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The Weekly PUBG Corp. Community Update - (1st Edition)

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Hi friends,

This post is an experiment: It's an end-of-the-week summary of the highest-level feedback we've gotten from all of you in the PUBG community along with responses addressing that feedback. It's NOT intended to be a comprehensive final answer for every single question or complaint posted in our communities—that wouldn't be possible. For many issues, the answer simply has to be "we’ve got no updates to share." However, we are going to be giving a lot of updates on issues the community is concerned about and sharing whatever we can.

This is just an experiment for now, but if it goes well, we'll strongly consider doing it every Friday. Let's jump in.

Note: This post will mostly focus on PC, but we’ll also consider doing a more Xbox-focused post depending on the reception of this one.

KNOWN ISSUES

PC Known Issues (Last Updated 6/8/2018) - https://forums.playbattlegrounds.com/topic/172144-known-issues-updated-06082018/

Xbox Known Issues (Last Updated 6/12/2018) - https://forums.playbattlegrounds.com/topic/175154-known-issues-updated-6122018/

OFFICIAL PUBG CORP. COMMUNICATIONS

June 8 - PUBG Global Invitational 2018: Introducing the Chinese Teams

June 10 - All the PUBG Announcements From Microsoft’s E3 Press Conference

June 11 - Sanhok Testing Round 4 Has Ended

June 13 - Event Mode: The Return of War Mode - One Shot, One Kill

June 14 - Dev Letter: A Look Back at Sanhok Testing

COMMUNITY ISSUES AND THE LATEST RESPONSES

On Using Store-Bought Assets In PUBG

Context:

For some time, there’s been a rumor that all of PUBG’s maps are either outsourced or entirely built using store-bought assets. Players generally would like to know more about how our art team thinks about the value of external art and how we actually do use it in our game.

The Latest Response:

Earlier this week, I had a long conversation with one of our lead artists, Dave, about this subject. He shared a lot of really interesting information about the development of each of our maps and how our usage of external assets has changed over time. For those of you who are interested, the full post is here.


On Map Selection Changes

Context:

In this week’s dev letter, we announced that in order to keep matchmaking for our existing queues healthy, we’ll have to change the way map selection works in PUBG. Read the full post for details, but the TL;DR is that we’re limiting it by sorting maps with different playstyles into “playlists.” Since the announcement, many players have expressed dismay and confusion about why we can’t support full map selection for more than two maps.

The Latest Response:

Some of you have proposed suggestions for alternate ways of handling map selection, so below I want to address those and explain more about why we’re going with the announced solution.

The key problem to understand before jumping into the details is that with just two maps, the game currently supports 12 separate queues for each region. The math breaks down like this: (2 maps X 2 perspectives X 3 squad sizes). If we were to both launch another map and keep our current map selection design, we’d have 18 separate queues when Sanhok launches:

1) SOLO - TPP - ERANGEL

2) DUO - TPP - ERANGEL

3) SQUAD - TPP - ERANGEL

4) SOLO - FPP - ERANGEL

5) DUO - FPP - ERANGEL

6) SQUAD - FPP - ERANGEL

7) SOLO - TPP - MIRAMAR

?DUO - TPP - MIRAMAR (please note, instead of the number 8 we prefer to use the cool boy emoji)

9) SQUAD - TPP - MIRAMAR

10) SOLO - FPP - MIRAMAR

11) DUO - FPP - MIRAMAR

12) SQUAD - FPP - MIRAMAR

13) SOLO - TPP - SANHOK

14) DUO - TPP - SANHOK

15) SQUAD - TPP - SANHOK

16) SOLO - FPP - SANHOK

17) DUO - FPP - SANHOK

18) SQUAD - FPP - SANHOK

You can see how this gets complicated fast. Sure, some people would be queued up for more than one of those 18 possible queues at a time, but we’d still have big problems on our hands. Even in heavily populated regions, some of these queues would almost certainly fall over.

That said, many of you have rightfully pointed out that there are some downsides to consider with our current solution for the problem, so let’s take some time to talk about the pros and cons.

 

OUR CURRENT SOLUTION

Maintain 12 separate queues by combining Erangel + Miramar into one queue (called a playlist) and separate Sanhok out into a separate queue.

Pros: Maintains the current health of our queues for all regions, doesn’t destroy matchmaking times, groups the 8km x 8km maps together and clearly marks Sanhok out as a separate experience (called “Mini Royale”), sets a solid precedent for the way we’ll organize maps after we launch more maps, and allows players to guarantee they’ll be able to play Sanhok whenever they want (very important especially just after we launch it).

Cons: Players who want to only play on Miramar or only on Erangel no longer have that choice. Increased likelihood of hot-dropping or queue-dodging for those players.

Okay, now just for the sake of argument, let’s talk about the pros and cons of two of the alternate solutions that the community has proposed.

 

COMMUNITY PROPOSED SOLUTION 1

Allow players to choose one map they don’t want to play on, and exclude that from matchmaking. Players would then be required to queue up for two other maps of their choice.

Pros: Allows you to always avoid playing on one of the three maps if you just really hate one of the three, isn’t as damaging to queue times as full map selection, slightly reduces likelihood of queue dodging

Cons: More damaging to queues times than our current solution because it splits up map-based matchmaking into more than two groups (even after accounting for overlap effects), creates more problems when we add more maps in the future (would you still only exclude one map?), players can’t guarantee they’ll be able to play on Sanhok when they queue up (very important especially just after we launch it).

 

COMMUNITY PROPOSED SOLUTION 2

Allow full map selection but dynamically turn off low-population queues to push players into fewer queues.

Pros: Most of the time you’d (probably?) get to play the exact map and mode you wanted depending on your region and the time of day, greatly reduces likelihood of queue dodging

Cons: Potentially kills off queues that would otherwise work fine albeit with low populations (a big concern for smaller regions), limits your choice on perspective and ability to play with friends (could kill FPP entirely in many regions), creates the false expectation that we’d always be able to support full map selection even after adding more maps, very complicated and unpredictable effects on matchmaking times

The point of all this is to show that while there are other possible solutions than the one we’re currently going with, we’ve thought seriously about them and their trade-offs. That said, please continue the conversation in the comments—it’s possible there are other possible solutions out there with pros and cons not listed here. Although Sanhok will launch with the announced solution in place, we’re eager to develop a solution that works well for everyone even as we continue to add maps.


On Much-Needed Matchmaking UI Improvements

Context:

Many of you have pointed out that we should include more information in the UI when players are matchmaking. Suggestions include expected queue times, information about how full your match is, etc.

The Latest Response:

The devs agree that there’s some improvements we can make. Although there’s no specific timeline or details on this stuff yet, we hope to share more in the near future about matchmaking UI improvements.


On No MMR Matchmaking In Sanhok

Context:

We announced in this week’s dev letter than we’re turning off MMR matchmaking specifically for Sanhok. The reasoning is included in that letter, although the basic idea is that we think it’ll make the map more fun and casual, as befits its smaller, faster-paced playstyle. Some players have expressed concerns that this will negatively affect their experience on the map.

The Latest Response:

There’s no real update on this from our side yet. It’s expected that some players will overestimate the impact that this change will have. We’re mostly waiting to see how things pan out once we launch the map.


On OCE’s FPP Matchmaking Issues

Context:

For quite some time now, certain FPP queues in OCE have suffered from extremely long or even infinite matchmaking times. Solo FPP in particular seems to be the biggest problem, but players have reported issues in FPP Duos and FPP Squads as well.

The Latest Response:

Unfortunately this turns out to be a pretty complicated problem—but it comes down to low population and too many queues. OCE is one of our tiniest regions, its players favor TPP over FPP, and there’s often just not enough people in the matchmaking pool for the FPP modes. Although we still haven’t fully confirmed this plan, the devs believe that turning off FPP Duos at the same time that we launch Sanhok should solve the problem.

Turning off more (or other) queues is an option as well, but there’s no question that trade-offs will have to be made, and some players are likely going to be unhappy with our solution. The important context to understand here is that we’ve already turned off FPP Duos in other small regions, and that has had the expected positive effect on matchmaking there. We hope to have a more detailed update about this problem and our intended solution within a week. Either way, we’re going to do whatever it takes to fix the problem.


On Ping-Based Matchmaking

Context:

Ping-based matchmaking is a system we added to the game in February of this year. Essentially, this system tries to divide the matching pool by grouping players with low ping together with other low-ping players, and high-ping players with other players with high ping.

In effect, it’s a form of very soft region-based matchmaking which makes it less likely you’ll be grouped with players from other countries (or players who simply have much worse or better internet than you). It doesn’t fully prevent matchmaking between players with wildly varying ping, but it makes it less likely.

Recently, some players have become convinced that ping-based matchmaking has been turned off. As evidence, some have shown that they can reliably get into matches with players from far away places.

The Latest Response:

I spoke with the devs about this issue, and they confirmed that no changes have been made to ping-based matchmaking. It’s important to understand that ping-based matchmaking doesn’t prevent people with bad ping from playing on any given server. Instead, it prioritizes players who have good ping, and deprioritizes those who don’t.

Especially if there’s a low population in any given queue (say, for instance, it’s FPP Duos on Erangel only at an off-hours time like 3am) then ping-based matchmaking isn’t going to make as much of a difference as it would when given a bigger matching pool. This might explain why the system isn’t as always as effective as you might expect.

OTHER POPULAR TOPICS

These are things that we don’t have updates for today. We’ll be chatting more with the devs to see what, if anything, we can share about these topics in the future. Please note it may end up that many of things can't yet be publicly addressed for one reason or another. If that's the case, we'll tell you. But we’re listing them here to acknowledge you're asking about it.

  • Optimization
  • Network Performance
  • Anti-Cheat
  • Bullet penetration
  • Limb penetration (arms blocking too much damage, etc.)
  • Region locking
  • Practice range
  • Ongoing changes to circle dynamics
  • What do you want to hear more about?

Let us know whether we should keep doing posts like this! Thanks to /u/Sveenix [+1]for inspiring the idea.

 

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Love the idea of this newsletter and hope you will make it a regular feature. Comms have been an area of complaint for a long time, so its great to see steps taken to keep the community informed. 

 

Personally subjects I'd like to hear more about would be: are loot boxes going to stay, especially with the law changes and negative publicity? 

How many maps are under consideration at a time? Is the hope to roll out 2 per year or may this accelerate? 

Will the old maps gain dynamic weather and other refinements or are they considered in a final state? 

Are there any thoughts around rewarding players for wins or for achievement based rewards? 

What is happening with the idea of making custom servers more available? 

 

Thanks

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Lol you could even have a fortnightly edition with a little segment on the devs and moderators so we can get to understand what they like and who they are.  

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keep the full map selection

display in the UI how much players currently queued

start the lobby only if 100/100 players are queued

reduce the lobbytimer to 30 seconds

 

speed up the midgame slightly and slow down the endgame slightly

 

automatically select the region based by the lowest latency

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13 minutes ago, fail0r said:

 

automatically select the region based by the lowest latency

I totally agree with this one, it prevents people from joining high ping regions!

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Developer: It is recommended to give the player the right to select each map individually, but if one or two minutes is restricted and the selected map cannot be entered, one of the maps is randomly selected.

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Just now, 枫 少 said:
1 minute ago, 枫 少 said:

Developer: It is recommended to give the player the right to select each map individually, but if one or two minutes is restricted and the selected map cannot be entered, one of the maps is randomly selected.

Or does the player choose one minute two minutes or 10 minutes, half an hour?

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To open an individual transaction, only the value of the skin is high, the player will have more choices to buy the key, and the skin merchant will better promote the game rather than hinder the development of the game.

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Let the player select a perspective.

 

Then show players/map-queue. Just show the amount of players in queue as an numeric overlay on the lobby screen map selection pictures/icons of each map.

 

Let the player select any one or even more than one map if he wishes.

As soon as his selected map, or one of his selected maps, hits the 95 players mark all players get connected to the gameserver. Starting with the ones that queued first. The client automaticcally takes the player out of the other queues.

 

While the first 95 players are being sent to the gameserver there is still a little time for the last few players to join. So it keeps counting until the last available player is sent to the gameserver. Then the queue resets.

 

First player entering the gameserver triggers the 60 sec countdown.

 

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For map selection, option number two seems the best. It's true that sometimes some players wouldn't be able to choose exactly what they want, but it's better than having ALL players all the time unable to choose the mode they want. To reduce queue times and player frustration, consider reducing the game start timer to 30 seconds, and have it start when there are 70 players in the lobby, as opposed to the 90 that it currently is. Or maybe just have the game start instantly as soon as there is 90 players.

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7 hours ago, BenVenNL said:

Let the player select any one or even more than one map if he wishes.

As soon as his selected map, or one of his selected maps, hits the 95 players mark all players get connected to the gameserver. Starting with the ones that queued first. The client automaticcally takes the player out of the other queues.

This works opposite of ping based mm, if I understand both concepts correctly.

 

On the other hand I would like to hear about loot crate removal, name change and game pacing. 

It was stated that Sanhok is "mini royal" with faster pace....I understand it that the loot drop rate is much higher. Would there be a possibility to enable this on Miramar and Erangel and shorten the early game in favor of late game?

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-Sometimes the reload of a gun is not finished when the animation finishes. E.G chambering a new bullet with the Kar98 or reloading the double barreled shotgun

-What about staged reloading? If you reload (take the mag out of the gun) there should be no ammo left in the gun. On the other hand, if the mag is not empty there should be one bullet left in the gun....these kind of things.

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How bout:

 

Faster map circles.

10 player teams.

Demolition Derby mode.

AR, Shotgun, Pistol only modes.

Night map. (Moonlit)

 

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Been waiting for a Target Range for this game. Please incorporate things like moving bots for practicing shots at different ranges. Scope selection, unlimited ammo option, ability to switch weapons in the target range, cover for practicing peeking, etc.  

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I believe that blocking the sale of the Aviator crate is a topic to be discussed.
 

It was explicit that the purpose of the blockade was to avoid losing money to steam with the launch of in-game purchases.
 

We all want the money to go to you and not to Gabe, just do not do this anymore.
 

BTW Great initiative! Great! I thought the idea was mine, but it looks like someone spoke first hehehe

Edited by Trombeta

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How about a “preference selection tab”. 

 

You would input your preferred game mode, map, etc., and the game would prioritize those credentials for a set amount of time, before choosing a more optimized game if it doesn’t find one initially.

 

These types of threads are a great idea, pop into the Xbox forum some time. 

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Em 17/06/2018 at 20:36, PUBG_Riggles disse:

the game currently supports 12 separate queues for each region.

 

 

Then make it support more queues.

What  is impeding this from working? not enough player? lazyness? technical limitations?(if yes, then server hardware limitation? engine limitation?)

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13 hours ago, .legaCy said:

Then make it support more queues.

What  is impeding this from working? not enough player? lazyness? technical limitations?(if yes, then server hardware limitation? engine limitation?)

Not enough players, especially in small regions (like OCE,) and off hours.

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On 6/20/2018 at 11:31 PM, Trombeta said:

I believe that blocking the sale of the Aviator crate is a topic to be discussed.
 

It was explicit that the purpose of the blockade was to avoid losing money to steam with the launch of in-game purchases.
 

We all want the money to go to you and not to Gabe, just do not do this anymore.
 

BTW Great initiative! Great! I thought the idea was mine, but it looks like someone spoke first hehehe

Your last part, sorry to ask, but what are you talking about?

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On 6/18/2018 at 9:36 AM, PUBG_Riggles said:

You can see how this gets complicated fast.

 

No, the answer is really simple, allow full map selection and if I'm stuck for a while trying to get into one particular map on FPP for example, then I will just increase the map selection or change from FPP to TPP until I get one with more people and thus match-make faster. If I really want a particular map, I will be happy to wait until there is a full one I can join.

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