1.0 Test Build Patch Notes #3

 

Players, we are now very close to leaving Early Access and no efforts are spared in preparation for bringing you the best possible experience with PC 1.0. Before we move on to the patch notes, we wanted to briefly talk about a few important issues. 

Our original idea was “this is Battle Royale and players should be able to survive in any environment”. This is why weather was made to be random together with which map is being played on. But we heard your feedback - we understand that you see the new map as an almost separate mode. So we came to the conclusion that it is best to allow our players to choose which map they want to play on. However, we have 3 team modes and 2 perspectives - TPP and FPP. Adding map selection will result in there effectively being 12 game modes in total. You also need 100 players to fully experience Battle Royale. When all these factors are combined, it could be very difficult to offer a seamless experience 24/7 to players looking for matches. In some regions with smaller player bases, many issues are already expected to occur; queueing times could be extremely lengthy, matches may not start at all, matches may start with a number of players that is much lower than 100 in off-peak times. Despite these circumstances, our development team has decided to listen to our community’s feedback. We need some time to address the anticipated problems and technical issues, so maps will not be selectable right after PC 1.0 release. However, we will do our best to add the feature and required systems as soon as we can, so you can enjoy Battle Royale in the map of your choice.

We will be adding solo FPP mode to OCE and SA servers next week. Please keep in mind that outside peak times it may be hard to find FPP matches in these regions, especially after we add the map selection feature. Off-peak times could last anywhere from 11 to 17 hours. But since this is a widely requested game mode in OCE and SA, we still decided to add it and will be monitoring the situation. If there is less than 1 session per 2 hours on average after we add the map selection feature, less popular FPP mode may be closed. We have made a similar decision regarding FPP mode in another region in the past to remove negative experience for our players. We will keep you posted on the schedule for the update.

As we’ve already mentioned a few times, server stability is one of our top priorities. We’ve seen your feedback and our data analysis confirms that some players are having to deal with issues that disrupts their game experience. Alongside other measures we will be implementing, we are now also looking into implementing ping lock to help with server lag and other stability issues. We are in the process of developing this feature and it will be tested in a single region at first. We will keep you updated on our progress. 

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1.0 Test Build Patch Notes #2

We would like to start by expressing our gratitude for all your help with testing Miramar and all the new features added to our game. Your feedback is instrumental for our efforts to improve PUBG. 

Players, we are aware of some ongoing server stability issues and our engineers have been working to alleviate these problems. Creating a smooth playing environment is one of our top priorities. Thank you for your patience. We are looking into different solutions and hope to see some improvements soon. 

From this week we will be adding Erangel back in the mix. We want to test Erangel in conjunction with all the new features as we make our final adjustments for PC 1.0. Taking into consideration player feedback, and different issues being discovered and fixed, we will be applying more patches to the current test build. If any of them require a maintenance period, we will announce the schedule beforehand.

For those of you who missed the announcement, we wanted to note again that the test servers will remain open until the PC 1.0 release. 

Please find the notes for the current patch below.

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Our Journey From Pre-Alpha to 1.0 & Test Build Patch Notes

Players,As we draw ever closer to the release of the PC 1.0 version of our game, we wanted to pause for a moment and take a look back at our journey so far - where we started and how we got where we are today. 

We started working on our game in late March 2016 and conducted the first closed pre-alpha test in July. Back then almost everything besides the main mechanics and the game concept was a placeholder. But we knew that the Battle Royale experience we were offering was unique and the feedback of that small group of first testers confirmed it. From the first pre-alpha test, until this very day, and going into the future, we have always strived to keep our development as open as possible and take into account and act upon player feedback. 

We went through several alpha and beta stages, adding content, improving and optimizing every aspect of the game and opening access to more and more players. Before our release on Steam Early Access in March 2017, after only a year of development, we knew that we already had a small fan base that was looking forward to our Steam release. Our community enjoyed playing the early builds of our game but also really enjoyed watching others play. Based on our testers and viewers reactions we prepared and hoped for a moderate success. We were not prepared for what followed. 

Breaking all kinds of videogame records was a very exciting experience, especially for a small team like ours, but it also meant that we had some very serious stepping up to do. We had to grow as a company and we had to do it very quickly. We hired new people, made opened new departments within the company and finally even separated from Bluehole into PUBG Corporation to better focus on PUBG. 

Since our release on Steam Early Access, we’ve added new areas to the map, a whole range of new weapons, new animations, a new vehicle, fixed a whole lot of bugs, broke quite a few concurrent user records (most of them our own) and there is still so much to do. 

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Miramar, the new desert map revealed

Players,We are excited beyond words that we can finally share the name of our new desert map and tell you a little bit about some of the places you can visit. When we decided to create a new map, we focused on creating an environment that is very different from Erangel. We wanted to go the opposite direction of having lush fields and forests and arrived at the harsh and unforgiving desert of what we can now reveal is Miramar. The unique terrain and dense urban areas of Miramar will create a new Battle Royale experience where the old strategies may no longer work and new tactics are required. We don't want to tell you too much as you will soon be able to experience it all yourself but we did write a few short descriptions of several of the key landmarks and towns. You can find them below, together with the new screenshots.

These aren't the only fun places to visit, of course, but you will have to discover the rest of them on your own. Miramar will be playable during the final test round before PUBG hits version 1.0. When you get your hands on it, you can share your favorite moments, top plays and beautiful vistas from Miramar with us on Twitter and Facebook using

#ThisIsBattleRoyale

See you in-game, The PUBG Development and Community Team

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Vehicle Sounds Improvement

Players,As some of you may already know, we’ve been working on improving vehicle sounds in our game and have spoken to PUBG Sound FX Lead Kyungwon Park and our Action and Gunplay Programmer Marek Krasowski. 

What were your main goals with these changes to vehicle sounds?

Our main goals were improving the quality of the sound effects (and sound samples) and optimizing the vehicle sounds. We decided to change the vehicle audio because our audio quality was subpar compared to the rest of the game sounds. It was problematic especially because we did not have an audio library with the correct vehicle sounds that we have in the game. We researched granular synthesis plugin (REV) and it reduced our usage of channels and CPU per vehicle. This improved the sound quality dramatically by taking the exact engine RPM from each vehicle model.

We also had to modify our vehicles to behave more like real-world vehicles. Now we model acceleration and gear box ratio, engine parameters very similar to the real-world models. This is a system that is already commonly used by many other Triple A racing games. Before, we had vehicle audio effects corresponding to every 1000 rpm, up to the maximum rpm. We used to blend them to suit the specific rpm and it was very hard to make realistic acceleration sounds this way because of a technical limit. The range of sound effects is now extended a lot more but this is still a work in progress and we will add more effects as we go.

Can you briefly explain what kind of work went into improving the vehicle sounds?

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Developer Q&A At G-STAR

At this year's G-STAR, our CEO, Changhan Kim, and the Lead Game Designer, Junhyuk Choi, did a short Q&A session during a dev panel and below you can find the translated version. We thought it might be interesting for you to read. 

 

1. What are PUBG’s current and future strategies in addressing the cheater issue?

Before answering this question, we want to apologize for the inconvenience caused by the cheaters. It is true that the company has not been well prepared to deal with this issue, with the game being launched on the early access program. The number of different cheats we have encountered has far surpassed our expectations.

We are aggressively addressing this issue as it is our top priority. There is a new team dedicated to this task, which has already demonstrated great results through tighter and improved policies as well as around-the-clock monitoring.

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Test Servers for PC 1.0 - Update #3

 

Players,Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week. 

Test Schedule[This week] 

PST: November 21st 11:00PM - November 23rd 11:00PM CET: November 22nd 08:00AM - November 24th 08:00AM KST: November 22nd 04:00PM - November 24th 04:00PM

[Next week] 

To be announced early next week.

Region & Modes 

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IEM Oakland PUBG Invitational International Coverage

IEM Oakland PUBG Invitational International Coverage - News & Announcements - PLAYERUNKNOWN'S BATTLEGROUNDS Forums Jump to content PUBG_FWG    1,114 PUBG_FWG    1,114 Community Manager Administrators 1,114 456 posts

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COPYRIGHT ©2016 BLUEHOLE INC. ALL RIGHTS RESERVED. PLAYERUNKNOWN'S BATTLEGROUNDS is a registered trademark, trademark or service mark of Bluehole, Inc. and its affiliates Powered by Invision Community

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Test Servers for PC 1.0 - Update #2

Players,

Today, we would like to give you an update about the test servers. Many players were disappointed that the first test server schedule was delayed last time. Right before opening the test servers, we concluded that the test build was not stable enough and decided to postpone the test. Although the current test build is not completely stable as of now, we still would like to open the test servers this week even for a short period of time and allow players to test the long-awaited feature - vaulting & climbing. We were planning to run test servers for about three days but this week’s test will be shorter because of the build’s current state.

Please note that you may experience client crashes on the test servers. This is normal as the build we are using for this test is not completely stable. This may not be the best condition to test all the features. At this time we ask for your understanding as we continue to fix the issue.

The test will begin tomorrow and last for about a day. If we decide to extend the test schedule, we will make an announcement on our official social media channels.

Test schedule

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Update On New Anti-Cheat Measures

Players,

First of all, we would like to sincerely apologize for the inconvenience caused by the cheaters and we are sorry that you have not been able to enjoy PUBG in a safe and fair environment. Our development team is doing their best to detect and ban those who use cheats in a more proactive manner. We are aware that we still have much to do. We will use all available resources to combat cheaters and foster a safe and fair in-game environment. We will also continue to take actions against those who develop and distribute cheats. 

As we announced before, we are in the process of adopting new tools to detect and verify users with unusual gameplay patterns and today, we will be rolling out additional measures. We will continue to permanently ban those who are using cheats. When unusual gameplay patterns are detected from an account, that account will be temporarily suspended and investigated.

Although we hope to bring about a safe and fair environment in PUBG as soon as possible, our battle against cheaters will not end overnight. We will continue our research and development to establish a better system for combatting cheaters. We will take stronger actions to find and ban cheaters, while at the same time taking good care to not harm innocent players. Next week, we will be deploying yet another patch related to cheat detection.

Again, we would like to assure you that we will continue our efforts to shape a healthy environment in PUBG. Your feedback is crucial for us in banning cheaters and combatting the use of cheats. We will be listening to your feedback as we continue to build our anticheat system and adopt new measures.

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Test Servers for PC 1.0 - Update #1

Players,

We’re excited to share that we will be running the test servers for PC 1.0 for the first time next week! We would like to invite our players to test vaulting & climbing and other existing features and systems we have modified. The test servers will be up for several days to allow everyone to try out the test build and give feedback. 

Key changes:Client and server optimizationAdded vaulting & climbingChanges in vehicle drivingBallistics overhaul

We have made changes to some mechanics to make them more realistic and balanced. However, all changes are not final and we need your feedback after testing. In addition, this is only the first test build so there will be issues and bugs that have not been fixed yet. But we would like to assure you that we will do our best to address most of those issues when we release 1.0 unless there is a critical roadblock.

Patch notes will be posted early next week but we wanted to explain a little bit about vaulting & climbing today. Action & Gunplay Lead Pawel Smolewski has written a piece about the feature. 

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Update On Test Servers, Patch Notes For Next Week

Players,

We plan to run a few rounds of test servers prior to the PC 1.0 release, but we have one more live server patch to roll out before that. This patch will be deployed to the test servers first early next week. We will update you with the exact date and time soon.Before we delve into the patch notes, we would like to share several important announcements and the schedule for the test servers.

First Test Servers: Focus on the Vaulting & Climbing FeatureWe have decided to run the first test servers prior to the PC 1.0 release in early November. Vaulting and climbing feature is the main content of this patch, and it needs a minimum of three days of extensive testing. We ask you to play in the test servers, and try this feature out. We will make a separate announcement about a detailed schedule and the contents of the first round of test servers soon. We will do the same for the second and third rounds of test servers which will follow.

Optimization, Bug Fixes, and Upcoming Announcements about Test ServersOur Development team has been working diligently to push out the official release by the end of this year. We plan to solve many of the bugs from the current live servers, and we are also constantly working on optimization. You will be able to experience bug fixes, optimization, and many other improvements in the test servers that will be run prior to the official release.Please keep in mind that the live server build and the developing PC 1.0 build are not easy to integrate or merge together. Even if some of the issues are resolved during internal development, these changes cannot always be reflected upon the live servers immediately.

As mentioned above, we plan to run the test servers at least three times before the official launch. However, the announcements for what is being implemented into the test servers may be delayed and often published on short notice. This is because we are constantly trying to implement and fix as many things as possible, and we want to make sure that our announcements to the community are as accurate as they can be. 

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Update: Road to Launch, Patch Notes for This Week

Players,

We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch.Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further.

Road to LaunchOur development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that.Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch.

Test Server Operation Plan1st phase: Focus on testing vaulting & climbing2nd phase: More testing of vaulting & climbing, test other new content and features3rd phase: All new content and features including the desert mapThe content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead.You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later.

Leaderboard Update & FPP ServersWe have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week.We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary.

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Changes to Leaderboard Reset Schedule

Players,

We would like to start off with an apology to all users who have been waiting for the leaderboard reset.

We were planning on starting a new season on October 11th at 11AM KST / 4AM CEST / October 10th at 7PM PDT as mentioned in a previous announcement. However, our concurrent users have been increasing rapidly, and we are genuinely concerned that we may not be able to provide you with a comfortable and seamless gaming experience by starting the new season immediately. In order to deliver a more reliable service, we would like to make some back end improvements. 

Leaderboard Reset Schedule 

Current leaderboards season ended: October 10th at 11AM KST / 4AM CEST / October 9th at 7PM PDT New leaderboard season begins: October 17th at 11AM KST / 4AM CEST / October 16th at 7PM PDT Users can still play the game until the new season begins, but the game results will not be recorded There may be server maintenance before the new season and we will keep you updated with more details

We sincerely apologize for this change in the leaderboard reset schedule. Thank you for understanding that we are implementing these changes to make the long term gameplay enjoyable for our users.

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Partnerships Applications

We’re happy to announce that we’re once again opening applications for PUBG Partnerships!

Applications are open from October 5 – October 12 

The application may be found here: 

English: https://goo.gl/forms/kd2I3fEKwrqwWCYu1 

Portuguese: https://goo.gl/forms/t8iO5j4OPK9gZCak1

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Partnership FAQ

Hi everyone,

I understand many of you have questions regarding the PUBG Partnership Program and the benefits of the program versus the access given through the Esports Program.  Please review the questions and answers below:

 

What is PUBG Partnership?

The PUBG Partnership program is designed for established content creators who are brand ambassadors for the game.  They have priority support and are able to provide direct feedback to the developers for the game.  Partners receive perks and benefits from being participants in the program and are given support to help grow their channels and communities.  

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Update on Recent Server & Connection Issues

Players,

Today we would like to address the connection, login and server crash issues some of you have been facing.

First of all, we would like to sincerely apologize to everyone for the recent server issues which resulted in long waits and any inconveniences. 

 

Our development team has been continuously upgrading the service architecture to address the increasing concurrent player numbers and tackle any emerging issues. Despite our daily efforts, there were some unexpected issues during peak times and we were unable to resolve some of the issues as fast as we would have wanted to. 

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Early Access - Week 27 Update - September 26th 2017

Players,

Today we look at what we have changed and fixed in our 27th weekly patch.

This patch will be deployed to the Test Servers on Wednesday, September 27th KST, and to the Live Servers later if everything is stable.

Early Access – Week 27 – Patch Notes

UI/UX 

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Early Access - Week 26 Update - September 19th 2017

Players,

Today we look at what we have changed in our 26th weekly patch.

This patch will be deployed to the Test Servers on September 19th KST, and to the Live Servers if everything is stable.

Early Access – Week 26 – Patch Notes

UI/UX 

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Early Access - September Update

Players,

As we noted in our previous dev blog, we have changed our patch and update schedule to increase the amount of time we spend on testing and fixing new features before we deploy them. This week, we will push out an update to the Test servers that will be available for download on Tuesday evening KST (Tuesday morning CEST, Tuesday early morning PDT) and will include some new features, bug fixes, and improvements.

Before we dive into the patch notes, we would like to address few important topics. 

Vaulting – Update on progressWe are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting. 

Idle players earning BPsWe have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.

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Latest Article Comments

tynmanz Monthly Studio Report: May 2017
11 June 2017
I don't think they should continue to put features into it. They can add them later.

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