG! ❤️
  30. 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!
  31. 19 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 🙄
  32. 18 points
    I hear rumblings, “Is he alive?”, “Where has he gone?”, “Did he get banned?”, “Did he get the job he applied for?”, “Where is the G.O.A.T.?” I’m here and I’m still the best. Never forget. I’m taking a short hiatus from PUBG, the game I love, the game that loves me. So, Thumbless HaHa, yCritic, MajorClagNut, Fingerless Aimrobot, keep my seat warm. See you in a few months. I’ll be back. - Mr. 300 IQ Play aka. The G.O.A.T. aka. The best there was, the best there is and the best there ever will be.
  33. 18 points
    On behalf of us who’ve wanted Erangel 24/7 — shh.
  34. 18 points
    Before I joined this forum a couple of weeks ago I'd started to fall out of love with PUBG, I'd still play it but would struggling to want to play for more than 1 or 2 games at a time and I'd just turn it off and watch Netflix or play something else. Since I've been active on here I've fallen in love with the game again and become addicted once more and I've put that down to everyone on here, so I'd just thought I'd say thank you everyone😁
  35. 18 points
    Finally!! Its Dinnertime!! ...thanks to all you guys and girls on here you've been a massive help.... well happy to finally have one in the bag, and on miramar too, the map I feel I'm least at home on 😁😁. https://gamerdvr.com/gamer/ru88erdukzilla/video/75526839 The 4 kills leading up are on the DVR too after the win clip. It was very lucky throughout. Landed power grid and was lucky to find my favourite weapon the sks, I seem to be able to shoot ok with the iron sights so always grab it as early as possible. Cleared out 3 from there and got some good kit. Moved onto a half way house where the circles were kind and managed to get the last bit of loot needed. One more kill from an unsuspecting visitor. The final circles were very kind to me, giving me the perfect cover behind a small hill with the blue protecting my rear and a view of the entire circle just by popping my head up. Then to finish a very lucky shot to get the win... I was just shooting and hoping at this point as he tried to head for cover. Yeahhhhhhh!!!! I dont think I've ever been happier about doing something in a computer game before 😂😂😂.
  36. 18 points
    Stop trying to dictate how others play the game. Its one of the best things about pubg, u can play anyway u like.
  37. 18 points
  38. 18 points
    Nah I turned off the music a loooooong time ago.
  39. 17 points
    Have you ever considered that other players are better at the game than you? Seriously though, PUBGLookup.com and stop complaining. Update 7 is incredible.
  40. 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*
  41. 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.
  42. 16 points
    Some players (like myself) might want to watch their killer play for a while afterwards, I don't always want to leave the match straight away.
  43. 16 points
    A level 4 should be one of those giant roller bags so you have to drag it with one hand and shoot your AK with the other.
  44. 16 points
    I'd take miramar over sanhok any day!
  45. 16 points
    If they gave up on console we wouldnt be getting updates! The game actually doesnt run that bad compared to what it used to.
  46. 16 points
    These changes and features will also be coming to console.
  47. 16 points
    It just took a month to render in 😁
  48. 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!!!!!!!!!!!!!!!!!!!!
  49. 16 points
    Why does it matter how long games take, if you want action go look for action.
  50. 15 points
    This update has been amazing so far, menu is faster, customization faster, the weapon mastery system is awesome and gives a fresh new air to the game. These past couple of months I was barely getting a +70 lobby game waiting almost 15 minutes for FPP, since the update and erangel being the main map I have played over 5 games with 100 ppl on each one. Players are giving PUBG a chance again and they'll love it. What's your favorite thing about the update? Mine is the Network details in game tbh. Btw cars sound cooler than ever (drive in a mountain or a hill and you'll know what I mean)
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