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  1. 182 points
    Olá jogadores! No primeiro sorteio para o set PGI RINGSIDE obtivemos cerca de 700 participações, queremos agradecer o entusiasmo de todos! Faltam apenas alguns dias para o começo do PGI 2018 na Mercede Bentz Arena em Berlim e como nem todos puderam ganhar, gostaríamos de dar novas oportunidades aos jogadores de obter o set do PGI, RINGSIDE. Para participar os jogadores deverão fazer o seguinte: Responder acertadamente, aqui no Fórum PUBG, à pergunta colocada com a imagem abaixo Colocar, junto da mensagem, o seu nome dentro do jogo para que possamos entregar a recompensa caso ganhe Os jogadores têm até dia 22 de Julho para participar e os vencedores deste sorteio serão sorteados dia 25 de Julho - serão escolhidos 100 vencedores no total. Pergunta Notas Só será considerada uma mensagem por pessoa Todas as mensagens enviadas após o dia 22 de Julho não serão consideradas Reservamos o direito de apagar mensagens que não estejam de acordo com as nossas regras de conduta de comunidade O dia de anúncio dos vencedores poderá ser alterado dependendo da situação Se o jogador não colocar o seu nome dentro do jogo junto da mensagem ou se alterar o seu nome durante o sorteio, ele deixará de ser considerado As skins do PGI RINGSIDE SET não podem ser transacionadas no mercado Steam Estamos ainda a preparar outros eventos relacionados com o PGI e existirão mais oportunidades para todos participarem e ganharem, fiquem atentos! PUBG Corp.
  2. 105 points
    Hi players, This is a follow-up to our recent dev letter - Addressing Player Concerns. We’ve received a lot of feedback from players that you’d like us to be more frequent and transparent with our communication. We’ve heard you loud and clear! That’s why today, we want to expand upon that post and share more detailed information regarding current issues, their status, and what we’re doing to get them resolved. This is going to be a long read, we’ve got a lot of information to share. Our dev team has expanded, and continues to expand in real-time, which will accelerate the rate of development. This hasn’t happened overnight and we’ll continue to expand our dev team over time. We’ll continue working to improve the game as fast as possible. With that said, let’s get started! Patch ETA The next patch is planned to release on June 5th. We may push this patch out earlier. If a critical issue arises, we may delay the update. We haven’t generally given specific dates until we’re completely confident with them, leading to a lot of frustration. Please understand that we want to share important dates as soon as possible, but we also don’t want to disappoint you by giving you a date which may change. Patch Info The next patch, currently planned for June 5th, will include fixes for GameHub stats not updating, as well as a fix for a common cause of crashing. We’ll also be implementing improvements to Elastic Accuracy Control for Characters (EACC), a system we recently introduced to reduce crashing and lag in heavily populated areas. We’ll detail EACC more later on in this post. There will also be improvements to our Prediction-based level streaming (PBLS) system, which we’ll also elaborate on. There are many issues that need to be fixed in regard to performance, stability and gameplay. Some will take more time than others. We’re working hard to address all issues that can negatively affect your gameplay experience, as quickly as possible. We’ll share more information about what will be included in the next patch as we get closer to its release. Now, we will detail some of the most important, and common player concerns. Stability (Crashing / Dashboarding) There are various reasons crashes can occur and we are working hard on fixing them all. Until the most recent patch, the instances of crashes experienced by players was decreasing each time we patched the game. The recent patch has increased instances of crashing for many players. This is unacceptable. We’re currently working on fixing the two most common causes of crashing, with the first being fixed in the next patch: 1. We introduced some back-end changes to prepare for an upcoming feature and in some cases, the game would try to interact with this unfinished feature, causing the game to crash. 2. A crash is occurring in relation to caching memory, which is used to improve performance. We’ve been actively addressing this issue since December, steadily reducing the instances of crashes related to this each patch. We are focusing on resolving this problem entirely by the end of June. As players have noticed, crashes and lag happen more often in highly populated areas.To combat this, on top of our standard ongoing performance and stability work, we recently introduced a system designed specifically to improve performance and reduce crashes in highly populated areas. Previously, we handled character resources in full for everyone that was near the player, within a 1km radius. This was causing lag/FPS drops and crashes at the early stages of the game after landing, as too many resources were being handled all at once, in populated areas. We have been working on introducing a dynamic system for these specific situations and have implemented a system called “Elastic Accuracy Control for Character, or EACC. Each resource was refreshed at a constant rate within 1km radius of your player. When characters were picking up items, changing clothes etc, this was causing all items within the 1km radius to be refreshed. We made this system dynamic with EACC. It will now work depending on many factors, mainly distance. It will handle resources (refresh resources faster or slower) depending on those factors. Much like PBLS, with each patch, EACC will become more effective at improving performance and in turn reducing crashes, as we gather more data each patch cycle and our engineers implement improvements based on the analysis of that data. Map Selection Map selection is still in development, we’ve still got some further work to do and we’ll get this out to you as soon as possible. World Rendering (Loading) The rendering (loading) process is different in each match, for each player, in each location. We need to find the best process to load resources in all scenarios, for every player. As mentioned in our previous dev letter, we’re using a system called prediction-based level streaming (PBLS) to speed up the rendering process. Our engineers are adjusting and optimizing this system every patch, based on data accumulated during that patch cycle. PBLS is used specifically when parachuting, as it uses a lot of resources which can cause lower FPS for players. We use a different non-prediction-based level streaming system while on the ground, as it is more efficient. When parachuting and falling through the air, a lot more resources have to be loaded than when you’re moving in on the ground. Imagine a chessboard as our map, with each square representing a square on our map. Your character occupies a square on that chessboard while on the ground and the game will load three squares in front of you (in a T shape), as your movement is somewhat predictable—we know where you’re going. This is much different when in the air, parachuting. When you’re parachuting and falling towards the ground, everything around you has to be loaded, because we can’t predict where you will go. Instead of having to only load three squares in front of you, an area of 3x3 squares around you will have to be loaded. With PBLS, this system intuitively decides where in that 3x3 area to load first, to improve rendering times in the area where you’re going to land. As you all know, there are often problems with rendering happening too slowly when driving vehicles, where buildings can suddenly appear in front of you, or you can get stuck inside a building which didn’t appear to be there previously. We have a level streaming system (separate from our prediction-based system) which is used while on the ground specifically, this system will load resources that you’re heading towards and instantly dump resources far behind you to improve performance. When travelling at high speeds, rendering can often not happen quickly enough, and we’re working to improve this system. We’ll be making adjustments to level-streaming, further taking into account vehicle speed to improve the process of rendering resources you want to see and dumping those that are no longer needed. For both our predictive and regular level-streaming systems, our engineers will be making improvements each patch to improve their efficiency and improve rendering times, after analyzing data from the patch cycle. Server Performance At the start of each match, the server is under the most stress due to having to keep track of 100 players all at once. We’ve recently applied some network improvements to the PC servers to help alleviate some early game load and we’re working to push these optimizations to Xbox as soon as possible, once they’re proven to be stable. We’re constantly working on improving server performance, this is an ongoing process. Vehicles There are many bumps and sharp terrain geometry around the maps which can cause vehicles to explode in situations you wouldn’t expect and this is, obviously, extremely frustrating. We’re working to smooth out the terrain on all maps and reduce instances of these frustrating situations. We expect to push some of these improvements later in June. Other important issues we’re investigating This list doesn’t include all issues we’re investigating, but these are some of issues being discussed the most: 1. Player teleports to a different location after vaulting 2. Match not ending, as the game believes another player is still alive, even though you cannot see anyone else in the final circle 3. Vehicles flipping or exploding for seemingly no reason 4. GameHub stats not updating - This will be fixed in the next patch. All of these stats have been tracked since the May update, but just haven’t yet been reflected in the GameHub. GameHub stats will not be restored instantly, but over time. Once the patch goes live, we’ll keep you updated through the process. While we work to fix these bugs, optimization and stability are still our top priorities. We have different teams who work on different aspects of development, based on their skill sets and experience. We will continue to address bugs, while improving performance and stability. ---- Hopefully this post has answered your questions and addressed concerns you may have. We again want to take this opportunity to apologize for our lack of communication and delay in addressing key community concerns. We’re actively working to improve our communication with the community and provide updates as often as possible. Thanks, PUBG Xbox Team
  3. 99 points
    _______________________________ UPDATE: 7/16/2018 The PTS schedule has been extended until July 17 3AM PDT / July 17 12PM CEST. _______________________________ UPDATE: 7/14/2018 HTRF is planned to be updated this year. It has not been updated in this patch. Due to this, context regarding HTRF that was in the patch notes has been deleted. We are still searching for sound systems that will be best suited for PUBG Xbox, and we are trying hard to have the improved system applied within this year with an option of having it on/off for user convenience. We'll make sure to address this again when we have an update in the future. ________________________________ Hello everyone, The PUBG test server (PTS) has returned! Although the past month has been slow, this week we’re adding tons of new content. For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS details: Schedule: PDT: July 10th 8:30PM ~ July 17th 3AM CEST: July 11th 5:30AM ~ July 17th 12PM PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Only the NA server will be available to play on. Please be aware that some game modes will be restricted due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. Weapon & Item Balance Weapons Pistols Increased the damage of the P92, P1911, P18C, R1895, and R45 Shotguns Increased overall damage and effective range Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before) Increased limb shots modifier (shooting limbs now does more damage) Slightly decreased the damage of the S686 and S1897 Reduced pellet spread Shotgun chokes can now be attached to the sawed-off SMGs Adjusted SMGs to be more effective in short range combat Increased limb shots modifier Slightly increased the damage of the Micro UZI, UMP9, and Vector Decreased vertical recoil on all SMGs Decreased recoil and scope sway when moving in ADS (aiming down sights) Increased ADS transition speed To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same). ARs Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations. Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416 Increased reload time by 30% for the SCAR-L, M16A4, and M416 Increased reload time by 10% for the AKM Increased vertical and horizontal recoil for all ARs except the AKM Decreased recoil recovery rate for all ARs Restricted big scopes (8x and 15x) for use with all ARs Modified recoil animations for all ARs First shot (including first shot after recoil resets) from the M16A4 now has less recoil. DMRs Increased head, body, and limb shot modifier Decreased the damage of the SKS Slightly increased the damage of the VSS and Mini14 Increased vertical and horizontal recoil for all DMRs Decreased the recoil recovery rate for all DMRs Added new recoil animations for all DMRs Increased world spawn rate of DMRs. DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments SRs Decreased basic damage of the M24 from 88 to 79 M24 will no longer dropped in care package. It spawns in the world Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages Other guns Slightly increased the damage of the DP28 and M249 Restricted big scopes (8x and 15x) for use with LMGs (DP28, M249) Reduced crossbow reloading time from 4 seconds to 3.5 seconds Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath. Weapon sway when moving is now also reduced by the cheek pad attachment Cheek pads now help you recover from weapon sway more quickly after moving Other Item Balance Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package) We’ve reduced the spawn rate for AR extended quickdraw magazines Adrenaline syringes now spawn (rarely) alongside normal loot in the game world Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed. Gameplay Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments. New Weapon Added the SLR The SLR spawns alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.) The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively. New Vehicle The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway. New Attachments Duckbill - A new attachment for shotguns (S1897, S12K). It decreases vertical pellet spread but increases horizontal bullet spread Attachable to S1897, S12K Light Grip - It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%). Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS, Vector) Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS) Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS) Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item. Throwables Improvements have been made to throwables (frag grenades, stun grenades, and molotovs). Weight changes Frag grenade: Increased from 12 to 18 Molotov cocktail: Decreased from 18 to 16 Smoke grenade: Decreased from 16 to 14 Stun grenade: Decreased from 14 to 12 Increased frag grenade damage and effective range Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m. Stun grenades’ blinding effects have been improved First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion The maximum effective range of stun grenade has been increased to 20m Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away). Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds. Characters blinded by a stun grenade now cover their faces. This is a new animation. Spectators are now also blinded when spectating someone hit with a stun grenade Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked. You’ll now be unable to ADS while blinded. Molotov cocktails now have new effects and their damage has been increased. Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage. Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second. After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds. You’ll now be unable to ADS while taking burn damage. Flames now spread further along wooden surfaces in houses Flames from Molotovs spread further if another Molotov is thrown on top of the flames. A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands. Character Movement We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed. We’ve removed the first shot delay when your character is not sprinting Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received. Boat and Swimming Adjustments Boats now sink when destroyed We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater. We’ve decreased the maximum submersible time from 35 to 15 seconds Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second) We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath) Spectating Your Killer Players can now spectate their killer by clicking the "watch" button on their match result screen. Solo killer spectating If you get killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location When the player you were spectating dies, you can continue spectating the killer of that player If the player you were spectating gets disconnected, you can continue spectating their killer Duo / Squad killer spectating Same as above but can only spectate the enemy team after all your team members are dead Others On Erangel, all windows with bars have had the glass removed. Added 26 graffiti images to buildings in Erangel and Miramar. UI / UX A marker has been added to the map that allows players to check the flight path of the plane. The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination. Added a UI message showing when healing items can’t be used. You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change) Performance We’ve improved the character model rendering process to prevent some small frame drop issues. We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby. We’ve made some improvements to our network code to reduce network latency. Character data calculated radius has been reduced to increase server and client performance. Bike animations have been optimized. Asset/Building loading in Miramar has been optimized. Smoke effects (Smoke grenade, care package, etc.) have been optimized. We thank everyone who participates in PTS in advance. You’re helping us to make this game better. We will start working on fixes as soon as they are found, so please report with detail (hardware/connection/external, internal hard drive/exact situation) any issues as soon they arise. Thanks, PUBG Xbox Team
  4. 96 points
    Hey everyone, We’re excited to let you know that PTS is back with a ton of content for you to test out before Update #18 hits the live servers! Below are the patch notes for your review before you jump into the PTS. Be sure to read up and help us test out all of this new content - we’ll be keeping an eye on your feedback and bug reports! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Schedule: PDT: August 12 7PM (Downloadable at 5PM) CEST: August 13 4AM (Downloadable at 2AM) PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. Gameplay Bullet penetration system is now applied to forearms. When a bullet hits the forearm of the character, it will penetrate following its ballistic trajectory. The result will be different depending on whether the forearm is blocking more vulnerable body parts. When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only. If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied Forearm penetration is disabled for shotguns When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat). UI/UX Weapon attachment management when replacing items has been improved. Removed or replaced attachments will now drop onto the floor if there is no room in your inventory. When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory. When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor if there is no room in your inventory. Colorblind settings have been improved. The following colors now change according to the selected colorblind type. Scope and reticle colors Blood Supply Crate Smoke Markers placed on maps are now numbered, so color is not the only way to distinguish them. Eliminated teammates can now place markers on the map. Kill feed now displays personal knock-outs. In Squads, when the last surviving teammate accidentally disconnects, all teammates will receive rewards up until the point of disconnection. If the disconnected teammate is able to connect back into the same match and gets a higher score, all teammates will receive updated rewards. World Dynamic weather has been added to Erangel and Miramar. Erangel: Overcast Miramar: Overcast, Sunset Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game. Erangel has received some improvements. Small clusters of houses have been added to some areas of Erangel. More tactical landscapes have been added near the river. Added trees in the open area surrounding the Sosnovka Military Base. Miramar has received some improvements. More dirt roads have been added for better vehicle effectiveness. Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness. Spectate Mode When spectating a player, their aiming movement is now more in sync with the spectator view. To give an example, we’ve improved situations where it appears players are shooting far behind moving targets, when in fact on their screen, they're shooting directly at them. Performance Smoke and flames from vehicles have been optimized to improve frame rate. Server performance has been improved by adjusting the replication rate. Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player. We expect approximately 15% increase in server performance. Network code has been adjusted to slightly increase server performance. Optimized CPU performance by improving the graphic rendering function. Optimized GPU resources to lower GPU burden and improve performance. Optimized attachment related rendering resources to improve performance. Optimized fog to increase performance. Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance. Optimized grass assets to reduce memory resources used and improve performance. Optimized the physics calculation of moving boats and moving vehicles on the beach. Sound Decreased the volume of vehicle sounds for players inside vehicles in FPP mode Bug Fixes Settings will now be stored in online storage - Your settings will be saved even if there’s a new patch. Fixed an issue where destroying doors with frag grenades or molotovs did not display debris. Fixed an issue where a frying pan and a weapon could be held at the same time. Fixed an issue where spectating in FPP showed inaccurate character locations. Fixed an issue where leaning was possible while in an emote animation. Fixed an issue where two players moving in a small space could sometimes get stuck. Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times. Fixed an issue where reticle settings would be reset when the weapon was dropped and picked up again. Fixed an issue where the spectating camera would look through a character when the game finished. Reduced the chance of players encountering situations where opponent's weapon floats in the air. Fixed an issue where throwables could pass through character models. Fixed an issue where voice chat UI would always be displayed when using killer spectating function under certain conditions. Fixed an issue which prevented players from changing the red dot reticle when using an SMG. Fixed an issue where the stun effect from the stun grenade was weaker than before. Fixed an issue where the camera angle rotates up to 180 degrees up/down in FPP and TPP mode when freefalling. Fixed an issue where some weapons could be seen through when a character is moving right while in ADS position and lying down. Fixed an issue where there was replay related text shown in the report pop-up window after dying. Fixed an issue where sprinting would stop when moving at a certain angle with the L-Stick. Thanks to everyone who helps us test out new content and features on the PTS! With your help, feedback, and bug reports, we’ll be able to track and hopefully squash any issues before the update hits the live servers. Thanks, The PUBG Xbox Team
  5. 86 points
    Hello everyone, Mark your calendars for September 4, 2018: The Xbox 1.0 Launch is officially on the horizon! After 9 months of active development alongside our passionate community, PUBG on Xbox is leaving the Game Preview phase and going into Full Product Release. What does this mean for our players? Well, for one, we’re adding in a TON of new content that so many of our players have been asking for: New Map: Sanhok Inspired by the islands across Southeast Asia, Sanhok is a 4×4 compact battleground. Along with the new map, we will introduce all-new weapons and vehicles for our players to enjoy. New Mode: War Mode War Mode is a deathmatch-style gaming experience where players hunt each other in a static zone, respawning in planes that intermittently fly by if you’re killed. Teams get points for knockdowns, kills, and for reviving teammates, and the team that reaches the points goal, or has the highest points when the match timer ends, wins the battle. War Mode will only be available on select weekends and as standalone events. The first War Mode matches will start in mid September, so stay tuned for more news! Achievements are officially being added to the game with the 1.0 launch. The introduction of in-game currency to purchase cosmetics. Event Pass: Sanhok, which will allow players to earn tons of permanent rewards through missions and leveling up. We will share more details about these products and some of the other cool content you’ll be able to unlock closer to 1.0 launch. The above is just a quick overview of the new content you can expect in 1.0. We’ll have more videos and articles in the coming days to take you in-depth and prepare you for what’s to come. And last but not least… is it truly a launch celebration without free skins?! As a thank you those who have supported us the last 9 months, we have an upcoming event planned to give away some exciting, exclusive skins. The event is specifically for our Game Preview players, and we’ll share more news soon on how to redeem your rewards. Starting September 4, all current players from Game Preview and new players who purchase the game digitally will receive the Xbox #1.0 Set and Xbox Drop parachute skin. These items will be available for one month only ending on October 4, 23:59UTC Xbox #1.0 Set + Xbox Drop And to celebrate the full product release of PUBG’s retail disc version, players who purchase the disc version will receive the Xbox #1.0/99 Set, an exclusive collection of clothing and accessories inspired by Xbox brand colors. Xbox #1.0/99 Set We’re also excited to announce the Xbox Wireless Controller – PLAYERUNKNOWN’S BATTLEGROUNDS Limited Edition, which is available for pre-order beginning today and starts shipping to retailers worldwide on Oct. 30 for $69.99 USD. The controller will ship with exclusive DLC themed on the controller design – we will share more details about this in the weeks to come. From the bottom of our hearts, we’d like to thank everyone who has supported and stuck by us for the last 9 months. We are so proud to be building our game with our players and could not have come this far without you. Here’s to more chicken dinners in 1.0! Thanks, PUBG Xbox Team
  6. 84 points
    Hello everyone, Our latest PTS patch is ready to push to live servers! Thanks to everyone who participated in the PTS testing process. The issues that we fixed were in no small part thanks to your feedback and reporting. We also want to thank everyone for their patience while we continue to improve performance of the game. Even though today’s patch is more content focused, we will continue to make game performance the best we can. As always, we are closely monitoring our community, so please continue to provide your feedback on the game! Now, onto the patch notes! Schedule: PDT: July 17th 1AM (2 hour maintenance) CEST: July 17th 9AM OC and AS Server Merge In an effort to improve matchmaking times, the OC and AS servers will merge to become OC/AS. The server will be located in Australia, so players in the OC region shouldn’t notice much of a change in performance. Leaderboard Reset We’re resetting the Leaderboard with the new patch! After the reset, the new Leaderboard will need to populate new statistics of at least 1,000 players, so it may appear to not have results for a short time. Weapon & Item Balance Weapons Pistols Increased the damage of the P92, P1911, P18C, R1895, and R45 Shotguns Increased effective range Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before) Increased limb shots modifier (shooting limbs now does more damage) Slightly decreased the damage of the S686 and S1897 Reduced pellet spread Shotgun chokes can now be attached to the sawed-off SMGs Adjusted SMGs to be more effective in short range combat Increased limb shots modifier Slightly increased the damage of the Micro UZI, UMP9, and Vector Decreased vertical recoil on all SMGs Decreased recoil and scope sway when moving in ADS (aiming down sights) Increased ADS transition speed To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same). ARs Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations. Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416 Increased reload time by 30% for the SCAR-L, M16A4, and M416 Increased reload time by 10% for the AKM Increased vertical and horizontal recoil for all ARs except the AKM Decreased recoil recovery rate for all ARs Restricted big scopes (8x and 15x) for use with all ARs Modified recoil animations for all ARs First shot (including first shot after recoil resets) from the M16A4 now has less recoil. DMRs Increased head, body, and limb shot modifier Decreased the damage of the SKS Slightly increased the damage of the VSS and Mini14 Increased vertical and horizontal recoil for all DMRs Decreased the recoil recovery rate for all DMRs Added new recoil animations for all DMRs Increased world spawn rate of DMRs. DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments SRs Decreased basic damage of the M24 from 88 to 79 M24 will no longer dropped in care package. It spawns in the world Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages Other guns Slightly increased the damage of the DP28 and M249 Restricted big scopes (8x and 15x) for use with LMGs (DP28, M249) Reduced crossbow reloading time from 4 seconds to 3.5 seconds Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath. Weapon sway when moving is now also reduced by the cheek pad attachment Cheek pads now help you recover from weapon sway more quickly after moving Other Item Balance Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package) We’ve reduced the spawn rate for AR extended quickdraw magazines Adrenaline syringes now spawn (rarely) alongside normal loot in the game world Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed. Gameplay Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments. New Weapon Added the SLR The SLR spawns alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.) The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively. New Vehicle The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway. New Attachments Duckbill - A new attachment for shotguns (S1897, S12K). It decreases vertical pellet spread but increases horizontal bullet spread Attachable to S1897, S12K Light Grip - It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%). Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS, Vector) Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS) Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS) Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item. Throwables Improvements have been made to throwables (frag grenades, stun grenades, and molotovs). Weight changes Frag grenade: Increased from 12 to 18 Molotov cocktail: Decreased from 18 to 16 Smoke grenade: Decreased from 16 to 14 Stun grenade: Decreased from 14 to 12 Increased frag grenade damage and effective range Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m. Stun grenades’ blinding effects have been improved First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion The maximum effective range of stun grenade has been increased to 20m Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away). Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds. Characters blinded by a stun grenade now cover their faces. This is a new animation. Spectators are now also blinded when spectating someone hit with a stun grenade Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked. You’ll now be unable to ADS while blinded. Molotov cocktails now have new effects and their damage has been increased. Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage. Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second. After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds. You’ll now be unable to ADS while taking burn damage. Flames now spread further along wooden surfaces in houses Flames from Molotovs spread further if another Molotov is thrown on top of the flames. A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands. Character Movement We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed. We’ve removed the first shot delay when your character is not sprinting Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received. Boat and Swimming Adjustments Boats now sink when destroyed We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater. We’ve decreased the maximum submersible time from 35 to 15 seconds Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second) We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath) The Blue Zone indicator bar located above the minimap has been improved Others On Erangel, all windows with bars have had the glass removed. Added 26 graffiti images to buildings in Erangel and Miramar. Added advertisement banners for PGI (PUBG Global Invitational) to buildings and billboards on Erangel and Miramar The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed. Spectators can also watch the winning player or team celebrate To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue UI / UX A marker has been added to the map that allows players to check the flight path of the plane. The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination. Added a UI message showing when healing items can’t be used. Improved the in-game minimap The mini map now dynamically zooms in or out depending on the character's movement speed, enhancing your ability to see what’s around you. You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change) Performance We’ve improved the character model rendering process to prevent some small frame drop issues. We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby. We’ve made some improvements to our network code to reduce network latency. Character data calculated radius has been reduced to increase server and client performance. Bike animations have been optimized. Asset/Building loading in Miramar has been optimized. Smoke effects (Smoke grenade, care package, etc.) have been optimized. Parachuting animation has been optimized. Level streaming has been optimized - rendering during the early stages of the game will be faster. Once again, thanks to everyone who helped us test this big patch on the PTS or who continue to provide feedback on the game. You’re all helping us to make this game better, so please continue to share your feelings and experiences with us. Thanks, PUBG Xbox Team
  7. 84 points
    Hello everyone, This is our promised June 26 patch. The entire focus of this patch is optimization and stabilization, to improve the player experience. No additional content is being introduced with this patch. Recently, we released two hotfixes with improvements originally planned to be included in this patch, as they were ready earlier than expected and we wanted to get them to you as soon as possible. The hotfix addressed a memory leak issue and this hotfix reduced the number of crashes remarkably. Our matchmaking hotfix improved matchmaking logic, to reduce instances of players being stuck in queues for a very long time. Some players are expressing concern that they’re still having issues with lengthy matchmaking times, we plan to release a dev letter later in the week to address this. Now let’s get into the improvements we’ve made this patch! PATCH TIMING June 26th 01:00 AM PDT / June 26th 10:00 AM CEST Stability Two changes have been made to reduce crashes related to being “out of memory”. We’ve optimized the total memory required by both maps, with a significant reduction in total memory required for Miramar. The UI has been optimized to use less resources. Even without any memory leaks, there are instances where players would crash due to being “out of memory”. This is mostly due to the huge amount of memory required to process maps. We’ve reduced the total amount of memory needed to process each map by a remarkable amount, which will lead to fewer crashes. There are still crashes to fix. Our goal is to prevent crashes entirely, for all our players. We will continue to work as hard we can to improve stability. Optimization As we’ve mentioned in previous dev letters, our team is prioritizing making improvements which will increase performance at the start of the game when landing, as well as when driving vehicles, as these have been the most common areas of performance related complaints from our players. PUBG tries to load all resources within a 1km radius of your player to ensure you’re seeing everything you need to see, to properly enjoy the Battle Royale experience. Although, loading all resources within that radius is negatively impacting performance. We’re continually making improvements to the way resources are handled to improve optimization. We’ve already implemented prediction-based level streaming and elastic control for characters, which are two examples of systems which reduce the loading of unnecessary resources. We will continue to work on and improve the efficiency of these systems, to improve performance. Below are all the performance related improvements we’ve made this patch. Character movement has been optimized to use less resources and improve performance. In our patch preview, we said that we’re aiming to reduce the total resources required to render characters by 50%. This is still our goal, but requires further testing to ensure stability. We’ll keep you updated on our progress. Vehicle location updates have been made more efficient for stationary vehicles to improve performance. The position of every vehicle in a 1km of your player is updated very frequently, to ensure vehicle movement is as smooth as possible. Prior to this patch, frequent vehicle location updates were also being requested for every stationary vehicle in a 1km radius of your player, negatively impacting performance. We’ve changed the way locations are updated for stationary vehicles, which will improve performance. Vehicle effects have been optimized to improve performance, without affecting visual quality. When vehicles were moving, many resources were being used to generate visual effects. We’ve optimized the effects without diminishing their visual quality, to improve overall game performance. Bullet impact effects will no-longer consume resources if they aren’t seen by the player. When bullets impact any surface, an effect is displayed. Previously, all bullet impact effects within a 1km radius of the player were consuming resources, even if the effect wasn’t directly seen by the player. Due to the sheer number of bullet impacts that can occur in a 1km radius of the player, having all of these effects consume resources was negatively impacting performance. Now, bullet impacts not directly seen by the player will not consume resources, improving performance, especially in close quarters combat. Character shadow rendering has been optimized to improve performance. While we’ve tried to have each character shadow be an entirely accurate representation of the player, both in shape and movement, this was having a negative impact on performance. We have changed the shape and movement of character shadows to significantly reduce their impact on performance. Terrain and grass have been optimized on both maps (Miramar/Erangel) to increase performance. We’ve made two additional changes to improve world loading times when landing: Parachutes have been optimized, they now use less resources. The physics while free falling have been optimized. The efficiency of the physics used while free falling upon exiting the plane has been improved. With this change, bullets will no longer be able to impact players in free fall. Players can still be shot while parachuting, this change only applies to free falling players, prior to opening their parachute. As it’s almost impossible to get to the ground, pick up a gun, and shoot someone who is free falling through the air, this change will not negatively impact gameplay, but will improve world loading times when landing. Bug Fixes Fixed a bug where sometimes footsteps weren’t heard during or after ADS. Fixed a bug where the position of teammates sometimes wouldn’t display correctly on the minimap. We will continue to push out updates and hotfixes as quickly as possible, to improve the player experience. Thanks
  8. 84 points
    Hi everyone, At Microsoft’s E3 Press Conference earlier today, we announced some exciting new content coming to all versions of PUBG later this year. Watch the full teaser from the conference below, then read on for a little extra context: The ballistic shield is a new tool for setting up cover points for when you’re in otherwise exposed territory. It can be used simultaneously with sidearms, smgs, melee weapons, and throwable grenades. The shield takes a primary weapon slot, and is especially powerful in squad-based combat. Shield-bearers can act as the vanguard for their team, pushing forward under cover while their teammates safely attack and move forward into better positions. The ballistic shield will first be introduced in War Mode for PC and Xbox later this year. Now, let’s talk about that snow map. This map is currently very early in development, and we’re aiming to bring it to both PC and Xbox One this winter. Expect to see some new mechanics built around the snowy terrain. Soon we’ll also have more news about our fast-approaching third map, Sanhok. We’re proud to announce that it’ll come to PC on June 22, and to Xbox in late summer 2018. Finally, we want our Xbox One players to know that improving optimization and stability is a top priority for our team. Our next patch will be focused on reducing crashing and improving performance. We are committed to transparency and frequency about improvements to the game—watch this space for news and updates. That’s all for now! See you on the battlegrounds.
  9. 81 points
    Hello everyone, We are back with another Community Weekly Post. This week, we deployed a hotfix to add analog movement alongside other new features and fixes. After the hotfix was deployed, we were made aware of a few issues with the new features that we’ll be addressing next week in a new hotfix. Thanks to everyone who sent in their feedback on these new issues! Read on for what we’re addressing in this new hotfix. Loading into matches Players have reported experiencing a number of issues while trying to load into matches. Some players have experienced very long waiting times while getting into matches, with some even reporting that they would be kicked to the dashboard after waiting on the loading screen for a long time. Other players have had the ‘lost connection to host’ message pop-up while loading into the game. In most of these cases, when players would reconnect back into the match, they would see their character already parachuting down after being dropped out of the plane at the end of the flight path. These issues result in players not being able to see the in-game lobby, the match start countdown, or choose where to deploy over where the plane kicks them out. We’ve determined that this is due to the large amount of players being in a single area in the pre-game lobby. The amount of resources needed to be loaded is too high for the console to handle before the player is put into the pre-game lobby. The loading is taking so long that players aren’t fully loaded in until after the plane drops them at the end of its path. We’re working to fix this by repackaging the files that need to be loaded together closer to each other to better optimize loading times. We’re conducting tests as we speak and loading times have already significantly improved. Analog Movement While players like the implementation of the new analog movement, there is still some work to be done. With analog movement, sprinting diagonally using L-stick became much more difficult. In addition, characters run at maximum speed when sprinting in a straight line, but when sprinting diagonally with the L-stick, run speeds were only 80% of the maximum. The 80% window was much wider before the implementation of analog movement and used to be approximately 45 degrees on each side for 80% sprinting speed to work, making it easy to control. With analog movement, characters only have about 20 degrees on each side to reach the 80% speed. This is difficult to control as analog movement has a much wider range of degrees the player can run at and if the character goes past the 20 degree angle, the speed would decrease even further. This has affected players who use the zigzag running method to dodge bullets and make it harder for enemies to pin them down. Running in a zigzag pattern is a core strategy for many, so we want to maintain its effectiveness. We’re increasing the angle for 80% speed to improve the feel of analog movement, while making the “zigzag” strategy easier to use again. One thing that will be different is that when you try and change the sprinting direction rapidly in a wide angle, your character will momentarily slow down, as doing so in real life would probably break your tendons. Other Priorities With the above issues being resolved in the next hotfix, we’re focusing on fixing these four main issues: Footstep and vehicle sound not being able to be heard sometimes Desync Increasing Frame rate across all Xbox versions (OG/S/X) Not being able to drive vehicle sometimes Thanks everyone for your feedback! We wouldn’t be able to address these issues nearly as well without your reports. We appreciate your passion for the game and with your help will continue to improve the game every week! Thanks, PUBG Xbox Team
  10. 80 points
    Hello everyone, Today we’re sending out a hotfix with the primary purpose of improving stability and reducing the number of crashes players experience. A major bug fix is also included in this update. We will continue to release the update in multiple parts to give our players a better experience as early as possible! PATCH TIMING June 20th 01:00 AM PDT / June 20th 10:00 AM CEST PATCH CONTENT Stability: A memory leak was fixed regarding character renders, increasing efficiency of the process and reducing crashes. This will help with reducing crashes when playing for a long duration. To explain this in more detail, each time a scene was changed, (Start Screen ← → Lobby ← → Ingame) the memory being cached for character rendering was leaking. This means that the cached memory wasn’t being released, reducing the amount of available memory every time a scene was changed. In game, the memory is cached for every character within a 1km radius around you. This meant that when you died, causing a scene change back to the lobby, the cached memory was leaked for all characters within the 1km radius around you and became unusable memory. When transitioning to different scenes to and from the lobby, cached memory for up to 4 characters was being leaked (depending on party size). This means that upon entering a new game, returning to the lobby or start screen, each time the amount of available memory would be reduced until reaching the ‘out of memory’ phase, which increases the probability of crashing. Simply put, character renders stored in cached memory weren’t being released from the cache correctly, causing large amounts of memory to become unusable. Over time, this would cause the game to enter the ‘out of memory’ phase unnecessarily, increasing the probability of crashes. Stability - Level Streaming: We’ve made improvements to level streaming logic which will reduce crashes. The process of loading resources while simultaneously offloading the oldest stored resources has been made more efficient. The total number of resources stored has been lowered. Bug fixes: Fixed a bug where vehicles would sometimes lift off the ground and spin rapidly Our number one priority is to improve performance and stability. Today’s update brings meaningful improvements to stability, reducing crashes, especially over long gaming sessions.This doesn’t mean that all crashes will be gone, there are still many causes of crashes which we’re working hard to fix as soon as possible. Performance improvements are still fully focused by our engineers and we hope to have it improved as soon as possible. Based on player feedback, we’re prioritizing improvements to increase performance at the start of the game when landing, as well as when driving vehicles. We’ll keep you updated with our progress as we work towards the next patch/hotfix. Going forward, we will be providing more frequent updates to improve performance, stability and to fix important bugs. We will be pushing these updates as soon as they’re ready to go, rather than waiting to include many different improvements in one major update. Thanks PUBG Xbox Team
  11. 73 points
    Hello everyone, We’re back with another Xbox community update and this week, we’ll be going over some new features coming to the game, going over some issues addressed this week, and also taking a look at some of next week’s hotfix. Let’s get started. Analog Movement Analog movement has been a popular request for a very long time and we’re very happy to announce that it will be patched next week with the hotfix. The current movement system resembles playing with a keyboard, where the character is only able to move in 8 directions. This restricted character movement freedom to only 45 degrees between each direction. With the introduction of analog movement, players will be able to move freely in 360 degrees with the left stick on the controller. We’ve prepared a short video to fully show the difference analog movement will bring to the game. Once analog movement has been implemented, we’ll need your feedback on it. Let us know how it feels and how it can continue to improve once the hotfix has been applied! PUBG Official Club We’re introducing the PUBG Official Club, a new messaging platform for a wider audience, launching at the start of August. It works similarly to the hubs you’re familiar with, but with the added benefit of official posts from us. You will be automatically joined if you have a record of playing PUBG on Xbox, and it should be easily accessible for everyone. The posts made will be shown on the dashboard and will include space for comments to interact with the devs or your fellow players. We’ll continue to post our announcements on other channels as well, but the PUBG Official Club should help improve visibility without having to seek out posts. Ban A few patches back, we introduced a reporting system for teamkilling. A big thank you to everyone who has been proactively reporting after being intentionally killed by a teammate. While a system like this doesn’t work well with automatic bans, we’ll be looking at cases and issuing out punishments in the following ways. Times Banned Ban Duration 1st 1 Day 2nd 3 Days 3rd 7 Days 4th and onward 15 Days We have a similar plan for solo players who team up and we’ll update you as soon as our plans are closer to being put into action. We’ve also had some reports regarding players using illegal programs. We’re investigating internally and have also sent this information to the Xbox team. We take these issues very seriously and will not tolerate players interfering with the game’s system to break balance and harm user experience. Players who use any type of illegal programs will face permanent bans on the account and device level. If you suspect a player is using these types of programs, please let us know and we will investigate. Desync Players are reporting continued instances of desync. We’re looking at all possible causes of this issue, including the technical side of our build. While we research, we’re planning on implementing a ping based matchmaking system so people with similar pings get matched with each other in an effort to reduce instances of desync. In addition, we strongly advise players to play on servers closest to their geographical location for better matchmaking and for better gameplay. And speaking of regions, in the recent patch, we merged the Asia and Oceania regions. The name of the new combined server was meant to be OC/AS, but it is currently shown incorrectly as just Oceania. We will change the name of the server to OC/AS as was originally intended. Upcoming Hotfix We’ve already discussed the upcoming analog movement addition, but we’d like to quickly go over a few of the other upcoming changes. We’ll provide more detail on these when we release the hotfix patch notes. - Overall world loading and level streaming improvements. - Detailed textures will load up faster on Xbox One X. - Improved footstep sounds when on sand. - Fixed a bug where loot boxes would not show after a player has died. - Fixed crashes in certain situations. - Optimized scoping. Thanks for your continued feedback and support. Keep an eye out for this week’s hotfix and we’ll be back next week with another Xbox community update! Thanks, The PUBG Xbox Team
  12. 66 points
    Hey everyone, The day we’ve all been looking forward to has finally arrived. PUBG on Xbox is officially graduating to 1.0! The official PUBG 1.0 launch brings more quality of life and optimization improvements, in addition to tons of new content for everyone to enjoy. Our third map-Sanhok, achievements, Event Pass, and much more are being implemented to the game as you wait for live servers to come back up. Check out the patch notes below to get a deeper dive into what’s coming with 1.0 before you jump in and explore all of the new content! NEW MAP: SANHOK Added a new map: Sanhok (pronounced “sah-nok”) Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players. Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below. Performance Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements. Gameplay Weather in Sanhok changes dynamically. Players can throw apples while waiting to board the plane in the in-game lobby. Redzone The redzone is smaller and shorter-lasting on Sanhok. The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone. Bluezone Bluezone on Sanhok has shorter waiting times and longer travel times. The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size). Spawn Balance The item spawn rules have been customized on Sanhok to get you equipped for battle faster. ARs, SMGs, and DMRs are spawned more often. 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages. In-game lobby Everyone will receive 20 apples in the in-game lobby which can be thrown around freely. Practice your throwing skills while you wait for the game to be started! New Weapons QBZ The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds. QBU  The QBU is a new, Sanhok-exclusive DMR with a standard magazine of 10 rounds of 5.56mm ammo, which can be increased to 20 with an extended magazine. There is bipod attached to QBU—it will greatly reduce recoil when you shoot while prone. New Vehicle: Rony The Rony is a new pickup truck that can only be found on Sanhok (from the automaker that brought you the Mirado)! This truck holds up to 4 passengers and excels at moving across Sanhok's hilly landscapes. The Rony is one of the larger vehicles on Sanhok, so it can be used for cover as well as transportation! Weapon Skin System Players can select skins for each weapon Weapon skin system UI You can check details about the equipped skin using VIEW MORE button How to equip weapon skins You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice The ways to acquire weapon skins You can acquire weapon skins through “Raider crate” in STORE > CRATES. Parachute Skin CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins. Tooltips for weapon attachments have been edited to make them more intuitive. The Bengal Tiger skin is can now be bought in the STORE Crate System We’ve introduced the new Crate System to PUBG Xbox, for more details, please see: https://forums.playbattlegrounds.com/topic/287714-xbox-10-walkthrough-g-coin-crate-system/ The drop rate for the new crates are as follows: Drop rate of each items for the new crate “Biker” Dress Shoes (Brown) 8.1% Long Sleeved T-shirt (Red) 8.1% Sleeveless Turtleneck (Gray Striped): 7.5% Patrol Cap (Brown): 7.5% Sneakers (Black): 6.5% Floral Shirt (White): 6.5% Sleeveless Turtleneck (red): 5.62% Beanie (Gray): 5.62% Dirty Long Sleeved T-shirt: 5.4% Polka Dot T-shirt: 5.4% Striped T-shirt (Pink): 5.4% Raglan T-shirt (Blue/White): 5.4% Skinny Jeans (Pink): 3.14% Skinny Jeans (Khaki): 2.7% Dress Shoes (Black) 2.7% Biker Pants (Black): 2.5% Patrol Cap (Gray): 2.5% Princess Power Tank-top: 1.5% Padded Jacket (Purple): 1.5% Biker Pants (Gray): 0.3% Floral Shirts (Black): 0.3% Aviator Goggles: 0.168% Sleeveless Biker Jacket (Black): 0.0128% Sleeveless Biker Jacket (Brwon): 0.0128% Cloth Mast (Checkered): 0.0064% Drop rate of each items for the new crate “Raider” Rugged (Beige) - Crossbow: 10.8% Rugged (Beige) - M16A4: 10.8% Rugged (Beige) - S686: 10.8% Rugged (Beige) - SKS: 10.8% Jungle Digital - P18C: 8.75% Silver Plate - DP-28: 8.75% Rugged (Beige) - Kar98k: 8.12% Rugged (Beige) - S12K: 8.12% Jungle Digital - SKS: 7% Silver Plate - Vector: 7% Silver Plate - R1895: 3.76% Silver Plate – S1897: 2.5% Turquoise Delight - P1911: 2% Jungle Digital - AWM: 0.3% Silver Plate - SCAR-L: 0.3% Turquoise Delight - Tommy Gun: 0.1680% Turquoise Delight - Kar98k: 0.0128% Turquoise Delight - M16A4: 0.0128% Gold Plate - S686: 0.0064%   Drop rate of each items for the new crate “Wanderer” Working Boots: 8.1% T-shirt (Striped): 8.1% Gas Mask (Full): 7.5% Hi-top Trainers (Blue): 7.5% Floral Shirt: 6.5% Urban Padded Jacket: 6.5% Cargo Pants (Blue): 5.62% Cargo Pants (Beige): 5.62% Cargo Pants (Khaki): 5.62% T-shirt (Red): 5.4% Long Sleeved T-shirt (Striped): 5.4% Long Sleeved T-shirt (Light Blue): 5.4% Long Sleeved T-shirt (Black): 5.4% Bloody Combat Pants: 3.14% Tank-top (Charcoal): 2.7% Dirty Tank Top (White): 2.7% Punk Boots: 2.5% Punk Glasses: 2.5% Slacks (Blue): 1.5% School Shoes: 1.5% Ballistic Mask: 0.3% School Shirt (Open): 0.3% Mandarin Jacket (Blue): 0.168% Hotpants (Blue): 0.0128% Protective Glasses: 0.0128% Pleated Mini-Skirt (Blue): 0.0064% Drop rate of each items for the crate “Survivor” Combat Pants (Black): 8.1% Camo Combat Pants: 8.1% Matched Shirt (Gray): 7.5% Padded Jacket (Khaki): 7.5% Checked Shirt (White): 6.5% Checked Shirt (Red): 6.5% Beanie (Black): 5.62% Vintage Baseball Cap (Red/Black): 5.62% Fingerless Gloves (Camo): 5.62% Combat Pants (Blue): 5.4% Combat Pants (White): 5.4% Vintage Baseball Cap (White): 5.4% Vintage Baseball Cap (Red/White): 5.4% Fingerless Gloves (Tan): 3.14% Hi-top Trainers (Brown) 2.7% Boots (Gray): 2.7% Padded Jacket (Beige): 2.5% Shirt (White): 2.5% Camo Padded Jacket: 1.5% Slacks (Purple): 1.5% Coat (Camel): 0.3% Coat (Gray): 0.3% Female Tuxedo Jacket (Purple): 0.168% Coat (Red): 0.0128% Coat (Black): 0.0128% Mini-skirt (Purple): 0.0064% Drop rate of each items for the crate “Western Military” Tank Top (Gray): 10.8% Raglan T-shirt (Red/White): 10.8% Polo Shirt (Pink): 10.8% Vintage Polo Shirt: 10.8% Utility Belt (Brown): 8.75% Camo Tank Top (Red): 8.75% Military Shirt (Gray): 8.12% Military Trousers (Black): 8.12% Battle Belt: 7% Vintage Gas Mask: 7% Military Trousers (Black): 3.76% Military Boots (Black): 2.5% Leather Bootcut Pants: 2% Military Cap (Black): 0.3% Cowboy Hat (Brown): 0.3% Military Jacket (Black): 0.168% Faux Leather Jacket: 0.0128% Cowboy Hat (White): 0.0128% Military Skirt (Black): 0.0064% UI / UX With three maps now in the game, you’ll choose between two “playlists” instead of two maps. The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two. The Mini Royale playlist contains only Sanhok for now. Select both playlists to be randomly dropped into one of the three maps currently in the game. Performance Optimized loading high resolution textures on Xbox One OG. Optimized level streaming on Xbox One X Bugfixes Fixed an issue where some items weren’t able to be picked up. Fixed an issue where having more than one controller connected would: Lower the sensitivity after ADS Disallow driving vehicles Fixed an issue where frame would drop because of effects from destroyed vehicles/boats. Fixed an issue where the screen would be darkened in HDR on some monitors. Fixed an issue where the character would seem like it’s moving faster after certain steps near stair handrails. Fixed an issue where player was unable to navigate shotgun through attachments on S1897, S686. War Mode / Custom Match For a smooth and healthy matchmaking times for our new contents/features, we’ve decided push each of them live with a time gap (Sanhok → War Mode → Custom Match). This is to let everyone enjoy and delve into each contents with time. Also, it’s to let each contents have enough attention from our players, so players won’t be divided having a long matchmaking time for each content. Sanhok is available beginning today, and we expect to begin offering War Mode as a weekend event in late September, with full Custom Match functionality to release in mid-Octoboer. Today marks a new chapter in the PUBG journey. 1.0 is just the beginning - we’re looking forward to continued active development alongside our players to make the PUBG experience the best that it can possibly be for our Xbox community. Thank you to everyone who has supported us along the way, and we welcome all of our new players who will join us today with open arms! Thanks, PUBG Xbox Team
  13. 65 points
    Hello everyone, We are deploying a hotfix today to fix a couple of bugs on the PTS. Hotfix Schedule: August 15, 6pm PDT / August 16, 3am CEST (No Maintenance) Check out the patch notes below! Bug Fixes: Fixed an issue where type-B and type-A control presets caused lowered sensitivity after using ADS. Fixed an issue with the brightness slider not working in settings, causing players to use the default brightness setting. Thanks for all of your feedback on the PTS thus far! Thanks, PUBG Xbox Team
  14. 63 points
    Hello everyone, We’re putting out a hotfix today focusing on game performance and stability, as well as introducing the long awaited analog movement. Check out the patch notes below! Hotfix Schedule: July 31, 1am PDT / July 31, 10am CEST (No Maintenance) Analog Character Movement As stated above, analog movement will be implemented with this hotfix. Currently, players only move in 8 directions (45 degrees between each direction). After the hotfix, players will be able to move at more accurate angles. Below is a short video that demonstrates how analog movement works. Stability This hotfix addresses numerous bugs related to game crashes:. - Fixed an issue where toggling the mute option of a teammates mic caused the game to crash - Optimized physics surrounding chained/wooden fences that were destroyed by a vehicle - Fixed a sound issue which in some instances could cause the game to crash when windows were broken - Fixed an issue where the button guide when opening the Inventory caused the game to crash Performance We are introducing a few optimizations to improve game performance: - Optimized world loading so that assets will load at a faster rate - Improved loading speed of detailed textures on Xbox One X (assets will load at the same rate as before Update #17) - Optimized scoping at leaves and grass to reduce frame rate drops Bug Fixes - Fixed an issue where the sound of footsteps on sand was being played twice - Fixed an issue where sometimes player loot crates would not show after a player died We are also looking into other issues such as desync and sound. We appreciate your patience while we work to constantly improve overall game performance. Please continue to send us your reports - videos always help in these cases! In the meantime, be sure to let us know how you feel about the newly introduced analog movement! We’ll be keeping a close eye on your feedback across our channels. Thanks, The PUBG Xbox Team
  15. 62 points
    Hey everyone, Thanks to our community’s help in testing out our latest PTS patch, we are ready to push the update to our live servers! We will be updating the live servers to Game Preview Update #18. Please see the maintenance schedule and final patch notes below. Update Schedule: PDT: August 21 2:00AM (2 Hour Maintenance) CEST: August 21 11:00AM (2 Hour Maintenance) Please note that live servers will be down for a 2-hour maintenance period from the times above. The PTS will be available to play until the live server maintenance is complete. Gameplay Bullet penetration system is now applied to forearms. When a bullet hits the forearm of the character, it will penetrate following its ballistic trajectory. The result will be different depending on whether the forearm is blocking more vulnerable body parts. When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only. If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied Forearm penetration is disabled for shotguns When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat). UI/UX Weapon attachment management when replacing items has been improved. Removed or replaced attachments will now drop onto the floor if there is no room in your inventory. When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory. When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor if there is no room in your inventory. Colorblind settings have been improved. The following colors now change according to the selected colorblind type. Scope and reticle colors Blood Supply Crate Smoke Markers placed on maps are now numbered, so color is not the only way to distinguish them. Eliminated teammates can now place markers on the map. Kill feed now displays personal knock-outs. The loading screen will now display game-related tips. In Squads, when the last surviving teammate accidentally disconnects, all teammates will receive rewards up until the point of disconnection. If the disconnected teammate is able to connect back into the same match and gets a higher score, all teammates will receive updated rewards. World Dynamic weather has been added to Erangel and Miramar. Erangel: Overcast Miramar: Overcast, Sunset Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game. Erangel has received some improvements. Small clusters of houses have been added to some areas of Erangel. More tactical landscapes have been added near the river. Added trees in the open area surrounding the Sosnovka Military Base. Miramar has received some improvements. More dirt roads have been added for better vehicle effectiveness. Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness. Performance Smoke and flames from vehicles have been optimized to improve frame rate. Optimized level streaming to increase loading speed of buildings and their interiors. It has been optimized further from the PTS build. Server performance has been improved by adjusting the replication rate. Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player. We expect approximately 15% increase in server performance. Network code has been adjusted to slightly increase server performance. Optimized CPU performance by improving the graphic rendering function. Optimized GPU resources to lower GPU burden and improve performance. Optimized attachment related rendering resources to improve performance. Optimized fog to increase performance. Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance. Optimized grass assets to reduce memory resources used and improve performance. Optimized the physics calculation of moving boats and moving vehicles on the beach. Sound Decreased the volume of vehicle sounds for players inside vehicles in FPP mode Bug Fixes Settings will now be stored in online storage - Your settings will be saved even if there’s a new patch. Fixed an issue where destroying doors with frag grenades or molotovs did not display debris. Fixed an issue where a frying pan and a weapon could be held at the same time. Fixed an issue where spectating in FPP showed inaccurate character locations. Fixed an issue where leaning was possible while in an emote animation. Fixed an issue where two players moving in a small space could sometimes get stuck. Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times. Fixed an issue where reticle settings would be reset when the weapon was dropped and picked up again. Fixed an issue where the spectating camera would look through a character when the game finished. Reduced the chance of players encountering situations where opponent's weapon floats in the air. Fixed an issue where throwables could pass through character models. Fixed an issue where voice chat UI would always be displayed when using killer spectating function under certain conditions. Fixed an issue which prevented players from changing the red dot reticle when using an SMG. Fixed an issue where the stun effect from the stun grenade was weaker than before. Fixed an issue where the camera angle rotates up to 180 degrees up/down in FPP and TPP mode when freefalling. Fixed an issue where some weapons could be seen through when a character is moving right while in ADS position and lying down. Fixed an issue where there was replay related text shown in the report pop-up window after dying. Fixed an issue where sprinting would stop when moving at a certain angle with the L-Stick. We appreciate everyone’s feedback and bug reports during the testing phase. We were able to fix some major bugs because of our community, and we hope everyone enjoys the new update! As always, please continue to leave us your thoughts on our channels as we focus on performance and optimization. We are proud to be building our game alongside our players, and we thank you for your patience and support in developing the game! Thanks, The PUBG Xbox Team
  16. 61 points
    Hi players, This is an update to address specific concerns regarding performance since the latest patch. While this post doesn’t cover each and every player concern, we will keep you updated on other key concerns through additional posts like these. Recently, many of you have experienced a significantly worse experience with certain aspects of PUBG's performance, especially when it comes to building load-in near the beginning of the match. Essentially, this is due to a side effect caused by the game's new prediction-based level streaming feature. Prediction-based level streaming was introduced to improve the system’s overall performance in order to facilitate more advanced and optimized map loading.The new level streaming feature will be improved over the coming weeks, making it much better at prioritizing which areas to load in first as more data is accumulated. It will change the priority of the loading process, which will improve loading of the area where the player decides to land. This issue has a higher chance of occurring in Miramar than Erangel, in part because Miramar has more buildings (in compact areas). The prediction logic is being tuned to work more efficiently in these situations in particular. We’ve also removed the process of displaying half-loaded (Play-doh) buildings, as it used resources which slowed down the level streaming process. We believe that within a couple of weeks, world loading will have improved noticeably—and that the rate of overall improvements will increase going forward. Regarding crashes, we’re analyzing data to determine the exact reason for the increased instances of crashing that many players are reporting. We will continue working to improve stability and performance as our highest priority. While our development team are working to reduce instances of crashing and improve performance, team members from other parts of the development team will focus on fixing bugs which impact the core gameplay experience. Thanks for playing, The PUBG Corp. Xbox Team
  17. 58 points
    Hello everyone, We’re putting out a hotfix today to improve directional sprinting and loading times when entering matches. Please see our August Week 1 Community Post for a detailed write-up of both of these issues. https://forums.playbattlegrounds.com/topic/282233-community-weekly-post-august-week-1/ Hotfix Schedule: August 7, 1am PDT / August 7, 10am CEST (No Maintenance) Checkout the patch notes below! Analog Character Movement With the previous hotfix which introduced analog movement, sprinting diagonally using L-stick became much more difficult. To address this, we’ve widened the angle of movement for sprinting diagonally. Now the character will be able to sprint at a wider angle before having their speed reduced. Sudden hard changes in direction will still slow the player down (as it will break your tendons in real life). Loading Files have been repackaged to load more efficiently. Now, the time it takes to load into a game will be quicker. After our previous hotfix, players had reported experiencing a number of issues while trying to load into matches and this hotfix addresses those issues. Because we’ve repackaged the files to improve load times, the patch size will be quite large, despite this being a hotfix. We will continue to work on desync, sound issues and of course continue fixing bugs as well. Thanks for all of your support and feedback! PUBG Xbox Team
  18. 56 points
    Hello everyone, Welcome to this week’s Community Weekly Post. In today’s post, we’ll cover PTS updates as well as the FIX PUBG campaign and how it will affect our Xbox community. PTS Hotfix In case you missed it, the latest PTS update went live on August 12! Full patch notes here: The PTS can be found in the Microsoft store. Search “PUBG Test Server” to download and try out the new patch before it goes to live servers. While our players were excited about the new content, including dynamic weather and limb penetration, a major bug had slipped through the cracks. Sensitivity was lowered after exiting ADS, which was 100% reproducible when using the type-B controller preset and many times on the type-A preset. We also had an issue where the brightness slider in settings did not work, causing everyone to play on the default settings. Thanks to everyone’s quick feedback, we were able to jump on these bugs to get them fixed, and we deployed the hotfix on August 15. Although this was a small one, we’re happy to see that our players are now able to fully enjoy the PTS content. Dynamic Weather Some of our players are reporting that they haven’t had the chance to experience dynamic weather on the PTS. We’ll explain how the current system works below. When you first get into a match, the game will decide the weather setting: Clear, Sunset or Overcast. Overcast itself has the lowest probability of the three weather pools (~15% chance). Dynamic weather is included in the Overcast setting, which starts off cloudy with a chance of fog (15% chance) or rain (15% chance) during the match. That means there is a 30% chance of dynamic weather on Overcast. Please continue to leave us your feedback so that we can improve upon the weather system! FIX PUBG We’ve heard from many of our Xbox players that they’d like more clarity on how the FIX PUBG campaign impacts the Xbox version. We are continually aiming to improve the game on Xbox for our players, and currently we are focused on getting the game into a more optimized state with stable FPS all around on the road to 1.0. We are also working hard to fix the desync issues. The bug fixes and quality of life updates on the PC version we are focused on during the FIX PUBG campaign will be implemented on Xbox with a 2-4 week gap in between. Most bug fixes will carry over in 2 weeks, with bigger optimization related updates carrying over in less than a month. This is to try to weed out bugs and issues before the update comes to Xbox. This will especially be important for optimization as we want to make sure that there are no major issues caused by these types of updates. As we near the end of summer, we want to thank everyone for playing and participating in our game preview. It means a lot to us have a passionate community that supports us and helps us accelerate the development of the game. We’ll continue to keep a close eye on your feedback as we work together towards a better and better PUBG on Xbox. Thanks, PUBG Xbox Team
  19. 56 points
    Hi everyone, Recently we shared a dev letter that gave a preview of some upcoming performance improvements we’ll be implementing in PUBG for Xbox One. We’ll need time to deliver on all of those improvements, but in the meantime we’ve got a small patch here with some bug fixes, improvements to Miramar, and a new teamkiller reporting function. PATCH TIMING June 1st 9PM PDT / June 2nd 6AM CEST PATCH CONTENT OPTIMIZATION/STABILIZATION Prediction based level streaming has improved. Elastic accuracy control for character has improved. We introduced some back-end changes to prepare for an upcoming feature and in some cases, the game would try to interact with this unfinished feature, causing the game to crash. This has been removed. PLAYER REPORTING You will now be able to report a team kill. If you get killed by a teammate, simply... Press the Y button when the result is shown to expose the report pop-up Press the A button to report Check whether the “report competed” message is shown on the bottom of the screen If it wasn’t a team kill, the report button won’t appear World Miramar Improvements were made mainly in the northern part of Miramar to make it a more appealing area. The Oasis in the northern area of the map has expanded. We’ve added more car spawning positions to facilitate easy travel into and out of the area. Certain problematic terrain elements (which caused weird collisions or movement) have been fixed for a smoother driving experience We’ve added extra farming points to loot in the map. We’ve added more objects like trees and rocks in the northern part of Miramar to provide some additional options for cover. The interiors of certain buildings have been simplified Bugfixes Fixed an issue where motorbike tires would not burst even when damaged Some issues related to motorbike crashes have been fixed Gamehub stats will now be shown correctly. These stats will be updated with the unaccounted data with some server-side operations which might take a bit of time Thanks.
  20. 56 points
    Hello everyone, After our May update we have discovered multiple network related issues. We apologize for the delay in our communication regarding these issues, but we want to let you know that we are working hard to get them fixed as quickly as possible. We would like to thank you for reporting these issues to us, the information supplied has been extremely valuable to our investigation. The immediate issues being worked on are the following (please note that these aren't the only issues we're working on, since our overall priority is still focused on optimization/stabilization? - Some players are unable to ready up after completing a match when in a team - Some leaderboards are displaying "No data" RESOLVED - Gamehub stats are not updating - will be fixed with the unaccounted data updated. - Excessive queue times for EU/OC Matchmaking RESOLVED - All players being set to the NA region by default RESOLVED We are very sorry for any inconvenience caused. We're working hard to resolve these issues as soon as possible.
  21. 55 points
    Hello PUBG Xbox Community, Everybody knows the old “spray and pray” tactic. See enemy, fire at enemy until they stop moving. For our first ever Xbox Community Event however, we’re challenging players to refine their aim and work together to achieve the ultimate shooter targeting goal. In a couple words? Boom, Headshot. Event Period: June 20th 00:00 AM PDT / 09:00 AM CEST ~ June 27th 00:00 AM PDT / 09:00 AM CEST What’s the Challenge? We want to see our Community earn a collective 4,000,000 Headshots within a week. M24, Shotgun, Crossbow, the method is up to you, as long as the Community works together to achieve this grand goal! How to participate? Everyone who plays at least one round during the event period (and earns at least 1 BP) will be eligible for the prize, should the Community complete the task. What’s the prize? Every eligible participant will receive the Bloody Shirt & Fingerless Gloves cosmetic items! You can track the community’s progression of the event goal with posts on June 22 and June 25, with the final results revealed on June 27. Thanks PUBG Xbox Team
  22. 54 points
    UPDATE 1 - 10/25/2018 - Read the changes at the bottom of this post. -- Hey everyone, We’re excited to finally bring the PTS content to the live servers! On October 25, we will be updating live servers to Update #2, which will add the Training Mode, two new weapons, and two new vehicles to PUBG, along with several quality of life and bug fixes. Full patch notes below! Maintenance Schedule PDT: October 25 1:00AM-3:00AM CEST: October 25 10:00AM-12:00PM Training Mode Added a Training Mode where you can practice all aspects of PUBG gameplay The Training Mode map is 2x2 in size You can join through matchmaking by clicking on the “Training Mode” button in the lobby. When there are more than 5 players in the matchmaking queue, the session will start immediately. Players will continue to join open sessions for up to 5 minutes after they start. (Up to 20 per session) If there are less than 5 players in the matchmaking queue, matchmaking will continue for 5 minutes If there are still less than 5 players after 5 minutes, the session will start with the original number of players present and other players cannot join the session. Total play time is 30 minutes (e.g. in case of number 1, where you immediately enter a session, you have 5 minutes where other players can join the session + regular training mode playing time of 25 minutes) Players cannot drop below 1hp in Training mode New Weapon: Beryl M762 Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok. Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine) The Beryl has upper and lower rails, allowing for scopes and a grip. It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick. New Weapon: MK47 Mutant Added a new AR weapon: the MK47 Mutant MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine. The Mutant has 2 firing modes: single shot and 2-round burst Almost all types of attachments can be used with the MK47, but it has no stock slot New Sanhok-Exclusive Vehicle: Scooter Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok Both the scooter and 2-seater motorbike can be found on Sanhok Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP. New Sanhok Exclusive Vehicle: Tukshai Added a new vehicle that will be exclusive to the Sanhok map The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment Cosmetics Halloween Skins The below items have been added in STORE -> ITEMS available from Oct 25 3am PDT/12pm CEST - Nov 20 6pm PT/Nov 21 3am CET Maniacal Butcher Set - 10,000 BP Killer Clown Set - 1,800 G-Coin Ancient Mummy Set - 1,600 G-Coin Bloody Nurse Set - 2,100 G-Coin Sinister Skull Mask - 7,000 BP Pumpkin RIP-cord - 500 G-Coin Haunted Pumpkin Mask - Free upon lobby login until Nov 6 4pm PT/Nov 7 1am CET These sets are also sold in individual pieces. Restructuring of the BP System Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking. Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode. We’ve changed team rewards to be shared: You will no longer receive 4 times the BP because you were playing alone in a squad game Gameplay Improved compass visibility by adding a shadow toggle on/off option Bluezone effect has been changed Added ‘TPP Aim Camera Position’ to options Reset to Right Shoulder (default setting) Camera will always be positioned above the character’s right shoulder Reset to Left Shoulder Camera will always be positioned above the character’s left shoulder Latest Peek Shoulder Camera position automatically moves to the direction you last leaned Latest Aim Shoulder Camera remains in the last ADS direction In this setting, the camera position won’t be changed by leaning while not in ADS or scoping [Right shoulder camera / Left shoulder camera] Added a new attachment: the Laser Sight Bullet spread is reduced when hip firing and soft-aiming The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot. Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world) All team members can see this marker on the compass After setting the marker, there is a 2 second cooldown before you can mark again The marker on the compass will automatically disappear after 5 seconds When the ping markers overlap, the closest located marker will be shown on top. Increased maximum sensitivity (10 → 20) UI/UX Added a key guide to the loading screen tips (XBOX image will be applied soon) Improved the design of the map markers This is thanks to feedback that some players were confusing the previous marker design with the player icon Reporting You can now report a player for Teaming, Gameplay interference, Verbal abuse. This can be done after the match is over Performance Optimized weather effects to increase framerate - especially during rain Optimized cloud effects during free falling to increase framerate Improved performance by adjusting on-hit effects for various materials Improved server and client performance by optimizing the inner composition of the plane Increased the quality of optimization to reduce desync. Bug Fixes Lost Connection to Host We are testing out some potential fixes related to the "Lost Connection to Host" error, and in this update we rolled out a fix for an issue with data loading with skins that was causing this bug. Please leave us your feedback and reports if you continue to experience this bug. Thank you for your patience as we actively work to fix this issue. Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall Fixed an issue where in some situations in FPP, players could see through walls Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location Fixed the issue where a character who is driving in a vehicle is created in an unspecified location Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok Fixed the issue where an afterimage sometimes remains on other players' screen when repeatedly arming/unarming Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil Fixed the issue where a character cannot peek while over a gas can Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water Fixed the issue where the HP gauge was displayed red in certain conditions Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok Fixed an issue where in some specific situations there was less weapon recoil than intended Fixed the issue where after exiting the game while armed, the character model would appear to shake Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance Fixed the issue where the exact direction of other player's footstep sound was hard to comprehend -- These patch notes have been updated: UPDATE 1 - 10/25/2018 Added the following: Gameplay Improved compass visibility by adding a shadow toggle on/off option
  23. 53 points
    Hey everyone, We are excited to announce that the PTS will be returning on Thursday, October 11! This PTS update will bring new content, QoL updates, and bug fixes for everyone to test out before it hits the live servers. Below are the patch notes for your review before you jump into the PTS. Be sure to read up and get a first look at all of the new content - we’ll be keeping an eye on your feedback and bug reports! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Schedule: PDT: October 11 01:00AM CEST: October 11 10:00AM PTS will be available to all players, available maps (Miramar, Erangel, Sanhok) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. New Weapon: Beryl M762 Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok. Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine) The Beryl has upper and lower rails, allowing for scopes and a grip. It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick. New Weapon: MK47 Mutant Added a new AR weapon: the MK47 Mutant MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine. The Mutant has 2 firing modes: single shot and 2-round burst Almost all types of attachments can be used with the MK47, but it has no stock slot New Sanhok-Exclusive Vehicle: Scooter Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok Both the scooter and 2-seater motorbike can be found on Sanhok Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP. New Sanhok Exclusive Vehicle: Tukshai Added a new vehicle that will be exclusive to the Sanhok map The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment Restructuring of the BP System Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking. Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode. We’ve changed team rewards to be shared: You will no longer receive 4 times the BP because you were playing alone in a squad game Gameplay Added ‘TPP Aim Camera Position’ to options Reset to Right Shoulder (default setting) Camera will always be positioned above the character’s right shoulder Reset to Left Shoulder Camera will always be positioned above the character’s left shoulder Latest Peek Shoulder Camera position automatically moves to the direction you last leaned Latest Aim Shoulder Camera remains in the last ADS direction In this setting, the camera position won’t be changed by leaning while not in ADS or scoping [Right shoulder camera / Left shoulder camera] Gameplay Added a new attachment: the Laser Sight Bullet spread is reduced when hip firing and soft-aiming The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot. Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world) All team members can see this marker on the compass After setting the marker, there is a 2 second cooldown before you can mark again The marker on the compass will automatically disappear after 5 seconds When the ping markers overlap, the closest located marker will be shown on top. Increased maximum sensitivity (10 → 20) UI/UX Added a key guide to the loading screen tips (XBOX image will be applied soon) Improved the design of the map markers This is thanks to feedback that some players were confusing the previous marker design with the player icon Reporting You can now report a player for Teaming, Gameplay interference, Verbal abuse. This can be done after the match is over Performance Optimized GC (Garbage Collection) Faster rate of making the used memory to be reusable Improved performance by adjusting on-hit effects for various materials Improved server and client performance by optimizing the inner composition of the plane Increased the quality of optimization to reduce desync. Bug Fixes Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall Fixed an issue where in some situations in FPP, players could see through walls Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location Fixed the issue where a character who is driving in a vehicle is created in an unspecified location Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok Fixed the issue where an afterimage sometimes remains on other players' screen when repeatedly arming/unarming Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil Fixed the issue where a character cannot peek while over a gas can Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water Fixed the issue where the HP gauge was displayed red in certain conditions Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok Fixed an issue where in some specific situations there was less weapon recoil than intended Fixed the issue where after exiting the game while armed, the character model would appear to shake Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance Fixed the issue where the exact direction of other player's footstep sound was hard to comprehend We hope everyone can jump into the PTS to help test out the new content! As always, be sure to provide your feedback on our channels. Thanks, PUBG Xbox Team
  24. 53 points
    Hello everyone, As we mentioned in our Xbox 1.0 Announcement, we will be introducing a new in-game currency system to purchase cosmetics on 1.0 launch day, September 4. This currency is called G-Coin, and we’ll go over how it works below. G-Coin is the hard currency that will coexist with BP, which is the soft currency that’s currently in the game. G-Coin is purchased with real money, while BP can be earned by playing the game. With 1.0 launch G-Coin can be purchased in the Microsoft Store and in the in-game store. With G-Coin, you will be able to directly buy cosmetics such as skin sets and parachute skins, as well as other items such as: Event Pass: Sanhok Skin sets made up of items that can be obtained from crates Skin sets that can be unlocked from Event Pass: Sanhok Skin sets exclusive to G-Coin On the other hand, crates cannot be purchased with G-Coin and will only be sold for BP. After looking at feedback on crates from the Game Preview phase, we’ve made a few changes: You will now be able to choose which crate you want to buy. We’ve made a few adjustments to the probability of getting certain items in the crates. You will be able to see a preview of what is inside each crate. Crate prices will not increase with each purchase and each type of crate will have a fixed price. There will be no locked crates - You can’t buy keys to open crates, because they have no locks on them. We’ll also be adding a few new crates to the overall system, As of September 4, there will be a total of five Crates available to purchase with BP: Wanderer Survivor Biker Western Military Raider And last but not least… Weapon skins are officially coming! Weapon skins will be available through the Raider Crate. We will have other ways to purchase weapon skins in the future as well. Preview Raider Crate Preview BP Prices G-Coin was developed specifically with Xbox One in mind. We developed this currency system as a way to adapt to the needs of the Xbox ecosystem and the absence of a Marketplace. As PUBG’s economy is still relatively new on the Xbox platform, we had more flexibility to make changes and implement community feedback. We hope you enjoy testing out the new G-Coin and Crate System! Please be sure to leave us your feedback on our channels so that we can continuously improve upon the system in the future! Best, PUBG Xbox Team
  25. 53 points
    Hello everyone, As our next patch is quite far away, we’ve decided to create a series of three articles with information about our June 26th patch. In today’s post, we’ll share the problems that we’re focusing on first. We’ll be able to tell you more in our next posts! Stability For stability, we’ve currently got two main areas of focus: - Reducing crashes that occur after many hours of play - Reducing crashes that occur during loading (streaming) As many of you know, playing PUBG for a long time causes crashes. This has to do with the way memory caching works. There are some unnecessary processes happening during caching which we are trying to locate and eliminate. There’s also a lot of crashes when any sort of loading (or streaming) is happening—whether you’re parachuting, moving, running, or in vehicles. While streaming, there seems to be an unknown issue during loading which causes crashes. This is a very broad summary of the problem. We’ve found some of the underlying issues and fixed them already, but there are many other issues that are still need to be fixed. Optimization Many of the upcoming optimization work on the Xbox version comes from recent work we’ve been doing on the PC version of the game. First, character optimization. With character movement, there are many resources, some of them inefficiently. This has been a critical issue with the performance. We’re aiming to use 50% of current resources. Second, let’s talk about shadows. Shadows have been calculated separately from characters. While we tried to have the shadow of each character move identically and have the identical shape, this has caused the performance of the game to be low. We will be changing the shape and movement to improve performance. Finally, let’s talk about effects optimizations. Care packages and smoke grenades will be optimized as they slowed down the character and caused lag while in the smoke. There are also a lot of resource being used for vehicle effects while driving. We’ll try to reduce this without diminishing the quality of the effects. We’ll share more information next week! Sorry again for the long wait for the patch—we’ll work hard to make sure it’s worth the wait. Thanks, The PUBG Xbox Team
  26. 51 points
    Hey everyone, Welcome to the community weekly post! Today, we’ll be diving into a few topics that the community has been asking for more details and updates on. This may be a long one, so grab a snack and let’s get right into it! Desync We are currently testing out a potential fix to reduce instances of desync. There was a bug with movement interpolation which could cause other players' movement to be visibly delayed. Character location was delayed on the server, which would send the wrong location to the enemy. This sometimes resulted in players dying behind cover. This fix will also reduce the questionable hit registration moments where sometimes bullets would seem as though they were going through an enemy and not hitting. This would happen because the server does not think that the player is there. Once we have tested this fix internally, we will be rolling it out in an upcoming hotfix (tentatively November 15, pending QA/Cert). Although this fix is expected to reduce desync instances, ping difference and network connection can still cause lag/desync. For this, we are developing region based matchmaking which we hope will resolve this issue. Movement In the upcoming hotfix, we are planning to address the movement issues. Currently, players are reporting that it is difficult to run in a straight line. We will be adding an option for forward movement deadzone which will help with this. This deadzone option can be adjusted in the controller settings. Graphical Settings We understand that many of our players are curious about the graphical setting options that the team is currently developing. While these options are still in development, here are a few details that we can provide: 3 options for Visual Quality 3 options for Resolution Dynamic Resolution will be added under one or two resolution options Dynamic Resolution will adjust the resolution depending on the resources being used in certain gameplay situations If frames are to drop, resolution will be lowered for a stable framerate This feature will allow for overall stable framerate As a heads up, we are targeting late November to implement these options, but this could be delayed to early December to make sure that these options function as intended. FPP FOV Improvement Thanks to community feedback, we are currently developing a FOV slider for FPP mode. This has been requested for quite some time, and we are targeting late November or early December for this improvement. What else is the team working on? In addition to the above, we are focusing on: Level Streaming Improving level streaming to reduce “play doh” like effects on buildings upon landing Increase world loading speed Improving loading speed of getting into matches, so that players won’t be fully loaded in with the plane already flown half its course on the map Free Play Days As a reminder, Xbox Free Play Days for all is currently in effect! From now to November 11, PUBG is free to play for everyone on Xbox One. Should you choose to purchase the game after this period, all stats and achievements will be rolled over to the full game. The South America Server is also open during this time. So spread the word, squad up, and drop into PUBG this weekend! Be sure to tune in for the event on November 10 at 1pm PST / 10pm CET to hear an exciting announcement from PUBG and Xbox! Tune in at: https://www.xbox.com/en-US/X018 Thank You Above all else, we want to say thank you to our community for sticking with us through thick and thin. Long standing issues like desync and “Lost Connection to Host” have been extremely frustrating for our players to deal with, and we would like to offer a token of appreciation from the team for your patience and understanding through it all. Everyone who logs in after the hotfix is live until November 21 (time TBD) will receive 20,000 BP and the Punk Jacket. Again, a massive thank you to our players, and please look out for further details on the upcoming hotfix! Thanks, PUBG Xbox Team
  27. 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
  28. 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
  29. 49 points
    UPDATE #3: All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. We apologize for the delay! The original post has been updated below. UPDATE #2: We have fixed this issue! Please restart your game and you will see the gifts under Store > My Items. UPDATE: The team is currently looking into issues where some players are unable to see/redeem the gifts. We will update you as soon as we can. We apologize for the inconvenience. ---------------------- Hello everyone, As you may know by now, the official 1.0 launch for PUBG on Xbox is coming September 4! If you missed the news, catch up on all of the details here. While we’re excited and getting prepared for the upcoming launch of 1.0, we wanted to take the time to properly thank our players who have stuck with us through the Game Preview phase. We’ve shared 9 months of development, which was full of ups, downs, lots of bugs (and bug fixes!), hardships, and memories that we’ll never forget. For that, we can’t thank you enough. Simply put, we wouldn’t be where we are today without your help and support. So to thank our community, we will be running a login event from the time of this posting up until 1.0 release day on September 4. All you'll have to do is log into the game to receive the PLAYERUNKNOWN Set. All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. PLAYERUNKNOWN Set Pioneer Shirt EVENT SCHEDULE STARTS: August 31 - Now Live! ENDS: September 3 4:59PM PDT / September 4 1:59AM CEST / September 3 11:59PM UTC RULES Login to the game to redeem the PLAYERUNKNOWN Set in My Items under Store. All players who have participated in Game Preview will receive the Pioneer Shirt on Monday. Once again, a heartfelt thanks to everyone who has supported us the last 9 months, whether it was through leaving us feedback on the forums, a bug report through a tweet, or sending words of encouragement through a kind message on Reddit. Without you, we couldn’t have made it to this milestone. We look forward to seeing you all on the other side at the 1.0 launch! Thanks, PUBG Xbox Team
  30. 49 points
    Hello everyone, Welcome to this week’s Community Weekly Post. This week’s post will be on the shorter side, as we didn’t have any major content updates. We deployed a hotfix on August 7 that we’ll quickly summarize below, as well as give you a teaser of what’s to come on the PTS! Hotfix This was a small quality of life hotfix that improved directional sprinting with the newly introduced analog movement. We also repackaged files to help load into matches more efficiently (thus the larger patch size), so our players should be experiencing faster loading times. Full patch notes: HERE PTS We know you’ve probably been wondering when our next PTS content update will be. While we can’t give you an exact date just yet, know that it will be coming soon! Here’s a few things you can expect to see on our PTS soon: Limb Penetration Limb Penetration is finally coming! If you’re unsure of what that means, here’s a handy little graphic to demonstrate how damage is applied if a player’s forearm takes a bullet while blocking their head. Dynamic Weather Check out our video on Dynamic Weather, which will be added to Miramar and Erangel! UI/UX QoL updates Performance updates And more! We also wanted to go over a couple of bugs that we’re currently looking into: Analog Movement - We found a bug where you will stop sprinting if you are sprinting at certain angles. This has been fixed and will be included in the next PTS update. Low Sound Issues - If you are experiencing issues with the sound being too low, please completely exit/shut down any audio or music apps. Even if a song is not playing, the audio mix settings are still applied. By exiting the app, this should help with the low sound issue for most players. Thanks for your patience while we continue to work through bugs and quality of life improvements. Keep those bug reports and feedback coming, and stay tuned for more news regarding the next PTS update! Thanks, PUBG Xbox Team
  31. 46 points
    Hello everyone, Welcome to this week’s community post. We understand that many of our players on the Xbox One X are experiencing performance issues while playing the game, specifically framerate drops. This week, we wanted to go over some of the things we’re doing to alleviate this issue, as well as an update on War Mode. Let’s dive right in. Xbox One X Performance We wanted to let our players know that we are aware of framerate issues on the Xbox One X, and that this is a top priority for us. We understand the frustration that this is causing and we will be deploying a hotfix on September 18 to implement some changes that will help with this issue. This hotfix will include toning down many of the graphical settings on the Xbox One X. This includes the following changes: Shadow Quality (Both Dynamic/Static) lowered Post Processing Turn off Motion Blur Decrease quality of Screen Space Ambient Occlusion (SSAO) Turn off Depth of Field Turn off Lens Flare Decrease Eyes Adaption Quality This is the time it takes for your eyes to adapt to the dark when you go from a bright to dark place. Effects Turn off Screen Space Reflection (SSR) This is the reflection from windows and such. Turn off Refraction This is refracted light. Turn off Subsurface Scattering (SSS) This is when there is light inside an object to make it look more real. Turn off Particle Light This is dynamic light from different effects such as explosions. Lower the number of particles created The resolution and textures will remain the same. We wanted to maintain the quality in overall visuals, so to minimize the difference, we only reduced very specific detailed graphics options like shadowing and reflection. Here are some before and after screenshots of the graphical changes: Before (1): After (1): Before (2): After (2): Before (3): After (3): We know that there are some Xbox One X players who are not experiencing any framerate problems. However, these graphical changes will affect everyone who plays on the Xbox One X and we apologize for that as we know that this is a downgrade in graphics. This is only a temporary fix, and we wanted to get this out as soon as possible in order to help those experiencing performance issues. We are also working on a long term solution for Xbox One X that we intend on implementing in the future that will cater to two different audiences: those who prefer better graphics and those who prefer better performance and don’t mind sacrificing some graphical quality. We currently do not have many details to share, but will provide updates on this as soon as we’re able to. Lastly, we are also investigating issues where scoping, smokes (from smoke grenade, molotov, damaged vehicles) and Close Quarter Combat causes framerate drops. Although there have been patches to optimize framerate, there are instances where these frame drops happen specifically on the X. We are working on a solution to this. Hotfix September 18 As mentioned above, there is an upcoming hotfix scheduled for September 18. This hotfix will include the Xbox One X graphical changes, a fix for the “Lost Connection to Host” bug, and some additions to the game that are needed to prepare for War Mode. We also found an issue with the inventory in CUSTOMIZATION in the lobby where the menu is slowed when there are a lot of items. The fix for this will be included with the hotfix. Hotfix patch notes are coming soon, so stay tuned! Achievements As discussed in last week’s community post, we are still investigating an issue with achievements not tracking properly, or not unlocking upon completing requirements. We have seen that some achievements are unlocking for players with a bit of a delay, while some simply aren’t unlocking at all. This is being actively discussed with the team at Microsoft, and we hope to have a more concrete update on this soon. War Mode We are happy to announce that War Mode will be available on September 21! As previously stated, War Mode will only be available on select weekends in Event Mode. War Mode will entail a new event with different settings. It is essentially a deathmatch-style game mode where players hunt each other in a static zone. If you are killed, you will respawn in planes that intermittently fly by. Teams get points for knockdowns, kills, and for reviving teammates, and the team that reaches the points goal, or has the highest points when the match timer ends, wins the battle. War Mode will be available for everyone, at anytime, when the Custom Match feature is released in October. We’ll have more details to share soon regarding the event mode starting on September 21. We’ll have a full set of rules and details on how to play, so stay tuned for details in the coming days. Thank you to everyone for your patience while we work through some of the top issues affecting our players in 1.0. We appreciate all of the feedback and reports that we’ve been receiving on our channels as they help us tremendously with our investigations, so please keep it coming! Thanks, PUBG Xbox Team
  32. 46 points
    Hello everyone, First off, we want to thank everyone for the feedback last week, both positive and negative. Each of these Community Posts are intended to give more visibility on what we’re working on and we will continue to address players’ questions and concerns. While there were no hotfixes this week, we are currently working on a patch that will improve and resolve many of our current issues, which we hope to deploy by next week. Keep an eye out for more information as we get closer. Now let’s get into this week’s post! Map Selection: Our current plan is to have map selection available by late Summer / early Fall. The final date isn’t confirmed quite yet as we are putting extra focus into improving performance first. We know this is a feature that many of our players want, so it is definitely high on our list to implement on Xbox as soon as possible. Character Position Readjustment (Rubberbanding): Character Position Readjustment happens when there’s a conflict between a player’s location client-side versus server-side. When this happens, the player’s location is forced to the last position the server confirmed them at. Visually, this looks like the player is teleporting back to a previous position. Simply put, the strained server thinks you should be somewhere else than you’re currently seeing yourself and moves you to that position. This happens mostly in the early game as the server is at a higher load while trying to handle the location for all 100 players. To remedy this, we’re working on a server side update, which should improve the handling of players’ locations and the resources that task requires. Hit Registration: Hit registration in general has had a few different complaints from players. They are all very different, but are being addressed in the same way. We’ll explain each in detail below and what we’re doing to fix them. No Limb Penetration: Many of the reported hit registration issues are related to the lack of limb penetration. PUBG calculates damage differently depending on where on the body a player is hit, such as feet, legs, arms, and hands. Different parts of the body have different modifiers for how much damage reduction, with limb hits causing less damage than body and head. This often times leads to cases where a shot is fired, and would hit a target’s head, but instead hits the target’s hand or arm as they raise their weapon to aim down the sights. From the shooter’s point of view, they nailed their headshot and report the case to us. The main culprit here is that bullets do not penetrate limbs in the game right now. To fix this, we will be introducing limb penetration, which will calculate whether there are any body parts behind the shot limb and calculate the damage as if it hit the more vital area. While we do want to implement this as soon as possible, we’re currently working on optimising the limb penetration system to reduce the resources it uses, so there is no negative effect on performance or gameplay when we do roll it out. Desync: Other reports show that damage is taken after cover has been taken, or when there is no clear line of sight. This is due to the ping difference with the player and the server. This happens mostly because the physical location of the two players are different. E.g. NA located player playing on EU servers. Hit Registration Bug: There have also been some reports where shots do not register on a targeted player and no damage is applied, even at close distances. Although this is extremely difficult to replicate this in controlled conditions, we are working hard on finding the reproduction steps so that we are able find the cause of the issue and fix it. The Only GOOD Bug is a DEAD Bug: There are two more bugs, alongside the hit registration bug mentioned above, that we could use some additional help from you with, as their reproduction steps are more complicated than the majority of other issues. Replicating issues reliably every time helps us investigate and resolve the problem quickly and your help greatly speeds up this process. If you have any extra details such as which version of Xbox One (OG/S/X) you’re using, type of connection (wired/wireless), game mode (FPP/TPP - Solo/Duo/Squad), the actions leading up when the bug occurs, or any other information that might help us find the similarity between each occurrence, please include these in your reports and try to provide as much detail as possible. Grenade Arc Bug: This one’s been tricky to nail down the exact cause of. We can reproduce it, but not with a 100% success rate, which is hindering our investigation. If you experience this bug, please comment in this thread with a detailed explanation of the situation and actions leading up to when the bug occurs, so we can look for the similarities between each occurrence. Please provide the details listed above as well if you are able! Teleport Bug & Invisible Winning Player Bug: Surprisingly, we’ve found that these two bugs are actually related. Sometimes a player teleports during vaulting, moving to an entirely new location. Usually, the player is returned to their original location due to the client-side/server-side checks, but occasionally a player will be teleported out of the playable map area and is not able to be moved back in. When this happens, the teleported player is not affected by the blue zone and doesn’t take damage. If they decide to stay in the game until the end, that player will basically win by default because the other players in the map will eventually die to the blue zone. The good news here is that fixing the teleport bug will also fix the invisible winning player bug as well. The bad news is that due to the bug not being able to be reproduced 100% of the time, it is taking longer to find the cause and apply a fix, so we’d greatly appreciate any detail you can provide, especially if you are the player who was teleported out of the play area. As always, we will continue to closely monitor the community and all bugs and issues that are sent to us. Our goal is for our players to only have to worry about having fun in PUBG, and we get closer to that goal with every feedback post and detailed bug report you send. Your reports enable us to solve these issues faster than we would ever be able to on our own, so thank you for your continued support as we work to make PUBG as stable and bug-free as possible so you can just concentrate on racking up those Chicken Dinners! Thanks
  33. 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
  34. 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
  35. 44 points
    Hello PUBG Xbox Community, Phew, 4,000,000 headshots was quite the goal, but you’ve all achieved it with flying colors (mostly red). For this week’s challenge, we’re staying in the same general theme, but narrowing things down a bit. Welcome to Snipe City! What’s the Challenge? We spent the whole last week getting you ready with those headshots, now we want to see our community earn a collective 400,000 kills using Sniper Rifles! The M24 and Kar98, specifically. You don’t have to hit them in the head, as long as they’re not moving by the time you hear the satisfying metal clank of that bolt-action sliding back. How to participate? Everyone who plays at least one round during the event period (and earns at least 1 BP) will be eligible for the prize, should the community complete the task. What’s the prize? Every eligible participant will receive Bloody Tank Top, Padded Jacket and 2 Militia Crates! You can track the community’s progression of the event goal with posts on July 9, with the final results revealed on July 11.
  36. 44 points
    Hi everyone, As mentioned in the recent dev letter, the top priority for our development team is to improve optimization and stability of the game above all else. Our next patch is planned to release on June 26. The main focus of the patch is to reduce crashing and improve performance. With our commitment to be more frequent and transparent with our communication, we will update you weekly, letting you know how we’re progressing as we get closer to the June 26 patch. With that said, today we’re releasing a hotfix to reduce crashes related to a specific issue that has been identified with the 3D character render on the inventory screen. We’d like to thank all the players who reported this as a potential cause of crashes. HOTFIX PATCH TIMING June 7th 01:00 AM PDT / June 7th 10:00 AM CEST The 3D character render in the inventory screen has been temporarily removed, as this was causing crashes. In our testing, after this change, crashes have decreased significantly on the Xbox One X, with S and OG having some an overall decrease in crashes as well. Once we’ve fixed this issue with the 3D character render, it will be added back into the game with an option to turn it on/off via the settings. Thanks PUBG Xbox Team
  37. 43 points
    These patch notes have been updated. Update 1 - 12/20/2018 Read the changes at the bottom of this post. -- Hey everyone, This week, we are updating the PTS with lots of exciting content for you to test out! This update will include our new 6x6km map Vikendi, new weapons, Graphical Settings Options, and many quality of life and bug fixes. Please note that the parachute overhaul is currently being optimized for console and will be released in an update at a later date. Check out the full patch notes below! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can push the content to live as smoothly as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. All player data, statistics, etc from the test server will not carry over to your live server account. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS Open Schedule KST: December 21 2:00PM PST: December 20 9:00PM CET: December 21 6:00AM For healthy matchmaking, some modes have been disabled in PTS. Please see below for available queues: NA, EU - TPP Solo, TPP Squad Vikendi will be the only map available to play on PTS. NEW MAP - VIKENDI Vikendi Gameplay Vikendi is a 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will have less traction on snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up. Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently. Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone. The smaller the play zone, the smaller the red zone. Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match. Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world. Level 3 vests spawn more often than other maps. Smoke Grenades are spawned at a higher rate compared to other throwables. NEW AR: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW SIDEARM: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only Skorpion is also available in the Training Mode. Have fun! NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. QoL Minimap: Players can now further magnify the minimap Player order consistency: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X Controller Guide can now be seen from the lobby from settings Graphical Settings Options (Xbox One X) For this initial round of testing, the graphical settings options will only be available for Xbox One X players. We are actively developing these options and are aiming to have them ready for all Xbox consoles as soon as possible (Xbox OG/S will have different settings). Framerate Priority Sets the resolution to 2560 x 1440 and enables V-Sync. This setting is recommended for a more consistent framerate. Resolution Priority Sets the resolution to 3840 x 2160 and enables V-Sync. This setting is recommended for a higher level of visual fidelity. Dynamic Resolution (NOT AVAILABLE FOR TESTING YET) Changes the resolution in real-time. This is the best setting for ensuring an optimal balance between framerate and visual fidelity. Further details are being finalized and tested internally. Gameplay Decreased recoil of the P18C Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu Performance Improved the client performance by optimizing the creation of character materials Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Optimized weapon target calculation overhead. Optimized culling logic of invisible instanced mesh. Optimized overall character movement cost. Reduced level streaming hitches. Reduced physics creation hitches. Report Added the report player function to event mode games Press 'Y' to report the killer When reporting someone who had team-killed you, there will be an option of reporting "Teamkill" You cannot report the same player more than once in one game Bug Fixes Fixed an issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed an issue where a downed players' character model would sometimes penetrate walls. Fixed an issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed an issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed an issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed an issue where some animations were cancelled when moving with certain steps Fixed an issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed an issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed an issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Fixed an issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed an issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right. Fixed an issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed an issue where characters could vault over other characters when positioned at certain heights. Fixed an issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed an issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed an issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed an issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed an issue where when click the “Play” button, game was frozen in the lobby. Fixed an issue where world map and wheel menu could be opened at the same time. Fixed an issue where a spot at the back of the truck and buggy would block bullets. Fixed an issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed an issue where the hair when wearing certain beanies Fixed an issue where sometimes the effect sound of the Adrenaline Syringe is continuously played even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while holding RT Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera using LB/RB Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue when picking up a throwable while holding the same throwable, the holding amount did not update Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun For known issues, please go here. -- Update 1 - 12/20/2018 QoL Controller Guide can now be seen from the lobby from settings Gameplay Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu
  38. 43 points
    Hello everyone, We’re back with this week’s community post! This week, we pushed the PTS build to live servers, thus making this our 18th update in Game Preview. We also announced the upcoming 1.0 release at Gamescom 2018. That’s right - 1.0 is coming, so mark your calendars for September 4! 1.0 will bring PUBG on Xbox out of the Game Preview phase and into Full Product Release. This also means tons of new content, including a new map, mode, achievements, and more! Full details: Let’s dive into this week’s recap below! Game Preview Update #18 Our 18th and final content update before 1.0 launch was released on August 21. For the full patch notes, please see: Please note that in preparation of 1.0, there will not be any new content updates on the live servers until September 4. Currently, there are two major issues in Update #18 that are disrupting the player experience. We are investigating and aiming to fix these issues ASAP. Rendering/Loading: World loading for Xbox One X users has become very slow, causing issues where players are landing before buildings are rendered. Multiple Devices: There are a couple issues when more than one controller (or USB device) is connected/used. Sensitivity is lowered after exiting ADS Vehicles cannot be driven unless map is opened To go a little more in-depth into the issues above, world loading for Xbox One X requires 2.5x more resources than the OG and S systems. Even though the Xbox One X has more processing power, there are a lot of resources to load in a higher quality compared to the OG and S, which makes the buildings render more slowly. On top of this, parachuting costs extra resources to load as well, so the rendering issue is magnified after landing on the ground. We are working to reduce the maximum graphical load of the X to make it similar to the OG and S, which will result in improved rendering times. We are further investigating the multiplier to reduce instances of “playdoh” buildings and to find a good middle ground between graphics resolution and loading times. Regarding controllers, we’ve found several bugs when there are multiple controllers connected or being used. The two main issues are sensitivity being lowered after exiting ADS and being unable to drive vehicles. These bugs will be fixed in the next patch. For now, please use the following as a workaround. Turn off the Xbox Disconnect all controllers except the one you want to use Turn on the Xbox The Xbox needs to be turned off for this workaround to be effective. If you turn off or disconnect the controllers while the console is still on, the bug will persist. In our next patch, we also plan to address black loading screen issues. This is when players get stuck in the loading screen and cannot join the match at all, or until the plane has already flown halfway across the map. We will be reducing the amount of resources needed to load into a match so that our players can get more prep and strategy time. We always want our players to have enough time to decide where they want to drop. 1.0 Launch In case you missed the big news… 1.0 is officially coming! After 9 months of active development alongside our passionate community, PUBG on Xbox is leaving the Game Preview phase and going into Full Product Release on September 4. See full details here: We’ve put together a short FAQ that wasn’t answered in the original announcement: Will Game Hub stats transfer from Game Preview? Yes. Will stats from Game Preview achievements transfer over to 1.0 achievements? We apologize for the confusion surrounding achievements in our original announcement. No, stats from Game Preview achievements will not transfer to 1.0. Will weapon skins be released? Yes! More info on cosmetics coming soon. We will be testing out the new currency and crate system on the PTS before 1.0, so please stay tuned for more details on that. We are excited to bring this new system to the game and want to make sure that it has a smooth launch with 1.0. Will we be able to test out all of the 1.0 content on the PTS before release? We are focusing on testing the stability and integrity of the new currency and crate system. This system is brand new and developed from the ground up, so it is important to us to make sure that it runs smoothly before releasing it to live. The rest of the new content highlighted in our announcement will be available at launch for everyone to enjoy! Will there be map selection? This will be the same as PC. You’ll have the choice to queue for either Battle Royale (Miramar, Erangel) or Mini Royale (Sanhok). There are more features and changes for 1.0 that were made due to community feedback, and we hope that our players will be pleased with these changes! We will be revealing more details in the coming days leading up to the 1.0 launch, so please stay tuned. Again, we want to thank everyone for your support in Game Preview. It has been a long journey, but 1.0 is officially on the map and we couldn’t be more excited and grateful to have made it this far with our players. We can’t wait to show you more of what to expect in 1.0. Thanks PUBG Xbox Team
  39. 43 points
    Hello everyone, This is a new type of post we’re experimenting with. The purpose of the Dev Report is to let the players have a deeper insight into our game’s issues, including explanations of the root problems and plans for fixes. Today, we’ll be talking about the recent matchmaking issue, which is mostly related to EU FPP modes. The problem Before the May update, EU FPP had a decent wait time for matches. Although, compared to TPP or NA FPP, it had less players participating, but it still did not have an indefinite wait time during matchmaking. With the introduction of the May update, however, that changed. Matchmaking times continued to increase, ultimately leading to indefinite matchmaking times. The reason With the May update, there were some aspects introduced which altered the matchmaking logic. Before, matchmaking would only need to create a match when a sufficient number of players were in queue, as there weren’t any other aspects to consider. After the update that added Miramar, this was changed. Matchmaking started making two virtual pools, with each pool needing a sufficient number of players to start the match. This was introduced to increase performance, as having two virtual pools rather than one would reduce the chance of server instability. At the same time, this change also made matchmaking in more populated modes quicker, as handling 200 players at a time is actually quicker than handling 100 at a time. Unfortunately, there was a flaw in this change which significantly affected modes with lower populations, causing a critical issue where matchmaking times would not double, but in fact increase much more. For example, even if 80 people were in both virtual pools and 90 were needed to get into game lobby, the 80 people in each queue might cancel and join the other pool. This sometimes worked when people cancelled matchmaking and started again to join the other pool (which just needed a few more players to start). So the actual time needed would’ve been double, but there were variables that caused this to be much longer. As time passed, fewer people queued up for EU FPP, which made matchmaking even slower. The fix During all this, other issues popped up that made the situation worse. The default region for players was set to North America, even for players not living in that region. We focused on getting the default region issue fixed, but by the time it was fixed, the issue had gotten worse for the other reasons laid out above. We figured out those reasons (having to do with the multiple virtual pools) and worked on its fix straight away. Due to the complexity of this system, and the way it interacts with other aspects of the game, the improvement took more time to complete. It has been improved with a hotfix on 21st June and is currently running exactly like it was before the May update. Current Status Although matchmaking logic has been improved, there are people who have left the modes that they were playing during the issue. For example, EU FPP players have joined NA FPP or EU TPP. We’ll be looking at more ways to make the player base healthy for EU FPP and other affected region/modes. Thanks for the time to read this post. We know that this issue has been causing a lot of frustration for our players and we hope to have matchmaking times back to their original state as soon as possible. We’re still experimenting with this posting format, so please tell us how you like it. If the feedback is mainly positive, we’ll try to have dev reports posted every 2 to 3 weeks. Thanks, PUBG Xbox Team
  40. 43 points
    Hi everyone! Firstly, we want to thank you all for your value feedback, bug reports, and suggestions. We very much appreciate the time and effort that you make to help us improve PUBG. In an effort to keep you more well informed about the progress we’re making with PUBG for Xbox, we’re aiming to give you weekly updates on some of the more prominent issues and what we’re doing to resolve them. World Loading We aim to have loading optimized, especially for Miramar. Currently, we’re testing some improvements to see if they’ll have a positive effect on game performance. We’ll be working to make the resources that are critical for gameplay (e.g. buildings, weapons) load in first, then have the other textures load in later, to have better performance early game. We’ll also aim to have dynamic level streaming, so when a player is walking slow, rendering will be at an average speed. Also when players are moving fast (especially in vehicles), we will be making rendering will prioritize the important assets first to make rendering faster to not break immersion of gameplay, and also more resources will be put into rendering. This will reduce the problems of buildings not loading in or players dropping below ground when moving at high speeds. Before, level streaming did not change dynamically depending on the speed of the character. The reason why the speed of level streaming was constant and rather slow were to have world loading as detailed as possible. This constant level streaming speed was appropriate for walking/running. Due to this, when people were running/moving across the map, players did not notice that buildings/assets would be loading when they are near a 1km distance from them. With the current level streaming, it would make buildings/assets load in detail which would delay the loading of buildings/assets further away from you that are within 1km radius. With higher speed, there would be more buildings/assets to load as players moved a lot more distance compared to when they were moving at an average speed. With level streaming speed changing dynamically, buildings/assets will be loaded even if moving at fast speed, but it won’t be as detailed compared to when a player is walking normally. Black Screen Some players have been unable to join the game lobby or could not see anything while in the plane, because they did not enter the game. They were stuck on the loading screen with the PUBG logo. Many had been sent back to the lobby, with some who were able to join when they had been automatically dropped from the plane at its final drop location. We are still investigating the cause of this issue. There are several reports saying that it’s fixed when hardwired, run with an internal HDD, or with data cleared. Those were not helpful 100% of the time, and some players did not get any help from those actions at all. It would be great to hear more from the community to have this issue fixed as soon as possible. Please, if you are experiencing this issue, tell us your hardware specification (X/OG/S, internal/external HDD/SSD, available space on HDD, etc.) and connection (wired/wireless). It would be a great help for us working to resolve this issue. Frame Drops Character optimization and effects optimization will come to reduce the frequency of frame drops. With character movement, much resources are used, with some of them being used inefficiently. This has been a critical issue for performance. We’re aiming to cut down resource use by 50%. A small number of related changes were patched in this week, but we plan to have the rest implemented on live servers soon. Care packages and smoke grenades will be optimized as they slowed down the character and caused lag when the player is inside the smoke. Ready Bug Often at the completion of games and more commonly when playing duos/squads, the “Ready” button disappeared from the screen and players would have to exit then re-enter the lobby to fix it. In the most recent patch, we implemented a fix which should resolve this issue and we are monitoring community feedback to ensure this has been completely fixed. Unfortunately, we weren’t able to fix this frustrating bug as soon as we would have liked, as we weren’t able to replicate the problem 100% of the time, which made tracking down the specific cause difficult. Other issues we’ll be talking about next week that we do not have much information to give right now: - Rubberbanding - Grenade arc bug - Teleporting bug - Not being able to win even when you are the last player in the final circle - Hit registration This post will be back next Friday, we’ll be updating you regarding the issues above and any issues that may arise during the week. We hope to provide you with more fixes as the week goes on. We will continue to push out hotfixes/patches as soon as possible, to fix all problems players are experiencing. Thanks, PUBG Xbox Team
  41. 42 points
    Hey Everyone, War Mode is back, and this time we’re introducing the One Shot One Kill event! In this event, all players spawn with a ghillie suit, a Kar98 with a 4x scope, a random secondary weapon, level 1 helmet/vest, painkillers, 5 bandages, and one frag grenade. And to kick it up a notch, everyone will die instantly when taking lethal damage, instead of being knocked. Snipers often work in pairs so this event mode has been set as duos only as we want you to have a realistic and fun experience playing with someone else. Will you be the sharpshooter or the spotter? Check out the full event details below! EVENT SCHEDULE STARTS: Oct 18, 7pm PDT / Oct 19, 4am CEST ENDS: Oct 21, 7pm PDT / Oct 22 4am CEST AVAILABLE QUEUES Duos on Erangel NA/EU: TPP and FPP OC: TPP Please invite your friends in the Event Mode lobby if you want to play duo together. Getting into the Event Mode lobby as a party may cause your team to disband or crash when the match has been made. RULES War Mode Twenty duos fight on Erangel (max 40 players) Each match takes place inside a small, static safe zone All players spawn with a Kar98 with a 4x scope, a random secondary weapon, level 1 helmet/vest, painkillers, 5 bandages, and one frag grenade When taking lethal damage, you'll die instantly instead of being knocked Eliminating an enemy earns your team 3 points Killed players respawn in planes that fly by every 30 seconds The first team to reach 150 points wins If no team reaches 150 points after 15 minutes, the team with the most points wins OTHER EVENT RULES The mode is limited to duos The mode is limited to 40 maximum players (20 teams of 2 players) Vehicles do not spawn Red zones are disabled Care packages are disabled Weather is set to “Rain” Friendly fire is disabled Please share your thoughts on this mode with us, we may adjust the rules next week depending on your feedback. Thanks, PUBG Xbox Team
  42. 42 points
    Hello everyone, To celebrate E3, we have a special gift for our Xbox Players. We’re giving away a tracksuit set, which makes an awesome outfit when the set is worn together. The TRACKSUIT SET contains: Tracksuit Top Tracksuit Pants Bloody Sneakers You can check out these items in the image above (shoes not shown). Follow the simple steps below to get the TRACKSUIT SET free: Find the banner at the bottom right of the lobby screen. 2. Follow the directions on the banner to receive the free TRACKSUIT SET. 3. Go to STORE -> MY ITEMS and open the TRACKSUIT SET. 4. You have now received the items! 5. Go to CUSTOMIZE -> WARDROBE to equip your new items. You can only receive the free item set until June 18th 00:00 AM PDT / June 18th 09:00 AM CEST. Make sure to get the items before it’s too late! Thanks, PUBG Xbox Team
  43. 41 points
    Hey everyone, On November 7, we will be updating live servers to Update #3! This update will bring the new Supply System, Custom Matches, officially licensed Joker and Harley Quinn skins, bug fixes, and more. Dive into the patch notes below and read up before jumping into the new update! Maintenance Schedule PST: November 7 12:00AM - 2:00AM CET: November 7 9:00AM - 11:00AM Supply System Added Supply System Earn XP through play time and completing missions to level-up and obtain rewards. Each 10 levels you will receive a permanent reward. Every level-up on the way to each permanent reward will grant you BP and also a chance to receive an additional permanent reward. You can level up and get rewards when you fill the Survival gauge with survival XP You must click “Claim” to receive the completed mission XP Observing teammates grants 50% less XP than while alive Skin & Items Added a MAKE UP tab in the APPEARANCE category. The APPEARANCE category has been added to the store, where you can purchase additional Hair and Make-up options. Changing APPEARANCE such as face, hair and/or gender will not cost BP (some paid items for face and make-up are excluded from this). Cosmetics Officially licensed Joker and Harley Quinn Skins Harley Quinn “Daddy’s Lil Monster” outfit “Good Night” baseball bat skins for the crowbar and machete The Joker’s “Night Club Suit” outfit Each bundle includes new paid hair and makeup options as well to complete the look of these two iconic characters. Custom Match Custom matches have been added and custom match creation is available for all players. Known issue: You may experience short instances of hitching in the custom match lobby when assigning or moving teams. Custom match list can now be viewed after selecting custom match game mode. Normal mode: Classic battle royale rules—be the last person (or team) standing War Mode: Team deathmatch with respawns. The team with the most points (kills and knocks) wins. After selecting your preferred game mode, custom matches can now be created using presets. Each game mode currently has a default preset and one additional preset available. War Mode includes the Desert Knights preset. Normal Mode includes Sanhok Forty Fivers preset. RULES: Set number of players, team size. BASIC: Set game mode, password, map, weather, etc. After creating the match, the settings can be adjusted using the options in the BASIC and RULES menus. Things to keep in mind when creating custom matches: At least 10 players are required to start the match. You can keep the game in a waiting room for up to two hours. Performance Optimized texture streaming to reduce hitching Bug Fixes Fixed a bug where upon completing a match in Training Mode, you would receive two wins that counted towards Game Hub stats
  44. 41 points
    Hello everyone, We are putting out a hotfix today to deploy Xbox One X graphical changes and bug fixes, as well as add the BP exchange function and a few weapon skins to the Store. Read on for full patch notes! Performance Graphical settings on the Xbox One X have been toned down temporarily to help address framerate issues. The resolution and texture quality will remain the same. We wanted to maintain the quality in overall visuals, so to minimize the difference, we only reduced very specific detailed graphics options like shadowing and reflections. This includes the following changes: Shadow Quality (Both Dynamic/Static) lowered Post Processing Disabled Motion Blur Decrease quality of Screen Space Ambient Occlusion (SSAO) Disabled off Depth of Field Disabled off Lens Flare Decreased Eyes Adaption Quality This is the time it takes for your eyes to adapt to the dark when you go from a bright to dark place. Effects Disabled Screen Space Reflection (SSR) This is the reflection from windows and such. Disabled Refraction This is refracted light. Disabled Subsurface Scattering (SSS) This is when there is light inside an object to make it look more real. Disabled Particle Light This is dynamic light from different effects such as explosions. Lowered the number of particles created Optimized inventory in the CUSTOMIZATION menu in the lobby to reduce input lag. Gameplay BP exchange has been added to weapon skins. Pressing the Y button while hovering over the weapon skin in the inventory will exchange that weapon skin for BP. Only one skin at a time can be exchanged for BP. BP exchange price will vary with each item. The preview button has been changed to ≡ button. Bug Fixes Fixed an issue where the Russian and Uzbek languages were not displaying correctly. Fixed an issue where a “Lost connection to host” error would pop up when connecting into a match after previously cancelling matchmaking. Weapon Skins The below items have been added in STORE -> ITEMS available from: September 21 00:00 PDT / September 21 09:00 CEST Glory - AKM This skin will only be available to purchase until: October 21 23:59 PDT / October 22 08:59 CEST Glory - UMP9 This skin will only be available to purchase until: October 21 23:59 PDT / October 22 08:59 CEST Trifecta - Scar-L Trifecta - Micro UZI Trifecta - P92 We’d like to thank everyone for their patience while we worked through the initial issues that popped up with the 1.0 launch. We will continue to keep an eye on our channels once the hotfix is deployed, so please keep your feedback and reports coming and let us know if you continue to experience any issues. Thanks, PUBG Xbox Team
  45. 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.
  46. 40 points
    Hello everyone, Welcome back to this week’s community post, and cheers to wrapping up our first week of 1.0! We hope that everyone has been enjoying all of the new 1.0 content that was added this week. While we have loved seeing our players hot dropping into Sanhok and coming out with chicken dinners, there are a few major issues in 1.0 that we need to address. Those topics include achievements, Xbox One X performance, and more. Let’s dive right in! Achievements There is currently an ongoing issue with achievements not being unlocked upon completing the requirements. Shortly after the 1.0 launch, there was an error that caused many achievement unlocks to be delayed. In addition, we were able to retroactively unlock some achievements for our players that had completed them in Game Preview. This created an enormous queue in the backlog of achievements to be unlocked, causing more delays. We are also investigating issues with other achievements not popping at all upon completion. We appreciate everyone’s patience in this matter and apologize for the inconvenience caused. We will provide an update on this issue when we have more details to share. Xbox One X Performance Many of our players who play on the Xbox One X are seeing a multitude of performance issues while they are playing the game. One of the biggest issues that we are currently investigating are framerate drops while playing. Specifically, many players are experiencing major framerate drops during gunfights or during ADS. The reason for this issue is that Xbox One X uses higher resolution textures and requires more graphics options to output better overall visual quality. This could be causing lowered framerates, especially during resource heavy situations like gun fights. We’re currently looking into different ways to fix these issues to stabilize framerates in these situations. We apologize for any frustration caused and hope to have more details to share soon. Survivor and Wanderer Crates We have investigated reports of Survivor and Wanderer Crates disappearing from the inventory. The Item IDs of these crates were changed with the 1.0 launch, which caused this issue to occur for players who purchased these crates pre-1.0. We will be deploying a fix for this sometime next week. Please note that players who are experiencing this issue will see two “types” of Survivor and Wanderer Crates in the game, one of which are the pre-1.0 crates and the other post-1.0 crates. They are the same crates but with different Item IDs. Lost Connection to Host We’ve seen many reports from our players saying that they are receiving an error message “Lost Connection to Host” when trying to get into a match. This error is happening due to sessions not updating during matchmaking after multiple sessions were initiated then canceled. For example, if a player solo queued, canceled, duo queued, then joined the game after the match was created, the error would occur. We are currently testing out a fix to roll out and hope to have an update for this soon. Event Pass: Sanhok We hope that everyone has been enjoying the Event Pass that launched with 1.0 to celebrate the new map, Sanhok! If you haven’t visited our neat microsite yet, be sure to check it out here. While many players have been leveling up, completing missions, and making their way through the Event Pass, there have been some confusion and questions that we wanted to help clear up. Below is a little FAQ that we put together after seeing your feedback and questions: Q: Why is there a max daily XP limit? A: The daily XP limit only applies to survival time during games. It is calculated as 1xp per 2.5 minutes. This is doubled for Premium Pass users. Everyone can participate in completing missions for the Event Pass, except the Sanhok missions which are unlocked for Premium Pass users. These missions will be the main drive in gaining EXP and leveling up. The survival EXP that is given is just an added bonus on top of the EXP gained from completing missions. Q: Do you need to buy the Event Pass in order to play the new map, Sanhok? A: No, you will never need to purchase anything in order to play a new map. Sanhok and all new maps in the future will be free to play as long as you have the game. Q: How often will we have Event Passes? Every month? A: Event Pass: Sanhok was created to celebrate the release of our third map, Sanhok. We don’t have many details to share at the moment about our future plans with Event Passes. Q: Are there temporary rewards in the Event Pass? A: There are no temporary rewards in the Event Pass except XP boost. We want to thank everyone that played in 1.0 this week. It’s been a whirlwind of excitement, but we know that there are many things that we need to tackle and fix for our players. So please keep your feedback, bug reports, and suggestions coming! Like we’ve said in the past - 1.0 is just the beginning and we’re looking forward to continued development alongside our passionate community. Thanks, PUBG Xbox Team
  47. 38 points
    Hello PUBG Xbox Community, Our very first Community Event—Headhunter—has come to a close and we couldn’t be more proud of you! Together, you’ve achieved a whopping 4,435,777 headshots as a Community! That’s 4,435,777 melons popped, domes split, and chicken dinner dreams crushed. Those who met the event requirements will receive their prize next week. 2 Militia Crates will be also given as a big thank you to everyone who participated in our first ever Xbox Community Event! If you missed out or are just eager for more, stay tuned for details on the next challenge! For more details of the event, check out:
  48. 37 points
    Hey everyone, This week, we are updating the PTS to add the highly requested Training Mode! The PUBG Training Mode lets 5-20 players (solo queue with matchmaking) explore a brand new 2x2 km map and practice all aspects of PUBG, from driving the game’s various vehicles around the island’s race tracks, to practicing parachute landings on scattered targets, to mastering the perfect peek shot. There are even areas to practice vaulting, close-quarters combat, and of course, sweet vehicle jumps. In addition to the Training Mode, the PTS will have all of the previous content that was added on October 11. You can view those patch notes here. In the meantime, check out the patch notes for the Training Mode below, as well as instructions on how to download the PTS! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. Maintenance Schedule PDT: October 18 7:00PM - 9:00PM CEST: October 19 4:00AM - 6:00AM Training Mode Added a Training Mode where you can practice all aspects of PUBG gameplay The Training Mode map is 2x2 in size You can join through matchmaking by clicking on the “Training Mode” button in the lobby. When there are more than 5 players in the matchmaking queue, the session will start immediately. Players will continue to join open sessions for up to 5 minutes after they start. (Up to 20 per session) If there are less than 5 players in the matchmaking queue, matchmaking will continue for 5 minutes If there are still less than 5 players after 5 minutes, the session will start with the original number of players present and other players cannot join the session. Total play time is 30 minutes (e.g. in case of number 1, where you immediately enter a session, you have 5 minutes where other players can join the session + regular training mode playing time of 25 minutes) Players cannot drop below 1hp in Training mode Gameplay Bluezone effect has been changed Performance Optimized weather effects to increase framerate - especially during rain Optimized cloud effects during free falling to increase framerate Bug Fixes Fixed a bug where sometimes there are hitches during gameplay - up to 1~2 seconds We are excited to finally introduce Training Mode, and we hope many of our players will head over to the PTS to check it out. Please be sure to share your feedback on our channels and let us know what you think of this week’s PTS content! Thanks, PUBG Xbox Team
  49. 37 points
    Hello everyone, Welcome to this week’s community post! Today, we will be going over a few known issues that some of our players have been experiencing. We wanted to take the time to provide an update on these known issues in one post, so that our communications are more streamlined and easier to find. Let’s go ahead and get into it! Lost Connection to Host We hear you, and we’re focused on knocking out this bug as soon as possible. This week, we deployed a hotfix that fixed one of the reasons why this error would pop up, which was when a player previously canceled matchmaking before getting connected to a match. While we have been investigating other possible causes and trying to reproduce this bug, we would like to request those who have been receiving this error to let us know below what actions you had taken prior to this bug happening. When submitting a report, please use the following format: Solo, duo, or squad? What actions were taken just prior to receiving this error? Please provide as many details as possible. For example: Queued duo, canceled matchmaking, queued squad, received error. This will help us out greatly with our investigation and we appreciate your reports! Event Mode: Desert Knights Our first Event Mode, Desert Knights, went live on Sept 20 7pm PDT / Sep 21 4am CEST. If you missed the news, feel free to check out the full details here. Currently, the event can only support solo queue, which we know is quite disappointing for our players. The reason for this is that there were stability issues with group queueing, and we are actively working to resolve this. Whilst we are working on making the party invite feature for the Event Mode, some players have found a temporary workaround which allows them to join Event Mode with friends. In order to play the Event Mode with your friends you will have to: Enter Event Mode screen Press the Guide button on the Xbox controller Navigate to "People" Select "Friends" Select the player you wish to play with Select "Invite" -> Invite them to a game If they enter the party, you will be able to see the number of party members in the top right of the screen All Party members need to press "A" button when on the Event match screen There is also small chance of crashing when joining/leaving matches in Event Mode. We have found that this is due to the session changes that happen to fit the larger dynamic team sizes. We are investigating these issues to have it solved ASAP. Weapon Skins We have found an issue with purchasing the new weapon skins from the Store. Unfortunately, the new skins will be unavailable until this is fixed. We are currently focused on the group queuing fix for War Mode first, and will provide a revised release date for the weapon skins once the issue is resolved. Achievements After our investigation into achievements not unlocking or tracking correctly, we have found that the new weapons, QBZ and QBU, have an issue where their item type is not properly defined in the logs. This means that currently, QBZ and QBU kills may not be counting towards achievements. Now that we have identified one of the root causes of this issue, we expect to be able to put out a fix for this soon! Thank you for your patience. Level Streaming We are continuing to work to optimize level streaming to improve the following: Ensure that there are no “play-doh” like buildings upon landing Fix issues where players are getting stuck on furnitures or in rooms with no exit We are currently testing out some optimizations, and will have more to share soon. Desync We are working on optimizing character movement to reduce desync issues. We are testing out more fixes, and expect to be rolling out an update to address this issue in late October. We are also planning to improve matchmaking, with the result being an increased chance of low ping players playing with other low ping players. More on this later. Framerate Issues While the hotfix this week helped many of our X players with dropped framerate issues, all of our players having stable framerate is still a big focus for us. We are working to increase overall framerate everyone, as well as identify and reduce frame drop instances and hitches. Unable to pick up items from the floor This bug will be fixed in early October. EU Server - FPP There will be an update to the matchmaking system where your region will be selected automatically depending on your location. This will bring the EU FPP players playing on NA back to EU servers, which we hope will help with matchmaking issues. More info on this coming soon! Sound Issues There are ongoing investigations into sound related issues. Upcoming QoL Fixes These are some of the most requested quality of life changes that our players are asking for that will be coming to the game soon. Compass Visibility - We will be putting shadows on the compass for better visibility Teaming - We will be adding a new option to report players for teaming Increased maximum sensitivity Thank you for taking the time to read through our post this week! While it was on the lengthier side, we know that it is important to communicate up to date information on ongoing issues in the game. As always, please continue to leave us your feedback, reports, and suggestions on the forums! Thanks, PUBG Xbox Team
  50. 37 points
    Hello everyone, Welcome back to our Community Weekly Post! Today marks our 4th edition, and we hope you’ve been enjoying our weekly updates in this form. This week, we pushed the PTS build to live servers with Update #17. If you missed this news, feel free to check out the patch notes here: https://forums.playbattlegrounds.com/topic/276705-xbox-game-preview-update-17/ While this update contained many bug fixes, it also introduced a few issues that still need to be resolved, which we will go over in this post. Lastly, we had an issue with the Community Headhunter Crate this week. We’ll go over this in detail below. Let’s dive in! Graphics/Textures on Xbox One X As many of our Xbox players are aware, the Xbox One X utilizes a more detailed world than the OG/S versions due to their powerful GPU for 4K resolution. Thus, X users are able to see textures in higher quality, but it also means that the X requires more resources to output these textures compared to OG and S. Because of this, it took longer to load textures, and even caused issues with dropped frames. To mitigate these types of issues and to create more fair looting and combat situations, we decided to make the rendering process to display the highest quality textures more gradual. This means buildings will load faster, allowing you to get in and start looting quickly, with the texture quality gradually increasing until it’s fully rendered at the highest quality. The changes we made currently aren’t being liked by many of our X users. We plan to further optimize the rendering process so the higher quality textures can be rendered faster without dropping frames. Scoping For scoping, PUBG now uses high detailed world data and less imposter data to improve visibility. Now, many objects will be seen in higher quality while scoping, which we hope many of our players will like. We intend to have further optimizations to reduce frame drops while scoping. New Molotov Mechanics Have you tried out the new Molotov mechanics? If you’re not quite sure what we’re talking about, check out the video below to get a recap of the new changes before you jump into the game to try them out! Link: https://www.youtube.com/watch?v=G03DZunofT4 Known Bugs Unfortunately, a few bugs made their way onto live servers, but we’re aware of them and are investigating! If you’ve ran into any of these bugs, feel free to reach out to us with the below information. Videos are especially helpful in investigating these pesky bugs and getting rid of them once and for all! Not being able to drive vehicles - Please specify the vehicle, controller type, wired controller (Y/N), and whether there is an extra controller connected/charging. Sound related issues - We have logged a bug where double footsteps are heard when the enemy has bare feet. In addition, when encountering a sound related bug and submitting it to us, please provide a video of what was going on when it happened, especially when enemy footsteps are too quiet or aren’t heard at all. Loot boxes disappearing - Please specify which weapon to kill the enemy, location on the map, mode (solo/duo/squad), etc. Please keep in mind that while we are focused on fixing many existing bugs in the game, the above issues are at the top of list (and we can probably all agree that they are some of the most annoying). Headhunter Crate & Snipe City Event Earlier this week, players reported receiving locked crates and weapon skins instead of the promised Headhunter Crate prizes. This was not intentional and happened due to the Snipe City Crate being added, which caused a conflict in our system with the Headhunter Crate. This resulted in receiving other items when opening the Headhunter Crate. This issue has since been fixed, and players should now receive the correct items when opening the Headhunter Crate. For players who have received the wrong rewards, we plan to retrieve them and send out replacement Headhunter Crates. For those who were affected by this bug, we advise you not to swap incorrect rewards received for BP, as this makes it difficult to track which players were affected and then send out the correct rewards. Players who have already have swapped the wrong items with BP, please submit a ticket with our support team at http://support.playbattlegrounds.com As for the Snipe City event, we have sent out the rewards to all eligible players, and you should by now have received the Snipe City Crate in your inventory! We hope that everyone has been enjoying the new update so far. We’ve been looking at your comments in feedback threads and we’re thrilled to hear that many of our players are having a much smoother experience in terms of performance, frame rates, loading times, etc. We will keep a close eye on feedback across our channels, and we invite you to continue letting us know what you think can be improved. Thanks, The PUBG Xbox Team
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