Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

75 Excellent

1 Follower

About Armastadt

  • Rank
    Panic Fire

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Armastadt

    Dev Letter: Erangel Loot Rebalance

    Never said they had anything in common. Was addressing executioner's complaint they should address queuing instead of loot. They are addressing loot, because it's easy. They are putting off queuing because it's more difficult. Both need addressed.
  2. Armastadt

    Need to understand: damage vs kill

    Agree with won here. Are you sure you only got shot by one person?
  3. Armastadt

    Dev Letter: Erangel Loot Rebalance

    The best thing for Miramar is also a small loot buff, but more importantly a transport buff of some sort. Large map, too few vehicles. Loot table fixes are easier than re-vamping the queue mechanics. Loot tables are just numbers, the queuing issue requires programming and testing on both client and server sides. And yet, it didn't fix hot dropping. At least 30-50% of people are hot/warm dropping based on numbers dead within the first minutes of the game. That's a player game play preference that probably can't be modified by loot mixes or map changes. Best you could do is maybe spread out the hot drops so there are more to choose from. So instead of 1 person coming out alive from a 20 person HD, you get 1 person alive from a 5 person HD. You can see this behavior in Fortnite, BO, and Apex too.
  4. Armastadt

    Dev Letter: Erangel Loot Rebalance

    50% of any map is dead in 7-12 minutes anyway. There is no way around this because people hot drop. No loot mixture solves this problem.
  5. Armastadt

    Melee weapons are absolute garbage...

    I think the key in this video is it *looks* like you should have had two solid hits, but didn't. The first one looked glitched, there was a skip. What's up with the hit registration? Also agree that melee weapons are trash.
  6. It's called preferences, and BH would create them just like they did for fire mode on weapons. Select your preferred attachments for various weapons and they automatically get swapped out in the order of preference (including no attachment). So rank grips in order (Vert, half, angle, none) for AR, (light, vert, angle, none) for SR, and things would attach in that order. Same with supp, comp and flash.
  7. Armastadt

    Cheating Discussion

    And that, ladies and gentlemen, concludes our lesson on geopolitics.
  8. Armastadt

    Help!! Crash!!

    Seems like something could be corrupted. You might want to open steam and verify your game files.
  9. Armastadt

    Maps Selection YES or NO!

    Whichever starts first, that's the one you get; you're removed from all others. If they both start at exactly the same picosecond, random pick. If the server starts, and people suddenly get removed, you just keep filling from those who are currently queuing who selected the map as an option. It's not an unsolvable problem.
  10. Armastadt

    Maps Selection YES or NO!

    Nah, doesn't have to be this way. You can put people in as many queues as you want, let them fill. When one queue has enough people, you just remove players from the other map queues that tthey had selected. Don't know how well this would work in practice, but you can program it this way. It'd be like you cloned yourself and were able to wait in two different lines at once, then once you were at the check out register, the other clone would disappear.
  11. Maybe BH is messing with the queuing behind the scenes?
  12. Armastadt

    Devs Please.Remove.Single.Map.Select.

    If the player base still wants some sort of map choice option, as an alternative to the current QJ system, a "ranked choice" system might be better. Just allow everyone to rank their map choices 1-N. If you only like one map, then just rank 1 map. Then the queuing system just pulls players from the ranked choice queue and feeds a particular map until it starts. Anyway, I think BH could get creative here. The current QJ implementation is the quick and easy way, relatively speaking, and it is causing map starvation. Unfortunately, we have no hard data on single select map choice, QJ use (and user's expectations of how QJ should behave), join rates, or actual map popularity to have any basis for the general speculation of why things are the way they are with the maps.
  13. Armastadt

    Devs Please.Remove.Single.Map.Select.

    Doesn't have to be that way at all. They've solved queuing problems numerous times over in the software development realm. The best approach is something like a weighted fair queuing system. But that would take a reworking of the current implementation. A weighted fair queue system would do two things, make sure the "popular" maps get played and filled more often, and also make sure the least popular map gets queued up sometimes.
  14. Armastadt

    Thoughts on PUBG atm.

    You may be suffering from placebo effect. The patch notes clearly say they were not rolling the experimental fix over into live: Gameplay We have applied a new experimental mechanism to the test servers to test a solution to an issue related to rate of fire changing based on FPS. We appreciate all players who have given feedback regarding this issue. This won’t be applied to live servers in the next update, as we want to monitor player feedback to ensure this doesn’t negatively impact the player experience. This will be only updated to the test server during Feb 19th – 26th PST. This solution will be not updated with the live server update on Feb 26th PST. We will be collecting player feedback and doing data analysis during the testing period, as we work towards applying this improvement to live servers in the future.
  15. Just noting, that by 7-10 minutes into most matches the player count is already down to about 60 people. As for 64 players in a tournament, I don't think they do this for performance (pretty sure they are LAN based) as for giving teams space/time to gear up. The pro players almost never go for early drop engagements, about the only time you see that is when two teams decide to drop in the exact same spot. Otherwise, everyone tries to avoid each other because alot of the pro scene is about placement. I don't think you can use PUBG tournaments to support a reduction in player count.