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PUBG_Hawkinz

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Everything posted by PUBG_Hawkinz

  1. Hi, There are many issues with the way vehicle physics and collisions currently work in the game. The development team are working on improving all aspects of vehicle gameplay and will endeavour to greatly improve the overall experience and fix related bugs. Here are some common issues with vehicles currently: General Vehicle collision. Often vehicles don't react as you'd expect when hitting other stationary objects or vehicles. This can often cause unexpected results like your vehicle blowing up or flying off towards the sunset. After a vehicle flips, it can sometimes blow up extremely fast. Blown out tires on vehicles can flicker (graphical glitch) If you experience any of these issues, or any different issues related to vehicles, feel free to post a reply in this thread.
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  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. It was a test for our "Player Care Package" system which is used to distribute items to players on a large scale. This was meant to be used on the test server, to distribute name change items before they came to live servers but due to an issue, it was temporarily exposed to live servers.
  10. 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
  11. 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
  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. CHINA NUMBER ONE The PGI 2018 FPP Tournament has concluded, and OMG simply couldn’t be stopped. The Chinese team destroyed the competition on Day 1 of the FPP Tournament, and on Day 2 they secured the win with 3,425 points. OMG will walk away with $400,000 in winnings. Second-place finishers Team Liquid will take home $160,000, and third-place team Welcome To South Georgo have earned $100,000. The rest of the FPP Tournament’s $1 Million prize pool will be divided up among the other teams according to their ranking. TEAM RANKINGS PRIZE POOL BREAKDOWN 1st — $400,000 2nd — $160,000 3rd — $100,000 4th — $60,000 5th–6th — $35,000 7th–8th — $20,000 9th–12th — $10,000 13–16 — $5,000 17–20 — $2,500 INDIVIDUAL PLAYER RANKINGS China’s OMG_lionkk absolutely dominated the FPP tournament, surviving longer than anyone else and racking up an insane 34 kills. For that, he took home an extra $20,000. Thanks so much to the tens of millions of you who tuned in to watch. You made PGI 2018 successful beyond our wildest imagination. We can’t wait for the next competition, and we hope you’ll stay tuned.
  16. PUBG_Hawkinz

    Event Mode: Mutant Mayhem

    It’s time to lock, load, and embrace your inner mutant. This week’s War Mode event is Mutant Mayhem, which loads out players with the brand new Mk47 Mutant Assault Rifle for some evening desert action. Care packages are disabled, meaning that Mutant at your side is your first and best option. Take a look at our Mk47 Mutant overview video below and read on for full event details! EVENT SCHEDULE STARTS: Sep 13, 7pm PDT / Sep 14, 4am CEST / Sep 14, 11am KST ENDS: Sep 16, 7pm PDT / Sep 17, 4am CEST / Sep 17, 11am KST AVAILABLE QUEUES 4-man squads on Miramar (All Regions) NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES War mode All players spawn with an Mk47 Mutant, a Lvl 1 vest and 100 rounds of 7.62mm ammunition Killed players respawn in planes that fly by every 40 seconds Eliminating an enemy earns your team 3 points, while knocking out an enemy earns your team 1 point. Reviving a teammate will grant 1 point as well. If no team reaches 150 points after 15 minutes, the team with the most point wins. No vehicles spawns OTHER EVENT RULES 4-person squads only. Maximum 40 players. (Auto-matching is forced on) Time of day is sunset Red zones are disabled Care packages are disabled Killer Spectating is disabled Friendly fire is disabled Jump into our feedback thread below to share your opinion on this event, we appreciate all constructive criticism!
  17. Hey everyone, Over the past few weeks, we have been tackling some of the game’s long-standing bugs and quality of life requests with the FIX PUBG campaign. In addition to these, we want to continue to reinforce the various elements that allow the players to enjoy PUBG. Among them is our brand new in-game reward system, the Survival Supply System, which is being introduced in Update #21. There are any number of reasons that players enjoy PUBG, from the realistic gunplay, to securing that chicken dinner, to collecting skins. It’s important for us to have a variety of rewards available to our players and we’ve been working on finding new ways to offer skins outside of locked crates. The Survival Supply System and the restructuring of how BP is earned, are our next steps in that endeavor and we’d like to take some time today to share a little bit about each. Survival Supply System The Survival Supply System will function much like the Event Pass, except there is no max level and no optional premium pass to purchase. You increase your survival level by filling the survival gauge, which in turn earns you either a temporary or permanent item. Temporary items serve as an in-between-milestones gift to let you play around with different wardrobe options while you work towards your permanent items, which is awarded at minimum every 10th level. There will be daily and weekly Survival missions that grant bonus amounts of XP and help you get through those levels faster, but you will also earn XP simply by playing, and surviving, in-game. These missions reset every day or week depending on the type of mission and there’s an option to manually refresh the list a fixed number of times if you find that you do not like your missions. Best of all, the Survival Supply System is a semi-permanent Reward System, meaning that for the foreseeable future, there is no deadline to when you have to earn rewards by as there was with the Event Pass. We’re discussing long term plans to make the Survival Supply System a seasonal thing to keep rewards fresh and will keep you updated as these plans take shape. We’re excited to get the Survival Supply System in your hands. We know players have been requesting a system like this for some time, and we hope you enjoy these additional rewards just for spending time in PUBG. Improving BP calculation Alongside the new rewards system, we’re reworking the way that BP is calculated slightly. Until now, BP was awarded based on a few factors- Your Rank reward, Kill reward, and Damage reward, meaning that the amount of BP earned could vary greatly from game to game. This also means that there could be a pretty big gap between the BP earned by a skilled player and someone just starting out. The amount of BP earned was also quite different based on play style and which map and queue type you choose. Players who wanted to focus on the survival aspect and didn’t seek out kills were earning far less BP. In addition, over 50% of all PUBG games are squad queues, which rewarded a lower overall BP amount compared to solo games. On our most recent map, Sanhok, the BP rate was 1.4 times higher and more efficient in playtime compared to Erangel or Miramar. All these variances led to a simple truth, BP acquisition had to be adjusted to also include overall playtime and to account for letting players play the game how they wanted to without worrying about what is most efficient. From this patch on, BP rewards will be calculated based on kills, damage dealt, final rank, and play time. To prevent abusing the system, the play time reward is a little more complex than simply how many minutes (or seconds) you survive during a match. BP Reward Before Kills+Damage Dealt+Final Rank = Reward After Kills+Damage Dealt+Final Rank+Play Time = Reward The Kill, Damage, and Ranking rewards for each Mode and Map have been rebalanced as well to help ensure players receive rewards in the fairest possible way, but this new system should be far more considerate of the individual player, regardless of how they choose to play the game. PUBG has been available on Steam for quite a while now, and we’re working on better ways for you to use your hard-earned BP. A BP-exclusive helmet skin, for example, is available on live servers today for 20,000 BP. Beyond that, we need to make sure that BP acquisition is in a state that we want it before we introduce a greater amount of BP content. As always, we’re continuously monitoring/analyzing PUBG’s economy, and will especially do so with the upcoming adjustments. There will be likely be increases/decreases in BP gains here and there, but the total amount of BP earned will not differ greatly. We ask for your patience while we fine tune the new system, and look forward to getting more great rewards into your hands for all the time you’ve put into our game. Conclusion BP Acquisition and the Survival Supply System are some of many ways we’re working to keep the game feeling fresh and rewarding for the PUBG community. We’re in the early planning stages of other ways to drive these goals, such as a “Badge of Honor” system that will hopefully provide continued enjoyment and fun to all players. We’ll continue to share our thoughts and ideas as they get further along. As always, we welcome your feedback on the newly added or changed content. We’re committed to keeping PUBG as the best Battle Royale experience out there, and that means meeting and exceeding your expectations for new content, rewards, and of course communication. Try out the new systems and let us know what you think! Thank you, --The PUBG Dev and Community Teams
  18. Hi everyone, Some players using specific models of AMD CPUs are experiencing a heavy increase in crashing this patch. Our team are actively investigating this issue. Based on investigations so far, it was discovered that disabling SMT will fix these problems with crashing. Please read here for information on what SMT does To disable SMT, download Ryzen Master, an official AMD CPU utility program and turn off "Simultaneous MultiThreading" on the current tab. Click here to download Ryzen Master Thank you for understanding, as we work towards a solution to this issue.
  19. PUBG_Hawkinz

    Event Mode: Desert Knights

    As the sun slowly climbs over the horizon, five soldiers stand ready. Armed to the teeth and kitted out for battle, these warriors know things are about to heat up the cool desert morning. Their orders as tall as the shadows cast by the rising sun, the Desert Knights are ready and aim to be the last squad standing. Desert Knights is back as this week’s event! Join a 5-person squad and drop into Miramar, as you take on War Mode kitted out with level three gear and a crate weapon. Your mission is to eliminate as many of the endless opposition as possible and rack up points for your team. The first team to reach 200 points, or the team with the highest total after 15 minutes, takes the win! EVENT SCHEDULE STARTS: Aug 23, 7pm PST / Aug 24, 4am CEST / Aug 24 11am KST ENDS: Aug 26, 7pm PST / Aug 27, 4am CEST / Aug 27 11am KST AVAILABLE QUEUES 5-man squads on Miramar NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES War Mode Ten 5-man squads fight on Miramar All players spawn with level three gear and a care package weapon Killed players respawn in planes that fly by every 40 seconds Taking lethal damage results in instant death, as opposed to being knocked out. Eliminating an enemy earns your team 3 points. If no team reaches 200 points after 15 minutes, the team with the most point wins. Vehicles will not spawn OTHER EVENT RULES 5-person squads only. Auto-matching is forced Weather is Sunrise Red zones are disabled Care packages are disabled Friendly fire is disabled
  20. PUBG_Hawkinz

    Introducing Training Mode

    Hey everyone, Earlier this month, we unveiled FIX PUBG, our months long campaign to address the game’s bugs, quality of life needs, and performance issues. Today, we’re excited to add to that campaign with a feature many of you have been fervently asking for; a shooting range. Well, not just a shooting range. The PUBG Training Mode lets 5-20 players 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. There’s a lot to talk about in this new area, and we’ll go into more detail as we get closer to launching it, but here’s a quick list of some of the things we’re currently working on. Incremental range targets: 800m Range 400m Range Special 1k Range target Free targets: Standing targets Moving targets (left, right) Targets inside a building (stationary / moving) Parachute practice area Throwables range Melee range Parkour area CQC Course Indoor CQC Range Vehicle tracks: Long track Racing track Off road Sweet Stunt Ramps Open water for vehicles: Sweet Water Ramps Tables of Equipment: Melee weapons Guns Attachments Gear Ammo Throwables All of the above is subject to change as the area is still in development, but we wanted to share our vision of some of the training zone features as we work towards getting it ready for launch, which is currently targeting September. Before we wrap up, we wanted to leave a few words from the PUBG Madison team, who turned the idea of a simple shooting range into what you see here. From Dave Curd, World Team Lead, PUBG Madison: When we kicked this project off, our goal was for this map to serve all of our players: New players should be able to understand the basics of navigation, looting, shooting, driving, and parachuting. Casual players should have fun experimenting in our expansive playground environment- stunt driving, boat racing, and exploring the island to find all its locations.. More serious players should enjoy learning about deeper gunplay- how the attachments, scopes, recoil, zeroing, and bullet-drop influence their shots. We’ve had fun building and shooting the targets (my favorite is the “peeking” target, that simulates targets leaning from behind trees), but I’m most proud of all the sweet ramps we’ve added to the environment. Not all vehicles work on all ramps, so you will need to experiment to find the best car (or bike) for the job, and remember- hold spacebar to backflip! We know the fans have been passionate about a shooting range, but I hope they don’t get too good- I’d still like to win a Chicken Dinner from time to time! From Dave Osei, Senior Designer, PUBG Madison: Training Mode was designed from the very beginning to have a living map - with room to introduce new areas as well as ideas players want to see implemented in the future. We wanted to go beyond what players were asking for, so we didn’t want the map to be just a shooting range, but an open, living map where players can test a variety of skills to their heart’s content. The map is broken up into different sections; short and long range combat, vehicle races, jump skills, vaulting, vehicle ramps…etc. Each one of these sections represent a gameplay situation players may become involved in during normal gameplay. You can freely move around the map to practice whichever skill you like. We created this map for you and look forward to seeing your new and improved skills on the battlegrounds! --------------------------------- As always, your feedback is invaluable to us and we’re looking forward to hearing that feedback once we get the first iteration of the Training Mode into your hands next month. In the meantime, let us know your thoughts on the plan so far!
  21. Update: The improvements detailed in this dev letter are also applicable to the Xbox version of PUBG. Specifically, the Net Send Flush addition was made in Game Preview Update #17 and the Replication Interleaving System was applied in the latest update, Game Preview Update #18. ------------------------------------- Dear players, In today’s Dev Letter, we’d like to share some of the progress we’ve made towards significantly improving server performance, as well as additional improvements we’re currently working towards. Overview: The version of Unreal Engine that PUBG currently uses is based on a Client-Server model and therefore, the status of each actor (objects placed in levels that represent characters, buildings, backdrops, cameras, etc) has to be updated through the server for each player. Server performance is usually indicated by server tick-rate or Frame Time. As server performance increases, the time per frame will decrease. As time per frame decreases, the Server Response Time improves as well. The quicker the server responds, the faster your actions actions/movements are updated to other people. For example, how quickly you disappear from your opponent’s screen after ducking behind a wall on yours. If we want to reduce what is commonly known as de-sync, Server Response Time needs to be improved. Improvements through Update #14 The network process structure before Update #14 and takeaways Before Update #14, the network was processed on the server in the Unreal Engine as shown below. Let us first explain the above network process flow. In the “Net Dispatch” stage, the packet received from the client is processed on the server. For example, you have incoming information such as Gunfire, Movement, etc. Things that are processed during this step are usually spread to other clients in two forms: RPC(Remote Procedure Calls) and Replication. After this, game logic like Physics Simulation is processed during the “Simulate & Render” stage and the result is delivered to all clients via “Net Flush”. However, when RPCs are sent as a result of the Net Dispatch process, they are not sent immediately, but queued in the buffer. The many things stored in the buffer are sent to all clients during the “Net Flush” stage and the buffer is then emptied. In this structure, the RPC has to go through the “Simulate & Render” stage to be delivered from “Net Dispatch” to “Net Flush” and therefore causes a delay. Perhaps Unreal Engine was structured this way to minimize the number of packets delivered to UDP. Regardless, when the number of packets are minimized, the network works more efficiently. The new network process structure and improvements We decided that improving the server response time was more important than decreasing the number of packets for PUBG. Therefore, the team redesigned the structure as shown below in Update #14. The team added a “Net Send Flush” stage before “Simulate & Render” stage. In the “Net Send Flush” stage, all UDP data stored in the buffer will be sent out and the buffer will be emptied. Through this new flow, the time it used to take for “Simulate & Rendering” is no longer needed, thus decreasing the delay time. During the Net Send Flush phase there are no extensive calculations for actor replication and pending UDP data is flushed. As there are two network updates, “Net Send Flush” and “Net Flush,” in the new structure, the network update rate doubled after Update #14, which caused some people to assume that the server tick-rate increased. However, it was not the server tick-rate, but the network update rate which had jumped to 60 tick-rate as another network update is delivered during Server Tick processing. These results can be found in Battle(Non)Sense's Update #14 Netcode Analysis. As you can see in the table below, when 40 people are alive, the average delay for gunfire is reduced from 94.5msec to 77msec (18% decrease). Improvements for Update #19 Profiling results before Update #19 and a new hypothesis Profile data before PC Update #19, measured when 90 players are alive on June 25, 2018 is as following. The Net Flush time is 43.2msec, 41% of the total frame time. Much of this time is used for “serializing” in order to replicate each actor to the client. “Serialize” is a process of writing data in an order in memory to deliver actor status to client through the network. As we were searching for the optimization method based on the above profiling result, we thought “if we are able to reduce the number of replicated actors, especially characters, the total Net Flush time will reduce significantly.” Unlike other games that use a dedicated server on Unreal Engine, up to 100 players simultaneously play in a game in PUBG, which means the number of actors is significantly higher. The large data size of actors is one issue, but the sheer volume of actors is the bigger problem. While we were thinking of ways to reduce the total number of actors, we thought replicating distant characters at a lower frequency would help. Since far away characters aren’t relevant at that distance, the number of actors that are serialized can be greatly reduced without affecting game play, and as a result, Net Flush time can be reduced. Development process: Replication Interleaving System Starting from the above idea, we reached a conclusion to implement a system that skips replication requests to a more appropriate frequency based on client and actor distance. We named this the “Replication Interleaving” system. First, we pulled out the section where actors are replicated, and lowered replication frequencies of far away characters. Then we analyzed the issues and the types of visual changes. Once we were able to resolve the issues that occured when replication frequency was lowered, we tested how far we could go and reached the conclusion that lowering the replication frequencies to ¼ of the original level still had no impact on gameplay. The completed Replication Interleaving system was implemented as following: Step 1: Skip 1 frame on the characters that are located further than 70m Step 2: Skip 2 frames on the characters that are located further than 400m (Note: This is the status as of today, and this value may change in the future for better server performance and smoother movements) Result of Improvement Server performance increased by 20% after the new system was implemented. In the below diagram, we tracked the frame rate of an NA region server when 85 players were alive. After the update, the server tick-rate increased by 22% from 18.5 to 22.9. Other regions also showed over an average of 20% frame rate increase. What's even better is the change that occurred in response time. Please refer to the Update #19 related YouTuber Battle(non)Sense’s video. In the above table, you can see that when 85 players are alive, the average delay time for gunfire dropped by 58%, from 149.4msec to 61.6msec, which indicates that the issue known as de-sync significantly improved. Through other improvements, in addition to the Replication Interleaving, the server tick-rate increased by 20% and network delay dropped by 50% when more than 80 players are alive. In conclusion Improving the server tick-rate since the launch of PUBG has been an ongoing priority for the team. In addition to solving software issues, improvements have also been made to hardware. However, we know that there have not been clearly noticeable improvements to players for the past few months preceding Update #19. During FIX PUBG, we doubled down on server performance improvement, and continue to research and experiment on various ideas, but this is a time consuming process. In order to implement a single function, preliminary research must be done, and after the function is implemented, a large volume of analysis, verification, and testing is required. It is difficult to solve all the problems in a short period of time because effort and time must be constantly invested in each problem. Wrong implementation of new features can cause bigger problems. Therefore, new features must be implemented and applied as carefully as possible. That said, after applying the improvements we’ve already talked about, we’re now working on optimizing the "Net Dispatch" stage of the process. According to our analysis, most of the time is consumed on character move processing, and we have pinpointed some opportunities for optimizing it. The movement of characters has a high impact on PUBG game play. Therefore, this task requires a lot of careful attention to ensure that any improvements made do not affect how characters move in an abnormal way, such as the jittering we described above. We are experimenting with some ideas already and we’re anticipating the time required for the "Net Dispatch" stage to drop more than 50% from the current 41.8msec if these ideas do not have to be modified by what we find during the testing process. Stabilizing the feature after implementing new ideas is expected to take more than a month, but we will continue to work quickly and implement this as soon as possible. The ultimate goal is to always keep the server tick-rate at 30, from 100 players to the very last bullet. We’ll keep working hard to achieve this goal so we that can continue to provide the very best Battle Royale experience possible for you all. Thank you, Sang-kyun Kim Head of Development, PUBG Amsterdam ---------------------------------------------------------------------------------------- Want to help us take on these tasks and more? PUBG Seoul HQ, Amsterdam, and Wisconsin offices are looking for new engineers to work with the PUBG Dev team. If you have experience with the Unreal Engine and are passionate about PUBG, visit link below to apply for one of our open positions! PUBG Corp Jobs
  22. Take a trip down memory lane with this week’s event mode, Early Access Memories! This event borrows from the days of Early Access to bring back older PUBG loot, rules, and nostalgia. Read on to learn more! EVENT SCHEDULE STARTS: Aug 16, 7pm PST / Aug 17, 4am CEST / Aug 17 11am KST ENDS: Aug 19, 7pm PST / Aug 20, 4am CEST / Aug 20 11am KST AVAILABLE QUEUES 4-man squads on Erangel NA/EU/AS: TPP & FPP KR/JP/SEA/OC/SA: TPP RULES Game settings mimic the settings used during the Early Access period. 100 Players across 25 teams on Erangel. Lvl 3 Helmets spawn in world, while the Tommy Gun and Kar98k can also be found in care packages. Camo-patterned jackets, as well as Ghillie suits, can be found in care packages. Blue Zone damage is not amplified by distance from the safe zone. Aquarails will not spawn Weapon stats and vaulting mechanisms are the same as the current. Additional items will spawn on the “Starting Island”. OTHER EVENT RULES 4-person squads only. Auto-matching can be set on/off Weather is Sunny Red zones are enabled Care packages are enabled Friendly fire is disabled
  23. PUBG_Hawkinz

    PC 1.0 Update #20

    ________________________ These patch notes have been updated. Update 1 - 08/21/2018 Update 2 - 08/28/2018 Read the changes at the bottom of this post. ________________________ Hey everyone, Last week, we announced FIX PUBG, an initiative to tackle some of the game’s long-standing bugs and quality of life requests. Update 19 addressed a slew of those already and for Update 20, we’re adding a section to the patch notes to specifically cover FIX PUBG issues. These patch notes will show up in their normal sections as well. As usual, these updates will be implemented to the test server first and will be applied to the live server at a later date. Here’s what’s coming to the test server today: We’re implementing FIX PUBG related improvements and new content Adding a new AR, the Beryl M762, to all maps for wider weapon diversity and strategy. Adding a new Sanhok exclusive vehicle, the scooter! Both the scooter and 2-seater motorbike can be found on Sanhok Also we’re introducing more new functions such as TPP camera position setting and reporting system improvements. Decreased the minimum required players for starting a custom match from 10 to 8 Please note there may be additional changes made before this patch comes to live servers An update on the Tukshai: The Tukshai is an upcoming Sanhok exclusive three-wheeled vehicle which we'd originally planned to release in the month after Sanhok came to live servers. Due to higher priority development tasks and the extra fine tuning required to make driving experience of the three-wheeled Tukshai feel just right, it will now be released in September. FIX PUBG Update Section Quality of Life [LOADING SCREEN] Added a key guide to the loading screen tips [UI/UX #01] Targeted interactive objects are now more easily distinguishable by the highlighted outline [DEATH CAM REPORTING] Players can now report a player even if the deathcam’s target wasn’t shown properly [KILL FEED DISPLAY #01] You can now adjust your killfeed display options For war mode/observer screen, the amount is fixed to 5 lines You can adjust the normal killfeed results to show 5 to a maximum 10 lines [FIXED-PERSPECTIVE OPTION] Added TPP Aim Camera Position to options. [TEAMMATE REPORTING] You can now report teammates. Bug Fixes [MIRAMAR FIX #04] Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar. [ITEM MESH] Fixed an issue where items were difficult to distinguish from the floor in the police station in El Azahar on Miramar. [REPLAY #02] Fixed an issue in replays where a player appears to be in an unarmed state even though the character is armed with a weapon. [REPLAY #03] Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay. [REPLAY #04] Fixed the issue where the bolt-action animation doesn't always occur during replays. [REPLAY #05] Fixed the issue where certain sounds are not playing during replays. [CHARACTER MOVEMENT #04] Fixed the issue where a prone player is shown to be moving very fast while on a sloped area. [SPECTATING] Fixed an issue where when spectating a teammate, a teammate's kill feed will be displayed in white instead of blue. [GETTING STUCK #02] Fixed an issue where characters can sometimes get stuck between a wall and vehicle while exiting the passenger seat when the vehicle is touching a wall. [LOOT EFFECTS] Fixed the issue where the looting sound and visual effects play, even though the item is not looted, if the character moves away while looting. [BLOOD EFFECTS] Fixed an issue where the blood effect sometimes shows up randomly when moving in replay [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard 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 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. 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] UI/UX Added a key guide to the loading screen tips Targeted objects are now more easily distinguishable by the highlighted outline When a player is not in a group, the default team mode is set to Squad mode in the lobby After playing any other modes, the setting will be saved to the latest one. 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 Replay Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played. Anti-cheat & Reporting Added a report feedback system so players can receive an update when their reports have resulted in action. It will show the report description, player’s name and report status. Added the ability to report teammates in the team management window Added 2 new report options to the report window Custom Match Players will now be able to access custom match settings, even if they are not the owner of the session Added two more custom game presets War mode Bomb kit (Dodgebomb): a game mode which only uses throwables VSS kit: a game mode which only uses the VSS Decreased the minimum required players for starting a custom match from 10 to 8 Skin & Items PGI Team Hoodies sale has been extended. Sale of these items will end on Aug 21 at 7pm PDT / Aug 22 4am CEST / Aug 22 11am KST 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 in replays where a character appears to be unarmed even though the character is armed Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay Fixed the issue where the bolt-action animation doesn't always occur during replays Fixed the issue where certain sounds were not playing during replays Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar 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 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 the blood effect sometimes shows up randomly when moving in replay 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 when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard Thanks for playing - The PUBG Team These patch notes have been updated: ________________________ Update 1 - 08/21/2018 FIX PUBG Update Section Bug Fixes [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard ________________________ New Sanhok-Exclusive Vehicle: Scooter Both the scooter and 2-seater motorbike can be found on Sanhok Bug Fixes 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 when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard ________________________ Update 2 - 08/28/2018 Replay Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played. ________________________
  24. PUBG_Hawkinz

    PTS Sensitivity Issue

    Hey guys, this issue will be fixed when the update gets pushed to live servers, or before. We recommend switching to control type-A on the PTS until this is fixed. Obviously, many players are not comfortable using type-A, so we do apologize for the frustration caused by this.
  25. Hi everyone, Last week on our test servers, we implemented a change to the marker system, which allowed players to easily place a 3D marker without opening the map. Our intention for this change was to make marking easier while supplementing call-outs and communication during fights. Our team had lengthy discussions regarding this system, including how it affected gunplay, and we came to the conclusion that the new system needs some more tuning before it is ready for live servers. Because of this, we have removed 3D markers from the test servers and they will not be included in PC 1.0 Update #19. We are going to make some adjustments to the marker system to minimize its effect on gunplay and will be putting a revised version back on the test servers soon for another round of testing and feedback. The test server exists specifically for this reason, so that we can squash bugs and hear your early feedback on new features to the game, so a big thanks to everyone who posted their thoughts on this new system. We look forward to hearing what you think of our revisions once the updated version rolls around. Thanks guys
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