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PUBG_Hawkinz

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About PUBG_Hawkinz

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  • Birthday 09/23/1992

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  1. PUBG_Hawkinz

    Upcoming Changes to Flare Guns

    Awesome! Thank you for the feedback mate
  2. Hey all, Flare Guns were added to public matches a few weeks ago and since then we've received lots.. and lots of feedback. In general, players for the most part enjoy the concept and action they can add to the mid-game, but many players are unhappy with the initial implementation. We've heard your feedback and will be making changes to the implementation of Flare Guns in an upcoming update scheduled for live servers March 27th. We'll be first putting the changes on the Test Server March 20th. Thanks to everyone who participated in our Flare Gun feedback thread here on the forums, or shared feedback with us across any of our channels. So, what changes are we making? The volume of incoming air planes delivering special care packages is being reduced. Total number of Flare Guns spawns across all maps is being reduced. For Squad matches, the amount of loot inside special care packages is being reduced. Map icons and on-screen text alerting players to incoming special care packages is being removed. You'll of course still hear and see the flares being shot from far across the map, no changes there. This is our first pass on Flare Gun changes since their implementation on live servers and the changes set out to directly address the main points of concern players in the community have had. Please let us know what you think down below in the comments. We'll of course continue to further iterate, listening carefully to player feedback and make changes that best suit our players and the unique BR experience PUBG provides. Thanks for all of your feedback so far! We look forward to sharing more specific information about these changes in the patch notes, once the update arrives on the Test Server, March 20th.
  3. PUBG_Hawkinz

    Wait Times Are Awful - NA, SOLO

    Hi all, Understandably, this is an extremely frustrating issue. We are very well aware that players from some regions are experiencing problems with matchmaking and map selection in particular, to varying degrees. We are discussing ways to resolve these problems, although there is no perfect solution. Ideally, we want to offer players as much choice as possible, to play the game how they want to play it - although, this can present problems like you're seeing at the moment and can present itself different based on regional preferences and most importantly, the number of concurrent players in the region. This is being treated as a very serious issue, as it can impact the player experience significantly. Please understand we are working hard to resolve this, but don't have any specific information to provide right now. Thank you!
  4. PUBG_Hawkinz

    Massive Packet Loss

    Hi guys, Sorry to hear you've been experiencing these troubles! I'd recommend you contact your ISP and make them aware of these problems. After searching and finding similar reports from others using your ISP even on different games, I believe this is an ISP related issue, potentially related to AWS routing.
  5. PUBG_Hawkinz

    Update #25 Patch Notes

    Hey Everyone, We’re already a month into the launch of Vikendi and we’ve been poring over the data and community feedback about our latest map. On top of loot balance changes, we’re introducing some great new content to Vikendi as well including a new weapon, vehicle, attachment, and the long-awaited Moonlight weather setting for Vikendi. There are also some great quality of life updates and bug fixes, so dig in below to check out all the changes! Thank you for all of your bug reports and feedback while this update was on the test server. With your help, we identified and resolved many bugs to improve the rollout and overall experience of Update #25. * Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25. The Snowbike won't be added to live servers until these issues are resolved. 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 ALT + Right click 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 The main scope you see when you aim will be different depending on which slot you attach the canted sight and scope If you equip Canted Sight only, your primary sight will be the Canted Sight. If you equip Canted Sight after scope, your primary sight will be your scope. If you equip scope after canted sight, your primary sight will be the Canted Sight. 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. New Vehicle: Snowbike Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25. The Snowbike won't be added to live servers until these issues are resolved. We apologize for any disappointment caused. 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 Added "hidden location" to Vikendi 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 Decreased the number of DMRs SR rate remains the same Reduced the number of LV3 helmets and vests Balanced the spawn ratio of attachments For full details, please refer to 'Dev Letter: Vikendi Item Spawn Rebalance' Improved the colorblind implementation for blood, reticles and care package smoke The colors have been changed to better suit players with color blindness Custom Match Added Vikendi to the custom match options Vikendi is available on Normal mode, Zombie mode, War mode, and War mode: Conquest Esports mode for Vikendi won’t be available on release and will be implemented at a later date Known issue: Motorbikes are not spawning on Vikendi in custom matches Improved and added new observer features Improved damage indicator UI This feature is ON by default and can be toggled with ALT + D The enemy's nickname, team logo, damage amount and direction will be displayed once the player receives enemy damage If there is no team logo, the team color and number will be displayed instead When taking damage from multiple players, the UI will display a maximum of 3 player names which will disappear gradually The direction of the damage source will be displayed in the center of the screen Hit detection is displayed with a direction red radial hitmarker pointing to the North, East, South, or West. A unique icon will appear when players are headshot The damage indicator UI will display if damaged by the following: Gun/Melee/Punch/Zombie Punch/Frag Grenade/Molotov Improved multiple kill message UI Added a new animation and visuals Player name and kill count will be displayed When a player gets a certain number of kills When a team gets a certain number of kills Improved care package item list visibility Added a background to the inventory list of care packages to increase the visibility of the item list Replay The replay version has been updated and replays recorded prior to Update #25 will no longer be playable Performance Vikendi - Optimized performance by modifying the number of footprints shown around the player Improved frame drops in the lobby and inventory Survivor Pass: Vikendi You can now redeem all “drop in supply” rewards at once You can now redeem all claimable rewards from the pass reward screen at once Click "Claim All" on the lower left to receive all claimable rewards Changed the number of times you can swap daily missions from 1 to 3 missions per day High difficulty mission balance Adjusted several highly difficult missions from daily and weekly mission lists Missions that had previously been announced are excluded from the balancing UI/UX Improved team invite settings and status system You can now control where you receive invites from by using the team invite settings Receive All: Accept team invites from all players Friends Only: Accept invites only from players added to your friends list Block All: Block all team invites You can also set your status to online or offline from the friend system menu If you are set to offline, your status will be shown as offline to all other players, and you will not receive team invites Deleted the new item notice marker from the left menu of the items page on the store menu When selecting 'new' in the sorting tab on the items page, crates will have priority over individual items if they share the same release date 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 option for (Alt + Right Click by default) Canted Sight, a new attachment Added a keybind option (J by default) to inspect your weapon Purchase failure message will pop up when a purchase fails due to a Steam issue Skins & Items Added BattleStat weapon skin With a BattleStat weapon skin applied, the number of players killed with that weapon is recorded/displayed on the skin Press J in-game to instantly view the number of kills made with that weapon The tag [BATTLESTAT] appears in front of the item's name, and the number of kills made with that skin can be seen in the weapon skin page's preview screen as well Kills are recorded only when the original owner of the skin is using the skin If a player other than the skin's owner picks up a weapon with the BattleStat weapon skin applied to it, the panel that shows the number of kills will be locked and new kills will not be recorded The panel is also locked where the owner of the BattleStat item is unclear, such as in the marketplace or store The item can be traded in the marketplace, and once ownership goes to a different player, the number of kills recorded on the skin will be reset The count will be reset if you return weapon skins as BP Added 'EAST ERANGEL POLICE CRATE' as a new crate This crate can be unlocked using the East Erangel Police Key The '[BATTLESTAT] Industrial Security - AKM' item can be gained from the 'EAST ERANGEL POLICE CRATE' at a very low chance Drop rates of each item for the 'EAST ERANGEL POLICE CRATE' are as follows: The composition of random crates and their drop rates have been adjusted with the addition of the EAST ERANGEL POLICE CRATE Added 2018 Fall crate as a random crate Random crate drop rate: 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 Bug Fixes General Fixed the issue with explosion sounds of throwables not being played at a certain distance Fixed an issue where the character model did not rotate while using Hold to ADS in TTP mode. Fixed an issue where the character model did not rotate while using healing items. Fixed an issue which caused the firing mode to automatically switch to single after being set to full-auto. Fixed an issue where players could exceed their maximum inventory capacity by rapidly picking up items. Fixed an issue preventing a message from being displayed when adjusting an item quantity to pick up as another player takes the item stack Fixed an issue where a full ammo stack would be picked up even if the quantity was adjusted Fixed an issue with fully-loaded guns which caused them to unload all bullets after firing 1 round Fixed an issue which caused the displayed ammo count to change to an incorrect amount Fixed an issue which prevented the head from leaning left with the body when using the Canted Sight Fixed suppressed Bizon sounding identical to the suppressed Vector Fixed an issue where the Bizon firing and reload sounds could be heard from further distances than intended Fixed an issue which prevented players from receiving grenade damage or effects behind small objects Fixed an issue where throwables were not dealing damage to certain vehicles Fixed an issue where players could bandage while on a motorbike submerged in water Fixed the issue of only changing the POV of third person when pressing ALT key while moving the screen Modified blood effects not working properly in certain service modes. Fixed an issue where emote wheels were sometimes shown differently in in-game and out-game 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 camera sometimes showed the opposite direction when in death cam/replay Fixed an issue where the 'No throwables' UI message was sometimes being shown when the unequipped throwable weapon was selected [using smart key/use designated weapon key] 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 item use was sometimes interrupted when the crouch/lean key was pressed when crouch/lean and change seats are set to the same key 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 the lobby screen was not always shown properly in 32:9 resolution 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 'Delete' key 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 where doors could sometimes be opened from an unreachable distance in TPP mode Doors will now only be opened when in reachable distance World Fixed an issue with certain stairs in Cosmodrome which players were able to see through Fixed an issue which could cause grenades to deal damage through floors in certain buildings on 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 Fixed an issue that footprints would not be displayed when you jump and move on the snowfield in Vikendi
  6. PUBG_Hawkinz

    Console Dev Report #3

    Hello everyone, We’re back with another installment of Console Dev Report! This week, we’ll be diving into an explanation of multiple LOD types, what LOD means and why it’s important for performance. LOD stands for Level of Detail and there are different LODs for many objects in PUBG. Depending on the circumstance, a more or less detailed LOD is used to strike the optimal balance between performance and quality visuals for the best gameplay experience possible. PUBG generally uses 3 different LOD levels depending on the situation - LOD 2, LOD 1, or LOD 0 which is the most detailed of the 3. The higher detailed LOD used, the higher the performance cost. While performance is important, it’s also very important we work hard to not negatively impact gameplay wherever possible by using a less detailed LOD. One instance you’ve likely seen LODs in action is the “playdough” look of some buildings when viewing them in the distance while parachuting. This is the first and least detailed LOD displayed. At the beginning of a match, buildings closeby can look like this too, as there are so many different objects to process all at once. These will increase to LOD 0 (highest detail) as soon as possible, but the speed of this process is heavily dependant on the hardware you’re using. Three different LOD types are also applied to characters: Mesh LOD, Bone LOD and AnimNode LOD. First, we’ll explain some details about both Mesh LOD and Bone LOD briefly, before diving into the focus of this Console Dev Report, AnimNode LOD. Mesh LOD and Bone LOD Mesh LOD determines the character model LOD. When a character is close to you, it is rendered as LOD 0 (highest detail) and the further you move away from a character, the lower detail LOD that character model will rendered as. This happens in stages, with LOD 2, LOD 1 and LOD 0. You generally won’t notice the transitions that occur, because they happen at a distance where the characters are very small on screen. Bone LOD works in the same way, but determine the number of bones activated during character animations. This means that at great distances, your game doesn’t need to process detailed animations which would decrease performance. A lesser LOD means there are fewer vertex and less bone data to be processed. This leads to big performance improvements compared to not having optimized LODs. Having additional LOD levels (3, 4 etc.) would definitely increase performance, by reducing the performance cost on the CPU, but unfortunately the extra strain caused to memory, IO, etc. is very high for console hardware and not something that can be implemented effectively at this stage. AnimNode LOD Animations also have LODs called AnimNode LODs, but we can't apply them to such a wide degree as we can for Mesh LOD or Bone LOD, as the visual changes are very noticeable. Animations such as running, looking to the side, or the animation of aiming down your weapon sights are all skeletal control of your character. The animations related to the character skeleton are all calculated on a per limb basis, requiring independent calculations and animations to be performed for the arms, legs, neck, etc. We developed an additional LOD method based on the character model size proportionate to the whole screen. Then, we set parameters to automatically and dynamically select a less detailed AnimNode LOD for character models only when they’re at a distance where you wouldn’t notice the visual change. This means increased performance without negatively impacting gameplay or visual experience to any noticeable degree. Please bear in mind that for the visual examples shown further down in this Dev Report, AnimNode LOD changes take effect at very close distances to give you a better understanding of how it works. When playing PUBG, AnimNode LOD only takes effect at great distances. Here is the first example of how AnimNode LOD works in-game: (The image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) In the image above, you can see the differences between having AnimNode LOD enabled and disabled. When AnimNode LOD is completely disabled, animations performed by the character are disabled and not reflected by the model, which results in better performance. However, when a player is crouched, the lower body must have AnimNode LOD enabled, otherwise the player would appear to be standing. For the next example, in our development environment we've set AnimNode LOD to be disabled when the character model fills 10% of the whole screen to further help you understand what's happening when AnimNode LOD is disabled. When in-game, AnimNode LOD would only be disabled when the character model would look too small for you to see these changes. (Image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) You may also be wondering "What happens when I scope in on an enemy far away?" When you scope in on a player far away, the character model you’re looking at will fill more of the screen and AnimNode LOD will be turned on dynamically based on the character model size proportionate to your whole screen, ensuring there is no negative impact to gameplay. Below is a visual example of AnimNode LOD being used in our development environment coded to disable when the character model takes up 10% of the whole screen, to give you a clearer example of what’s happening. (Image used above are from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) Again, while actually playing PUBG, these changes only take effect when the character model is very far away and taking up a small portion of the whole screen, where you won’t be able to notice the changes. AnimNode LOD Performance The graph below measures AnimNode LOD enabled (blue) vs. AnimNode LOD disabled (red) when there are 10 characters around. Around a 10% performance improvement is achieved with AnimNode LOD disabled. * Graph results measured using an Xbox One X. The more character models in the area which can have AnimNode LOD disabled, the higher performance gain compared to having AnimNode LOD enabled. To summarize this section, some animation effects of character models are disabled or dialed back when they’re at such a distance that you wouldn’t notice the change take effect. This results in less resources being used and an increase in performance. Thanks for reading! See you all in the next addition of the Console Dev Report. The PUBG Console Team
  7. PUBG_Hawkinz

    Console Dev Report #3

    Hello everyone, We’re back with another installment of Console Dev Report! This week, we’ll be diving into an explanation of multiple LOD types, what LOD means and why it’s important for performance. LOD stands for Level of Detail and there are different LODs for many objects in PUBG. Depending on the circumstance, a more or less detailed LOD is used to strike the optimal balance between performance and quality visuals for the best gameplay experience possible. PUBG generally uses 3 different LOD levels depending on the situation - LOD 2, LOD 1, or LOD 0 which is the most detailed of the 3. The higher detailed LOD used, the higher the performance cost. While performance is important, it’s also very important we work hard to not negatively impact gameplay wherever possible by using a less detailed LOD. One instance you’ve likely seen LODs in action is the “playdough” look of some buildings when viewing them in the distance while parachuting. This is the first and least detailed LOD displayed. At the beginning of a match, buildings closeby can look like this too, as there are so many different objects to process all at once. These will increase to LOD 0 (highest detail) as soon as possible, but the speed of this process is heavily dependant on the hardware you’re using. Three different LOD types are also applied to characters: Mesh LOD, Bone LOD and AnimNode LOD. First, we’ll explain some details about both Mesh LOD and Bone LOD briefly, before diving into the focus of this Console Dev Report, AnimNode LOD. Mesh LOD and Bone LOD Mesh LOD determines the character model LOD. When a character is close to you, it is rendered as LOD 0 (highest detail) and the further you move away from a character, the lower detail LOD that character model will rendered as. This happens in stages, with LOD 2, LOD 1 and LOD 0. You generally won’t notice the transitions that occur, because they happen at a distance where the characters are very small on screen. Bone LOD works in the same way, but determine the number of bones activated during character animations. This means that at great distances, your game doesn’t need to process detailed animations which would decrease performance. A lesser LOD means there are fewer vertex and less bone data to be processed. This leads to big performance improvements compared to not having optimized LODs. Having additional LOD levels (3, 4 etc.) would definitely increase performance, by reducing the performance cost on the CPU, but unfortunately the extra strain caused to memory, IO, etc. is very high for console hardware and not something that can be implemented effectively at this stage. AnimNode LOD Animations also have LODs called AnimNode LODs, but we can't apply them to such a wide degree as we can for Mesh LOD or Bone LOD, as the visual changes are very noticeable. Animations such as running, looking to the side, or the animation of aiming down your weapon sights are all skeletal control of your character. The animations related to the character skeleton are all calculated on a per limb basis, requiring independent calculations and animations to be performed for the arms, legs, neck, etc. We developed an additional LOD method based on the character model size proportionate to the whole screen. Then, we set parameters to automatically and dynamically select a less detailed AnimNode LOD for character models only when they’re at a distance where you wouldn’t notice the visual change. This means increased performance without negatively impacting gameplay or visual experience to any noticeable degree. Please bear in mind that for the visual examples shown further down in this Dev Report, AnimNode LOD changes take effect at very close distances to give you a better understanding of how it works. When playing PUBG, AnimNode LOD only takes effect at great distances. Here is the first example of how AnimNode LOD works in-game: (The image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) In the image above, you can see the differences between having AnimNode LOD enabled and disabled. When AnimNode LOD is completely disabled, animations performed by the character are disabled and not reflected by the model, which results in better performance. However, when a player is crouched, the lower body must have AnimNode LOD enabled, otherwise the player would appear to be standing. For the next example, in our development environment we've set AnimNode LOD to be disabled when the character model fills 10% of the whole screen to further help you understand what's happening when AnimNode LOD is disabled. When in-game, AnimNode LOD would only be disabled when the character model would look too small for you to see these changes. (Image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) You may also be wondering "What happens when I scope in on an enemy far away?" When you scope in on a player far away, the character model you’re looking at will fill more of the screen and AnimNode LOD will be turned on dynamically based on the character model size proportionate to your whole screen, ensuring there is no negative impact to gameplay. Below is a visual example of AnimNode LOD being used in our development environment coded to disable when the character model takes up 10% of the whole screen, to give you a clearer example of what’s happening. (Image used above are from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) Again, while actually playing PUBG, these changes only take effect when the character model is very far away and taking up a small portion of the whole screen, where you won’t be able to notice the changes. AnimNode LOD Performance The graph below measures AnimNode LOD enabled (blue) vs. AnimNode LOD disabled (red) when there are 10 characters around. Around a 10% performance improvement is achieved with AnimNode LOD disabled. * Graph results measured using an Xbox One X. The more character models in the area which can have AnimNode LOD disabled, the higher performance gain compared to having AnimNode LOD enabled. To summarize this section, some animation effects of character models are disabled or dialed back when they’re at such a distance that you wouldn’t notice the change take effect. This results in less resources being used and an increase in performance. Thanks for reading! See you all in the next addition of the Console Dev Report. The PUBG Console Team
  8. Update #24 is now live! Additional patch updates have been added to the bottom of the page. Most recent update – 01/08/2019 Hey Everyone, Winter has arrived. With Update #24, we’re debuting something we’ve been eager to share with you for months; our new 6x6 snow-themed map, Vikendi! An isolated Northern resort island in the shadow of Mount Kreznic, Vikendi was home to a wide variety of attractions, businesses, and villages. Look to the future from the spacecraft launch site Cosmodrome or travel back to the past and walk with the giants at the prehistoric Dino Park. Visit the aging Castle or take a tour of the winery. Vikendi is as beautiful as it is dangerous and Survivors treading these bitter cold lands will have to watch their backs even more closely as the fresh snow is perfect for leaving behind footprints! The days are long on Vikendi, but it won’t be long before the sun sets and the auroras fill the moonlit skies. We feel Vikendi is a mixture of all the best parts of our previous maps and we can’t wait to hear your feedback. But that’s not everything coming in this patch! We’re also introducing two brand new items exclusive to the map; the G36C Assault Rifle (which replaces the SCAR on Vikendi) and the Snowmobile to navigate its icy terrain. We’ve also completed an overhaul to our in-game replay system, putting you in the director’s chair to edit clips, create 3D camera movements, and export your work so show the world your best PUBG productions! Coming later in the patch is our overhaul to the Parachuting system, which allows you to glide or dive during freefall, improves animations, and also lets you cut your chute before hitting the ground. As always, your feedback is essential to our continued development and we especially need your input at times like these. Once you’ve played the map, please take the time to let us know what you think on our Official Forums or Reddit. We know you’ve waited a long time for this map, so without further ado, onto the patch notes! NEW MAP - VIKENDI Vikendi is not yet available in custom matches but will be available in an upcoming update. 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 The official Survivor Pass: Vikendi microsite is now live, check it out! 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. The Premium Pass will be available on the test server for testing and will be purchasable on the live servers Dec 19, 2018 for $9.99 (price may vary slightly depending on your region). Some missions cannot be completed while on the test server, due to limited game mode selection. Each level you can claim rewards from Survivor Pass: Vikendi in the Rewards tab and also claim Coupons by clicking on the ‘Drop In Supply’ button. Coupons can be used to unlock exclusive rewards, read on for more details. You can view your current mission lists in the ‘Missions’ tab and can also check the mission lists in-game by clicking 'P' prior to jumping out of the plane. 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. Added ‘Coupon’ system in Survivor Pass: Vikendi You can claim Coupons (Blue, Yellow and White) each level, which you can then use to unlock exclusive items in the Coupon Shop. The existing Survival Rewards system will be integrated with Survivor Pass: Vikendi on December 19th. We have integrated the existing Survival Rewards system into Survivor Pass: Vikendi in order to reflect feedback from the players regarding temporary items and duplicate rewards. Existing Survival Rewards system will be closed on December 19, 2018 and all existing supply missions will end. Make sure to click ‘Claim’ and ‘Drop In Supply’ to redeem rewards before the system is closed. A banner in lobby will display remaining time for the Survival Rewards system. NEW WEAPON: G36C Added a 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 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. Replay Editor Added a Replay editor system This system allows you to create dynamic video clips with creative camera angles and special effects using your replay files You can also create 3D paths for the camera and camera angles and export clips Guide & Tutorial of the replay editor system will be updated later. Gameplay Improved the character animations used in the air. Character movements are much more fluid and have been improved to be more realistic. Parachute System Overhaul Please share your feedback regarding the parachuting changes! Freefalling Holding SPRINT [Default SHIFT] 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 Holding SPRINT [Default SHIFT] helps you drop faster and land quicker Holding WALK [Default LCTRL] lets you glide, when you want to travel a longer distance You can now cut the parachute while relatively close to the ground, 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 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 Survival Title System(Season 2 Beta) Changed Season 1 Beta Rank system to Season 2 Beta Survival Title System. For more information, please check the Dev Letter (Introducing our new Beta Season 2 Title System) released on Dec 5. Season 1 Beta has ended and the Survival Title System (Season 2 Beta) will begin in 1 week. No RP will be gained during the grace period between seasons, although career stats will continue to be tracked. UI/UX 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 Improved the Store feature Added additional sorting features to sort by Featured, Newest, Price High to Low, Price Low to High When you preview items in the store, only the selected item to be previewed will be displayed on your character. All items equipped in your wardrobe will be unequipped. If you preview a helmet skin, makeup or other items covering the face, all other items equipped on the head will be unequipped Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu Added On/Off option keybind for the on-screen key guide You can toggle the on-screen key guide by pressing ALT+K You can change the default setting for this feature in the settings under the Gameplay tab Play Menu UI Renewal Improved the map and game-mode selection interface Additional queuing information is now displayed for the selected match type. If t he 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. Training mode can now be found under the PLAY menu, next to public match Performance Optimized foliage and vegetation rendering Improved CPU performance by optimizing the object creation process Improved GPU performance for Medium and Low options by adjusting graphic quality related to the 'Post Processing' with those settings (tuned HBAO+) Anti-Cheat & Reporting Players banned mid-match from cheating, teaming, teamkiling, etc now have their ban displayed in real-time on the killfeed. Bug Fixes Fixed an issue where each weapon had a different delay between reloading and being able to fire Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill Fixed an issue which prevented the system menu from opening when clicking a specific spot on the button Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP Fixed an issue when spectating a player who died in Replay Mode, the follow camera stopped working Fixed an issue which caused sudden frame drops temporarily when quickly toggling voice/sound options repeatedly Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN” Region indicator will now not be shown until before the match countdown starts Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill Fixed an issue caused after restarting the lobby with 'Open Crate’ and 'Preview' buttons displaying on the left side of the screen in the Store Inventory page Fixed an issue which caused the camera to fall into the ground in replay mode after parachuting Fixed an issue where the angle of the spectated player's view was different from that of the player Fixed exploits at Castle and Volnova which allowed players to get underneath the map. Resolved issue where wire fences were impenetrable by bullets (some chicken wire fences still need to be fixed). Resolved minor map issues, including some instances of floating vegetation. Fixed an issue which could cause grenades to drop in place, or prevented them from being thrown. Disabled vaulting through certain small windows on Vikendi. Fixed an issue where a character was moved to a free-look direction while free-looking during freefalling. Fixed an issue where players appear to still have the parachute equipped after landing. 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 Fixed an issue which prevented players with non-default WALK and SPRINT keys from using new parachute mechanics correctly Fixed an issue where Survivor Pass: Vikendi mission list was not showing properly when scrolled down using the mouse wheel Custom Matches Vikendi is not yet available in custom matches but will be available in an upcoming update Improved Observer UI Added a Bullet Tracer On/Off option in the Settings Menu This can be found under Settings – Gameplay – Observer – Show Tracer Display Use Tracer Team Color - This changes the color of team tracers Added new text for when teams are eliminated OLD: “X Wiped Out X” NEW: “X ANNIHILATED X” Added new text when certain kill levels are reached during a game Individual Player Kills: 5 kills - RAMPAGE 10 kills - EXECUTIONER 15 kills - MASTERFUL 20 kills - CONQUERING Total Team Kills: 10 kills - KILLING SPREE 15 kills - DOMINATING 20 kills - UNSTOPPABLE When pressing 'Ctrl + Number' to assign hotkeys to spectate particular players, the text now displays in the bottom left corner, underneath the team list Assigning once will display the number and player After assigning multiple times, assigned history will be displayed Tags shown above players will now only display up to a 1km distance from the spectator, for better visibility When a player has died, a skull icon will now appear in the team list Visual improvements have been made to the HP bar Known Issues There is an issue which causes the parachuting height in War Mode to be different from before the parachute overhaul The UI of the altimeter does not move when freefalling in training mode There is an issue that the altimeter doesn't display correctly while parachuting and the map is open Parachuting icons of teammates who have left the plane do not appear next to their name once they exit the plane Patch Updates 01/08/2019 – Additional Bug Fixes Added Fixed an issue where the level 3 helmet (Medieval) skin would display the level 2 helmet skin after being dropped. Fixed an issue which caused skins in the ‘eyes’ slot to not be visible when wearing specific items. All ‘eye’ slot items will be unequipped when used together with a gas mask Fixed an issue where weapons would not equip properly after throwing a grenade. Fixed an issue which could cause players with throwables equipped to appear barehanded in situations where a player is experiencing high latency. Fixed an issue where the animation to equip a weapon occurs, but the weapon remains holstered. Fixed an uncommon issue which could cause standing unarmed players to appear to hold a weapon after performing specific actions 01/01/2019 – Additional Bug Fixes Added Fixed a map issue which allowed players to get into an unintended location Fixed an issue with weapon inventory images displaying incorrectly after equipping some attachments. Fixed an issue that caused PUBG to launch in 'Fullscreen Windowed' mode even when set to Fullscreen. Fixed an issue that the character animation is stuck shoulder firing (soft-aiming) when pressing ALT and aiming at the same time. Fixed an issue where in specific circumstances the mouse cursor would unintentionally be allowed to move to another screen when using dual monitors in Fullscreen mode. Fixed an issue where destructible objects including doors would disappear after moving to a different point on the timeline in Replay/Death cam mode.
  9. 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
  10. Hi everyone, We’re aware that many of you are having a bad experience with the recent changes to matchmaking that went live in Update #22. The intention of these improvements is to re-enable map selection and provide a better game experience and faster queue times. The improved system is intended to automatically send players to the region that provides the lowest ping, but unfortunately an error related to ping calculation occurred and the player’s location wasn’t being identified correctly, resulting in them being placed into matches in a region that didn’t provide the optimal gameplay experience. Due to the large number of players affected by this issue, the gameplay experience for many players has been impacted negatively and we sincerely apologize for this. Within the last 24 hours we deployed an initial fix to prevent players from connecting to the wrong local region. The team is actively working to resolve the remaining issues in a fix we expect to deploy next week, which also includes a change to prioritize matching players with teammates who speak the same language, to improve the player experience. Once deployed, the system will now properly prioritize putting players into matches on servers in their local region. In the event of excessive queue times due to a small matchmaking pool, the next closest region will be chosen to ensure players aren’t stuck matchmaking indefinitely. We understand that issues like this are extremely disruptive to how you enjoy the game and we apologize for the inconvenience this has caused our loyal players. Our team will continue to closely monitor this issue, both through data and player feedback. We’ll keep you updated on our progress and make another announcement once the additional fix is deployed next week. - The PUBG Development and Community Teams
  11. Hey everyone, This week’s event mode is going to be another test of the Flare Gun system. We’ve looked at your feedback from the last round, but want to gather a little more data before we pull the trigger on any changes or deploy the item to live. Unlike the long event before, this test will run from Wednesday until Saturday. Once again, your feedback is greatly appreciated, so please let us know your thoughts in this thread. This event mode will mimic normal squad games, except that there will be a rare chance for the Flare Gun to spawn alongside normal loot. The goal here is to basically beta test the Flare Gun as normal PUBG loot with the intention to add it as a rare drop to normal games once the test concludes. You can also check out our video below to learn more about this test. EVENT SCHEDULE STARTS: Oct 10, 7pm PDT / Oct 11, 4am CEST / Oct 11, 11am KST ENDS: Oct 13, 7pm PDT / Oct 14, 4am CEST / Oct 14, 11am KST AVAILABLE QUEUES 4-man squads on Erangel RULES Squads of four players will fight on Erangel Flare Guns will spawn randomly all over the map, but are very rare. A plane will drop a special care package if the flare is fired inside the safe zone. A plane will drop a special vehicle if the flare is fired outside the safe zone. An icon on the map will show all players the location where a special care package has dropped. OTHER EVENT RULES 4-person squads only. Auto-matching is switchable to On/Off Weather is set to Sunny Red zones are enabled General care packages are enabled Killer Spectating is enabled Friendly fire is enabled
  12. PUBG_Hawkinz

    Mid-Autumn Festival bug

    Hey, Unfortunately, there is a known issue at the moment - when playing on EU servers, mission progress for the Mid-Autumn event isn't being counted. We'll provide an update via the PUBG_Help Twitter account as soon as this is fixed.
  13. PUBG_Hawkinz

    PC 1.0 Update #22

    ________________________ These patch notes have been updated. Update 3 - 10/02/2018 Update 2 - 10/02/2018 Update 1 - 10/01/2018 Read the changes at the bottom of this post. ________________________ Strap on that level 3 helmet, cause the competition on the battlegrounds just got a little more fierce. Update 22 is bringing a long-awaited Ranking system to PUBG, allowing you to put everything you've learned to the test as you climb the ranks. More information on this new system is coming soon! We're also squashing another collection of FIX PUBG bugs, adding a convenient new wheel menu to health and throwable inventories, adding a way for you to upgrade your duplicate or unwanted skins, and by very popular demand, bringing back map selection. Let's dive in! Note: Replay version has been updated, replays from previous updates are no longer playable. New Anti-Cheat Tech As part of our ongoing efforts to combat cheating, we’ve developed a new anti-cheat system in-house at PUBG Corp. which we're now bringing to live servers, after an extensive period on our test servers. This system is being used in addition to our existing anti-cheat solutions. Expect to see a new popup when you start the client. To help us refine our anti-cheat service it would be helpful for us if you play with the "Enable Anti-cheat" box checked, if you experience issues you can disable this. We've fixed previous compatibility issues experienced by some players, although we've kept the option to disable the new anti-cheat system while we go through the final stages of testing in the live server environment. Once testing is complete, you will be unable to disable this system. FIX PUBG Update QoL WHEEL MENUS: Added UI that allows players to access a quick-select wheel (similar UI with the Emote system) for the quick selection of items without opening the inventory or pressing individual hotkeys. 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. FRIEND UI: Friend UI has been improved to show logged out / disconnected teammates. Bug Fixes CHARACTER MOVEMENT #01: Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. DBNO PLAYER WALL PENETRATION: Fixed the issue where sometimes a downed players' character model would penetrate walls. SLIDING FIX #01: 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. SLIDING FIX #02: Fixed the issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. STUN AND ONFIRE ANIMATION: Fixed the issue where Flashbang and Molotov stun and on fire animations could be cancelled when repeatedly crouching/standing up/prone/or equipping a weapon. ARMED ANIMATION: Fixed the issue where characters occasionally appeared to be unarmed when they were actually armed. PLAYER UI: Fixed an issue where the player UI would sometimes disappear in the observer's view. ADS BUG #02: Fixed the issue where ADS worked unreliably when ADSing right after equipping a weapon. VEHICLE INTERACTION: Fixed the issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. CHARACTER POSITION #03: Fixed an issue where a character sometimes rotated even though its feet were fixed when the screen was rotated more than 180 degrees left or right. CHARACTER MOTION #01: Fixed the issue where a player was sometimes shown as scoping when taking steps next to a wall. VAULTING: Fixed the issue where characters could vault over other characters when positioned at certain heights. CHARACTER MOTION #02: Fixed the issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. REPORT SPAMMING: Fixed the issue where a player could be reported multiple times by playing the replay over and over. LOBBY HP BAR DISPLAY: Fixed the issue where a character's HP bar was sometimes shown in the lobby after exiting the server replay. POPPING #01: Fixed the issue where a character's animation popped upward when getting close to the wheels of a buggy. POPPING #02: Fixed the issue of where a character's animation popped upward when crouching and standing up near a vehicle. I SEE DEAD PEOPLE: Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. SEEING THROUGH WALLS: Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. CAMERA #01: Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Rank System, Leaderboard, Region Renewal 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 Implemented Rank System There are 8 total ranks Rank will be assigned based on Rank Points earned To earn your first rank, you will need to play 10 provisional matches Rank promotion / demotion will be decided by total rank points as indicated in the chart above Statistics Page Renewal Improved the UI of the Career and Leaderboard screens Career Improved UI to show rank, KDA, Avg. damage, etc. more clearly. Leaderboard Will display up to 100 ranks Map Selection Map selection is back once again, allowing you to select which maps you want to play on You can select Quick Join or select maps individually Quick Join function puts you in the first available game, regardless of map Skin Trade Up System We’ve added a Skin Trade Up system where you can trade in items for those of a higher tier You can trade up multiple same-tier items and BP into one next-tier skin item Trade up requires ten items, and the maximum tier you can get is up to rare(blue) while the system is in testing. We’ll look to open up the system further once we’re satisfied with the balance of the system but please note that any BP costs associated with this system may change. The required BP amount is different depending on the tier of items being traded up. You will not be able to initiate the trade without all required items UI/UX Added a wheel menu for quick access to healing and throwable items These are the default keybindings to use each function G / F1: Throwables ~ / F2: Heal/booster items F4: Emote Emote activation hotkey was changed from ` to F4 You can cancel the wheel by clicking the right mouse button Added an option to hide the nicknames of players in the killfeed who downed/killed you or your teammates Added alert icons to the network statistics function Three new icons represent High latency, Latency variation, Packet loss High latency: Alerts you if your ping/latency is getting too high Latency variation: Alerts you if your latency variation changes are too high Packet loss: Alerts you if your ratio of packet loss is too high Added an icon to check teammate’s log out / disconnected status 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 an option to manage the maximum ratio of minimap zooming 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 Changed the official name of ping system to “Quick Marker” Increased the display time of quick marker from 5 to 10 seconds Performance Improved the client performance by optimizing the creation of character materials Replay Replay version has been updated, replays from previous updates are no longer playable. Skin & Items Added new “FALL 2018 CRATE” This crate can be purchased with BP Will be separate from the Weekly Random Crate No key is required to open this crate. Below are the drop rates for each item included in the new “FALL 2018 CRATE” Bomber Jacket (Mustard): 0.08% Suit Coat (Gray): 0.08% Jungle Leggings: 0.32% Woven Sun Hat: 0.32% Born to Survive Shorts: 0.60% Pochinki Fellas Jersey: 1.30% Tweed Vest (Gray): 1.30% Striped Slippers (Pink): 4% Kicks (Red): 6% Suit Pants (Gray): 6% Long Sleeved Turtleneck (Burgundy) : 20% Loafers (Brown): 20% Slip-ons (Gray): 20% Slippers (Black): 20% The chances of getting each crate as a Weekly Random Crate are as follows. Aviator: 10% Equinox: 10% Triumph: 10% Raider: 20% Fever: 5% Militia: 10% Desperado: 5% Biker: 10% Survivor: 10% Wanderer: 10% Custom Match Improved the calculation of participants in the session waiting room Players in OBSERVER or UNASSIGNED status will not be calculated in playable participants 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 a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed the issue where Flashbang and Molotov stun and on fire animations could be cancelled when repeatedly crouching/standing up/prone/or equipping a weapon. Fixed an issue where the player UI sometimes disappeared in the observer's view. 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 player could be reported multiple times by playing the replay over and over. Fixed the issue where a character's HP bar was sometimes shown in the lobby after exiting the server replay. 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 walk button cannot be used when sprinting after changing sprint key to toggle Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed an issue where player couldn’t see his 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 the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. 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. Thanks for playing - The PUBG Team These patch notes have been updated: ________________________ Update 3 - 10/02/2018 Added the following: FIX PUBG UPDATE I SEE DEAD PEOPLE: Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. SEEING THROUGH WALLS: Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. CAMERA #01: Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Bug Fixes Fixed the issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. 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. ________________________ Update 2 - 10/02/2018 Added Replay section Added Skin & Items section Removed the following: FIX PUBG UPDATE UNDERWATER: Fixed the issue where players could hold weapons while moving close to rocks while underwater. Bug Fixes Fixed the issue where players could hold weapons while moving close to rocks while underwater. ________________________ Update 1 - 10/01/2018 Bug Fixes Fixed an issue where walk button cannot be used when sprinting after changing sprint key to toggle Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed an issue where player couldn’t see his 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 UI/UX Changed the official name of ping system to “Quick Marker” Increased the display time of quick marker from 5 to 10 seconds Note: Replay version has been updated, replays from previous updates are no longer playable. ________________________
  14. PUBG_Hawkinz

    Event Mode: Public Beta - Flare Gun

    This will be on the live servers.
  15. Hey everyone, Today we’re announcing something a little different for this week’s event mode. We’ve been gathering your feedback on the Flare Gun over the course of a few events and we’re finally ready to give it a proper test in a real environment to see if it fits within the normal PUBG atmosphere and make sure everything works properly. This event mode will mimic normal squad games, except that there will be a rare chance for the Flare Gun to spawn alongside normal loot. The goal here is to basically beta test the Flare Gun as normal PUBG loot with the intention to add it as a rare drop to normal games once the test concludes. As always, your feedback is essential to this process, so be sure to post your feedback below and let us know your thoughts. You can also check out our video below to learn more about this test. EVENT SCHEDULE STARTS: Sep 20, 7pm PDT / Sep 21, 4am CEST / Sep 21, 11am KST ENDS: Sep 30, 7pm PDT / Oct 1, 4am CEST / Oct 1, 11am KST AVAILABLE QUEUES 4-man squads on Erangel (All Regions) NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES Squads of four players will fight on Erangel Flare Guns will spawn randomly all over the map, but are very rare. A plane will drop a special care package if the flare is fired inside the safe zone. A plane will drop a special vehicle if the flare is fired outside the safe zone. An icon on the map will show all players the location where a special care package has dropped. OTHER EVENT RULES 4-person squads only. Auto-matching is switchable to On/Off Weather is set to Sunny Red zones are enabled General care packages are enabled Killer Spectating is enabled Friendly fire is enabled KNOWN ISSUES Players can use throwables while riding in an armored UAZ
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