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  1. Wszystkie aktualizacje od początku roku
  2.  
  3. *inhales*
  4.  
  5.  
  6. World
  7. Changed the map selection ratio to be equal for Erangel and Miramar.
  8.  
  9. Replays
  10. Adjusted replay system so that players can only view game replays from 3 minutes after death.
  11. This is to prevent sharing opponent’s positions to surviving teammates immediately after death.
  12.  
  13. Bug Fixes
  14. Fixed the issue where some buildings and objects were not marked on the Miramar world map.
  15. Reduced occurrences of the issue where replays occasionally crashed back to the lobby screen.
  16. On restarting a replay, it will continue where last viewed.
  17. Fixed the issue where the beginning of the Death Cam and replay was missing.
  18. Fixed the issue where players couldn’t earn BP.
  19. We will update with a compensation plan soon.
  20. Fixed the issue where players could die unexpectedly from fall damage.
  21. Fixed the issue where bullets couldn’t penetrate particular fences from both sides.
  22. World
  23.  
  24. Added more objects around La Bendita on Miramar to increase the amount of cover
  25.  
  26.  
  27.  
  28. Gameplay
  29.  
  30. Reduced the visible distance when parachuting down in order to test the optimization of server and client performance at the early phases of the game
  31.  
  32.  
  33.  
  34. Item
  35.  
  36. Changed the design of the energy drink
  37.  
  38.  
  39.  
  40. UI/UX
  41.  
  42. Adjusted the squad team colors (players 1~4) to better reflect their callout names (yellow, orange, blue, green)
  43.  
  44. Adjusted squad team colors to make them more consistent between different colorblind options
  45.  
  46. Added a function where a player can select more detailed criteria for the “Cheating” category in the in-game report tool
  47.  
  48. You can choose multiple items or you can just report without selecting any of them
  49.  
  50.  
  51.  
  52. Replays
  53.  
  54. While player’s nameplate is on (H key), now you can check the current weapon of that player by pressing G key
  55.  
  56. Added report button in replay
  57.  
  58. Report button pops up when pressing RMB on the player list (TAB key)
  59.  
  60. While observing / following mode, report button appears on the timeline (J key)
  61.  
  62. Added a care package icon changing effect according to the status
  63.  
  64. The icon will be different when the care package is falling and looted by other players
  65.  
  66. Adjusted replay system so that now a player can watch the replay without extra delay in the following cases
  67.  
  68. Solo mode
  69.  
  70. When the player won the match
  71.  
  72. When all teammates are eliminated
  73.  
  74. Bug Fixes
  75.  
  76. Fixed the issue where when a player lands from the plane the position of character teleports intermittently
  77.  
  78. Fixed the issue where character animation is frozen when rejoining after a crash
  79.  
  80. Fixed the issue where the red zone disappears instantly after it formed
  81.  
  82. Fixed the issue where some vehicles spawned on Miramar are stuck to an object and unable to move
  83.  
  84. Fixed the issue where a player sometimes couldn’t pass through a door even though it was open
  85.  
  86. Fixed the issue where mouse cursor would disappear on a replay map
  87.  
  88. Fixed the issue where when replay and death cam were played, the crosshair was bouncing
  89.  
  90. Fixed the issue where the falling speed meter text was showing abnormally in Portuguese
  91.  
  92. Gameplay
  93.  
  94. Introduced multiple pre-match starting areas on both maps in order to optimize the server and game client performance
  95. Removed weapons on starting island before the match start
  96.  
  97. Language
  98.  
  99. Applied new Russian, Japanese and Chinese (simplified/traditional) fonts
  100.  
  101. Bug fixes
  102.  
  103. Fixed the issue where players were able to slide-jump from prone
  104. World
  105.  
  106.  
  107.  
  108. Miramar improvements
  109. Added more buildings and cover across the map to improve the engagement experience
  110. Added more off-road routes for easier vehicle navigation
  111. Upgraded the item spawn level of certain areas for loot balancing (some areas will spawn better loot)
  112.  
  113.  
  114. Replay
  115.  
  116.  
  117.  
  118. The replay system has now been updated to a newer version and past replay files cannot be played anymore
  119.  
  120.  
  121. Bug fixes
  122.  
  123.  
  124.  
  125. Fixed the issue where heal and boost items could be used underwater
  126. Fixed the issue where characters would get stuck in certain areas on Miramar
  127. Fixed the issue where wall textures on some Miramar buildings were not displaying correctly
  128. Fixed the issue where certain buildings near by Hacienda del Patron were not displaying correctly
  129. Anti-Cheat
  130.  
  131.  
  132.  
  133. New anti-cheat measure has been added
  134.  
  135.  
  136.  
  137.  
  138. Red Zone Sound
  139.  
  140.  
  141.  
  142. Fixed the issue where the sound of explosions would become too loud when played simultaneously
  143. Balanced the number of simultaneous explosion sounds, in order to optimize game performance
  144. Fixed the issue where the explosion sound wouldn't play following the falling sound of a bomb
  145. Lobby
  146.  
  147.  
  148.  
  149. Added a “friends only” invite preference option on the friends list
  150. You can choose to receive all / friends only / block all via drop down menu
  151. You can invite a player directly from their career screen
  152. Invite button won’t show if the player is offline or unable to be invited
  153. Players,
  154.  
  155.  
  156.  
  157. With this patch, we are bringing various optimizations to our server and client. We have mitigated lag and stutter instances and alleviated frame drop and lag occurrences happening when players are pushed together, starting from the second half of a match, or in dynamic situations, like intense firefights. This has allowed for a smoother environment to play in, than before.
  158.  
  159.  
  160.  
  161. As you are all aware, we were also going to introduce and test our new limb and vehicle penetration system this month. Unfortunately, there’s been an alteration in our plans, but we will be sure to give an update on this at a later time.
  162.  
  163.  
  164.  
  165. In regards to today’s test server patch, you can read the patch notes below for further details. Please leave any relevant feedback in our Test Server feedback section on our forum.
  166.  
  167.  
  168.  
  169. Once we see that the current test build is in a stable state, we plan to move it to the live server later next week. We will inform you on the live server update schedule later on.
  170.  
  171.  
  172.  
  173. Client optimization
  174.  
  175.  
  176.  
  177. Improved real-time response by reducing input lag
  178. Mitigated the frame drop issue caused by the map loading process
  179. Reduced burden on GPU by optimizing buildings in Erangel
  180. Optimized the beginning and the end of effects
  181. Optimized vehicle physics when driving under a certain speed
  182.  
  183.  
  184.  
  185.  
  186. Server optimization
  187.  
  188.  
  189.  
  190. Optimized server network performance
  191. Optimized vehicle physics when driving under a certain speed
  192.  
  193.  
  194.  
  195.  
  196. Lobby
  197.  
  198.  
  199.  
  200. Added PUBG friends list
  201. Up to 50 people can be added as PUBG friends
  202. Players with PUBG accounts can search and add friends freely regardless of the platform they are using (including Steam, Mail.ru and DMM)
  203. Friend list is a one-way follower concept, not a mutual acceptance between players
  204. PUBG friends list is independent of the Steam friends list. You don't have to be friends on Steam to be friends in PUBG
  205. Up to 30 players you were recently in a team with will be shown on RECENT
  206. Added main menu voice chat
  207. You can chat with the players in your team while still in the main menu
  208. When using the voice chat, a speaker icon will be displayed on the right of the player's name
  209. Removed the function of being able to invite a player from their career screen due to a technical issue
  210.  
  211.  
  212.  
  213.  
  214. World
  215.  
  216.  
  217.  
  218. Made holes in the ceiling and floor of some high buildings, so that it is easier to move between different levels, to improve the gameplay experience on Miramar
  219.  
  220.  
  221.  
  222.  
  223. Game play
  224.  
  225.  
  226.  
  227. Added 37 achievements on Steam
  228. Added emote system
  229. 12 default emotes will be provided now, and more emotes will be added in the future
  230. While holding the emote menu key (default is ~), emote can be activated by left-clicking the emote or hot key of emote you want to use
  231. Fixed the blue blood effect being more visible than the red blood effect when player gets shot
  232. Added material for crops, rubber, cloth, paper and cactus
  233. When shooting or attacking with a melee weapon, the right effect for each material will be displayed
  234. Changed the gun scope view to be more realistic
  235. Expanded the field of view through the scope
  236. Added a parallax effect when moving weapons fast
  237. Added color, vignetting (darker edges), chromatic aberration (color difference caused by light refraction) and distortion effect on the edge of scopes
  238. Player can no longer lean while jumping
  239. Increased the radius of explosion effect considering the actual effective radius
  240.  
  241.  
  242.  
  243.  
  244. UX/UI
  245.  
  246.  
  247.  
  248. Redesigned the 9 vehicle status icons to work better with 4K resolution
  249. Replaced the red cross icon with a red tire icon for a broken tire
  250.  
  251.  
  252.  
  253.  
  254. Sound
  255.  
  256.  
  257.  
  258. Added a hit sound effect for crops, rubber, cloth, paper and cactus material
  259. Removed ambient noise and lowered the overall volume
  260. Implemented the Doppler effect for the airplane engine sound - the pitch of the airplane engine sound is now different depending on the distance and the direction of movement of the airplane
  261.  
  262.  
  263.  
  264.  
  265. Bug Fixes
  266.  
  267.  
  268.  
  269. Fixed a square-shaped border on the sea that could be seen when flying in the airplane
  270. Fixed an issue where a player could die instantly when vaulting and climbing
  271. Improved problems where characters would get stuck or die during vaulting, and be able to look through walls.
  272. Fixed some incorrect UI and in-game text
  273. Improved problematic character animation where the character would move abnormally if multiple actions were performed in sequence
  274. Fixed abnormal appearance of some clothes, such as costumes overlapping or missing
  275. Adjusted the locations of items that would spawn in places that players cannot reach
  276. Fixed an issue where the mouse sensitivity option could not be set to 59
  277. Fixed an issue that allowed a character to crawl quickly through a certain combination of controls
  278. Fixed the issue of overlapping footstep sounds in FPP mode
  279. Improved an issue where three-wheeled motorbikes would suddenly flip whenever the server performance deteriorated
  280. Fixed an issue where a player would have a slower falling speed when switching seats on a three-wheeled motorcycle mid-air
  281. Fixed an issue where underwater bullet penetration effect was not being applied sometimes
  282. Fixed an issue where a player was unable to cancel fueling up a vehicle, even though cancel was clicked
  283. Fixed an issue where throwables that had already exploded mid-air would still make a popping sounds on the ground
  284. Fixed an issue where sometimes a downed player was able to drive a vehicle
  285. Fixed an issue where after reconnecting a vehicle was intermittently invisible or the character and camera were misaligned
  286. Fixed an issue where the character of a player with a new account would not show up in the main menu when forming a team
  287. Fixed an issue where the shadow of a character was too sharp regardless of the distance
  288. Fixed an issue where when jumping out of the airplane, the character fell to a fixed position, no matter the flying direction
  289. Fixed an issue where when player tried to ADS with scope attached weapon, some of the scope exterior parts were shown late
  290. Fixed an issue where the adjusted zoom level in 8x scope reset after swapping to your other weapon(s)
  291. Fixed an issue where the item quantity adjustment popup window displays automatically when picking up/discarding items from the Inventory screen
  292. Fixed an issue where sometimes the lung capacity gauge was not in sync between being in the water and out of water
  293. Fixed an issue where the relaxed state gun animation was not shown properly
  294.  
  295. Weapon Skin System
  296.  
  297. Players can select skins for each weapon
  298. Weapon skin system UI
  299. Each weapon category is arranged in alphabetical order
  300. Weapons can be categorized as follows:
  301. Acquired: arranged in chronological order of acquisition
  302. Equipped: arranged in chronological order of last time equipped
  303. Tier: arranged according to skin tier (descending order)
  304. You can check details about the equipped skin using VIEW MORE button
  305. How to equip weapon skins
  306. You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
  307. The ways to acquire weapon skins
  308. You can acquire weapon skins either through paid crate (“Triumph Crate”), which is a weekly random crate or “Raider crate”, which is a free non-random crate
  309. Bug Fixes
  310.  
  311.  
  312.  
  313. Fixed an issue where the refresh button on the friends list would take you to the team tab when players are in a team
  314. Fixed an issue where when players leave the vehicle and the vehicle is positioned right next to the window of a building, players would go into the building through the window when getting out off the vehicle
  315. Fixed an issue where during server instability, when exiting a slow moving vehicle, the players would be treated as if they were hit by their own vehicle
  316. Spectating Your Killer
  317.  
  318.  
  319.  
  320. Players can now spectate their killer by clicking the “watch” button on their match result screen
  321. Solo killer spectating
  322. If youget killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location
  323. When the player you were spectating dies, you can continue spectating the killer of that player
  324. If the player you were spectating gets disconnected, you can continue spectating their killer
  325. Duo / Squad killer spectating
  326. Same as above but can only spectate the enemy team after all your team members are dead
  327. You can report a player you are spectating in Killer Spectate mode by pressing R
  328. If you click Death Cam, you won’t be able to use the Killer Spectate mode
  329.  
  330.  
  331.  
  332.  
  333. UI/UX
  334.  
  335.  
  336.  
  337. The default setting for voice chat changed to “Team Only”
  338.  
  339.  
  340.  
  341.  
  342. Bug Fixes
  343.  
  344.  
  345.  
  346. Fixed a bug where vehicles suddenly flip, go flying or come back to the starting point while driving
  347. Fixed a bug where the IGN of your killer was not shown when viewing Death Cam
  348. Adjusted the rotation axis for the preview model in customization menu for better usability
  349. General Gameplay
  350. We’ve adjusted safe zone and blue zone functionality. Also, in-game clothing spawns have been removed.
  351.  
  352. Blue zone delay time has been reduced. You’ll be given less time to linger between phases.
  353. The maximum movement speed of the blue zone has been reduced. The blue zone will move more slowly toward the end of the game.
  354. The damage inflicted by 7th, 8th, and 9th blue zones has been increased.
  355. Except for the first blue zone, the probability of creating an extreme safe zone (one far away from the center of the previous circle) has been reduced by 30%.
  356. The final blue zone will narrow down to the center instead of narrowing down to a random spot, and the total wait time including the blue zone inactive time has been reduced. (195 seconds to 90 seconds)
  357. As the end of the match approaches, the safe zone will increasingly favor areas with land over areas with water.
  358. On Erangel specifically, the first safe zone will now be revealed 30 seconds earlier.
  359. On Miramar specifically, players can now see the first safe zone while flying in the airplane. (We may or may not carry this over to the next live update. We want your feedback about this change.)
  360. In-game clothing spawns have been removed from all maps. Other item spawn balance remains the same.
  361.  
  362. World
  363.  
  364. Improvements were made mainly on Northern part (Northeast, Northwest) of the Miramar to make it a more appealing area.
  365. The Oasis can now be found in the north, and Alcantara village has been added to the northwest.
  366. We’ve added more roads, off-road paths, and car spawning positions to facilitate easy travel into and out of the area.
  367. Higher-tier loot is now more likely to spawn in specific areas of the north of Miramar.
  368. We’ve optimized the GPU performance of buildings seen from mid-range (all maps).
  369.  
  370. UI/UX
  371. Improvements to teams
  372. You can now send requests for invitations by clicking the invite button on another player’s career screen.
  373. If you are a team leader, you can now kick your team members.
  374. You can also kick any team member using “Team” tab in the friends list, found at the bottom right corner of the screen.
  375.  
  376. Bug Fixes
  377. Footsteps should now always make sound when walking on tarp, carpet
  378. Fixed an issue causing some objects to become invisible at particular distances
  379. Indoor plants should no longer block bullets
  380. Fixed and removed some weirdly-placed road signs, plants, and stairs
  381. Fixed an issue that broke the killer spectating function whenever the killer died too quickly after taking out the spectating player
  382. Fixed an issue that player takes no damage by exiting while driving if he was injured by vehicle crash before he ride on
  383. UI / UX
  384.  
  385.  
  386.  
  387.  
  388.  
  389. A marker has been added to the map that allows players to check the flight path of the plane.
  390. The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination.
  391.  
  392.  
  393.  
  394.  
  395. Bugs Fixes
  396.  
  397.  
  398.  
  399. There should no longer be excessive blood effects when you’re getting shot in FPP mode or while aiming down sights.
  400. Fixed issue that sometimes caused blood effects to not show up when shooting other players.
  401. Fixed an issue that was causing character silhouettes to remain visible while inside smoke
  402. Switching weapons while prone should no longer cause certain animations to break
  403.  
  404.  
  405.  
  406.  
  407. Custom game real-time spectating
  408.  
  409.  
  410.  
  411.  
  412.  
  413. In the lobby's custom match list, you can select an ongoing game and watch it in real time.*
  414. Games that have the Public Spectating option set to “On” can be watched in Custom Match.
  415. For private matches, you can spectate the game by entering a given password.
  416.  
  417.  
  418. * The custom game real-time spectating function is still in an early development stage, and some functions may be unstable. We appreciate your patience while we work out the kinks.
  419. Weapon & Item Balance
  420.  
  421. We explained our goals with weapon balance in last week’s dev blog. You can find the specific changes below:
  422.  
  423.  
  424.  
  425.  
  426.  
  427.  
  428. Weapons
  429.  
  430. ARs - rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
  431. SMGs - adjusted them to be more effective in short range combat
  432. Shotguns - increased overall damage and effective range
  433.  
  434.  
  435. Pistols
  436. Increased the damage of the P92, P1911, P18C, R1895, and R45
  437. Shotguns
  438. Increased limb shots modifier (shooting limbs now does more damage—the modifier is now 90%)
  439. Slightly decreased the damage of the S686 and S1897
  440. Reduced pellet spread by 25%
  441. Shotgun chokes can now be attached to the sawed-off
  442. SMGs
  443. Increased limb shots modifier (it’s now 120%)
  444. Slightly increased the damage of the Micro UZI, UMP9, and Vector
  445. Decreased vertical recoil on all SMGs
  446. Decreased recoil and scope sway when moving in ADS (aiming down sights)
  447. Increased ADS transition speed
  448. ARs
  449. Increased the head shots modifier (it’s now 235%)
  450. Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416
  451. Increased reload time by 30% for the SCAR-L, M16A4, and M416
  452. Increased reload time by 10% for the AKM
  453. Increased vertical and horizontal recoil for all ARs except the AKM
  454. Decreased recoil recovery rate for all ARs
  455. Restricted big scopes (8x and up) for use with all ARs
  456. Added new recoil animations for all ARs
  457. DMRs
  458. Increased head, body, and limb shot modifier. These are now 235% (head), 105% (body), and 95% (limbs)
  459. Decreased the damage of the SKS
  460. Slightly increased the damage of the VSS and Mini14
  461. Increased vertical and horizontal recoil for all DMRs
  462. Decreased the recoil recovery rate for all DMRs
  463. Added new recoil animations for all DMRs
  464. Other guns
  465. Slightly increased the damage of the DP28 and M249
  466. Restricted big scopes (8x and up) for use with LMGs (DP28, M249)
  467. Reduced crossbow reloading time from 4 seconds to 3.5 seconds
  468.  
  469. Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath.
  470. Weapon sway when moving is now also reduced by the cheek pad attachment
  471. Cheek pads now help you recover from weapon sway more quickly after moving
  472.  
  473.  
  474.  
  475.  
  476.  
  477.  
  478. Throwables
  479.  
  480.  
  481.  
  482. Frag grenades
  483. Added new hit effects and animations
  484. Previously, grenade damage was greatly dependant on fall damage (from the grenade’s knockback effect) rather than explosion. We’ve removed the grenade’s knockback effect for player characters, and have adjusted it so that only explosion damage is applied when you’re struck by a grenade.
  485. Weight changes (all throwables)
  486. Frag grenade: Increased from 12 to 18
  487. Molotov cocktail: Decreased from 18 to 16
  488. Smoke grenade: Decreased from 16 to 14
  489. Stun grenade: Decreased from 14 to 12
  490.  
  491.  
  492.  
  493.  
  494. Character Movement
  495.  
  496.  
  497.  
  498. We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
  499. We’ve removed the first shot delay when your character is not sprinting
  500. Chambering a new round in certain weapons (M24, Kar98k, S1897, S686, etc.) no longer limits you to walking speed while aiming down sights
  501. The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received
  502.  
  503.  
  504.  
  505.  
  506. Other Item Balance
  507.  
  508.  
  509.  
  510. Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
  511. Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
  512. We’ve reduced the spawn rate for AR extended quickdraw magazines
  513. DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
  514. Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
  515. Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds
  516.  
  517.  
  518.  
  519.  
  520.  
  521.  
  522. Gameplay
  523.  
  524. Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.
  525.  
  526.  
  527.  
  528.  
  529.  
  530.  
  531.  
  532. New Weapon
  533.  
  534. Added the SLR
  535.  
  536. The SLR will be spawned alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
  537. The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.
  538.  
  539.  
  540.  
  541.  
  542.  
  543.  
  544.  
  545.  
  546. New Vehicle
  547.  
  548. The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets
  549.  
  550. Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.
  551.  
  552.  
  553.  
  554. New Attachments
  555.  
  556.  
  557.  
  558. Duckbill - A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread
  559. Attachable to S1897, S12K
  560. Light Grip - It increases recoil recovery time, but makes weapons more steady
  561. Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  562. Thumb Grip - It slightly reduces vertical recoil, makes weapons more steady, and greatly increases the transition speed to ADS
  563. Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  564. Half Grip - It reduces vertical and horizontal recoil, decreases recoil recovery time, and makes weapons less steady.
  565. Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  566. Angled Foregrip - It greatly reduces horizontal recoil and increases the transition speed to ADS, but makes weapons less steady
  567. Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  568. Vertical Foregrip - It greatly reduces vertical recoil.
  569. Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  570. Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
  571. Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.
  572.  
  573.  
  574.  
  575.  
  576.  
  577.  
  578. You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (Page Up/Page Down by default).
  579.  
  580.  
  581.  
  582.  
  583.  
  584.  
  585.  
  586. Boat and Swimming Adjustments
  587.  
  588.  
  589.  
  590. Boats now sink when destroyed
  591. We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
  592. We’ve decreased the maximum submersible time from 35 to 15 seconds
  593. Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
  594. We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)
  595.  
  596.  
  597.  
  598.  
  599.  
  600.  
  601. Map Selection and Main Menu UI
  602.  
  603.  
  604.  
  605.  
  606.  
  607.  
  608.  
  609. Map selection is now available.
  610.  
  611.  
  612.  
  613. Pick just one map (Erangel or Miramar) on its own to guarantee you’ll play there
  614. If you select multiple maps, the game will randomly drop you into one of the selected maps
  615. As we discussed in the map selection announcement dev blog, we may revisit the design of this feature as additional maps are added. We’ll keep you updated if changes are made.
  616.  
  617.  
  618.  
  619.  
  620. We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.
  621.  
  622.  
  623.  
  624.  
  625.  
  626. Settings
  627.  
  628.  
  629.  
  630. We’ve added an option to adjust vertical mouse sensitivity
  631. We’ve added an option to change the hotkey for reporting a player during killer spectating (R key)
  632.  
  633.  
  634.  
  635.  
  636. World
  637.  
  638. We’ve made more improvements to Miramar:
  639.  
  640.  
  641.  
  642. We’ve increased the size of the oasis and added more buildings nearby
  643. We’ve added extra farming points by placing small building sets near various cities and towns
  644. We’ve reduced the number of buildings in some city areas to cut down on excessive building density
  645. We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns
  646. We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
  647. The interiors of certain buildings have been simplified
  648.  
  649.  
  650.  
  651.  
  652. Bug fixes
  653.  
  654.  
  655.  
  656. We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles
  657. We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down
  658. When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets
  659. The timer for the final bluezone should now display correctly
  660. We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game
  661. We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel
  662. Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed
  663. We’ve fixed an issue that was causing some curtains on Erangle to be impenetrable.
  664. We’ve fixed some abnormal orange lighting effects in buildings on Erangel
  665. We’ve resolved some strange collision problems that were affecting character models and bullet cartridges
  666. Walking on wooden structures will no longer create bizarre or out-of-place footstep noises
  667. Prone characters should no longer improperly clip into the ground.
  668. We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
  669. Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
  670. Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes
  671. Gameplay
  672.  
  673.  
  674.  
  675. Both the Lightweight Grip and Half Grip can now be attached to the Vector.
  676. Some minor weapon balance adjustments:
  677. First shot from the M16A4 now has less recoil.
  678. Decreased the spread of shotgun pellets.
  679. Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)
  680.  
  681.  
  682.  
  683.  
  684. UI/UX
  685.  
  686.  
  687.  
  688. CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins.
  689.  
  690.  
  691.  
  692.  
  693.  
  694.  
  695. Tooltips for weapon attachments have been edited to make them more intuitive.
  696.  
  697.  
  698.  
  699.  
  700. Localization
  701.  
  702.  
  703.  
  704. Added support for Ukrainian. Thank you to all the Ukrainian players who participated in the translation process!
  705. Game lobby now supports multiple languages.
  706. Multiple languages will be applied to various lobby components such as lobby menus (Play, Customization, Store, etc.), the options menu, and crates
  707. 19 different languages are supported
  708.  
  709.  
  710.  
  711.  
  712. Bug Fixes
  713.  
  714.  
  715.  
  716. Fixed an issue where certain buildings in Miramar were shown with default textures
  717. Fixed some walls in Miramar that could be partially passed through
  718. Removed the white mark that appeared alongside the aircraft icon on the minimap
  719. Scope reticle settings should no longer reset when weapons are dropped and picked up again
  720. We’ve improved the holographic sight’s reticle. It’s now the same size as a character silhouette seen from 100m away
  721. Certain animations on the buggy and minibus have been fixed
  722. Fixed an issue that sometimes caused characters to sit at odd angles if entering into vehicles from a prone position on a sloped surface
  723. Fixed an issue causing red dot and holo sight reticles to get smaller and blurry when swapping weapons
  724. “Damage-received” sounds should no longer play after winning a game
  725. Gameplay
  726.  
  727. Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).
  728.  
  729.  
  730.  
  731.  
  732.  
  733.  
  734.  
  735. Increased frag grenade damage and effective range
  736. Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
  737. Stun grenades’ blinding effects have been improved
  738. First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
  739. The maximum effective range of stun grenade has been increased to 20m
  740. Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
  741. Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
  742. Characters blinded by a stun grenade now cover their faces. This is a new animation.
  743. Spectators are now also blinded when spectating someone hit with a stun grenade
  744. Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
  745. You’ll now be unable to ADS while blinded.
  746. Molotov cocktails now have new effects and their damage has been increased.
  747. Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage.
  748. Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
  749. After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
  750. You’ll now be unable to ADS while taking burn damage.
  751. Flames now spread further along wooden surfaces in houses
  752. Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
  753. Molotovs will now explode when shot mid-air.
  754. A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.
  755. Adjusting some weapon and attachment balance:
  756. Reduced vertical and horizontal recoil of the SCAR-L
  757. Decreased basic damage of the M24 from 88 to 79
  758. M24 will no longer dropped in care package. It spawns in the world
  759. The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.
  760. Adjusted light grip
  761. Light grip no longer affects weapon basic recoil control or recoil recovery speed
  762. Light grip now decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
  763. To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
  764. Increased world spawn rate of DMRs.
  765.  
  766.  
  767.  
  768.  
  769. UI / UX
  770.  
  771.  
  772.  
  773. Added a UI message showing when healing items can’t be used.
  774.  
  775.  
  776.  
  777.  
  778.  
  779.  
  780. New Anti-Cheat Tech
  781.  
  782.  
  783.  
  784.  
  785.  
  786. Note: The new anti-cheat tech is currently only on the test servers, once additional testing is complete, it will be added to live servers.
  787.  
  788.  
  789.  
  790. We’ve added a new anti-cheat solution, developed in-house at PUBG Corp. Before we implement this tech on live servers, we’d first like to see how it works out on the test server. For this, we’ll need your help!
  791.  
  792.  
  793.  
  794. 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.
  795.  
  796.  
  797.  
  798. The option to disable the anti-cheat service will not be available when this is moved to live servers.
  799.  
  800.  
  801.  
  802. Performance
  803.  
  804. In last week’s dev blogwe wrote in detail about upcoming work we’ll be doing to increase performance holistically. Many of these fixes will take time to deliver, but we’ve already finished a handful of fixes that should make a positive difference:
  805.  
  806.  
  807.  
  808.  
  809. We’ve improved the character model rendering process to prevent some small frame drop issues.
  810. We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
  811. We’ve made some improvements to our network code to reduce network latency.
  812. We’ve increased the speed at which the server transfers data about objects (items, doors, fences) to address the fact that sometimes items spawn in late after players parachute in.
  813. We’ve improved some inefficient processes with the way the server updates certain frames on vehicles and character models. This should resolve resolve some abnormal physics affecting vehicles.
  814.  
  815.  
  816.  
  817.  
  818. Sound
  819.  
  820.  
  821.  
  822. You can now toggle the new HRTF (Head Related Transfer Function) sound feature in the options menu (for opponent’s gunshot sounds only). The feature, which simulates fully three dimensional sound even for two-channel stereo headphones, was explained in greater detail in our dev blog last week.
  823. Reduced the volume of the care package airplane.
  824.  
  825.  
  826. UI / UX
  827.  
  828. Average swimming distance has been added to player stats, on the career screen
  829.  
  830.  
  831. Leaderboard
  832.  
  833.  
  834. The total rating points gained/lost per match has been increased, to better define the skill difference between players.
  835.  
  836. Bug fixes
  837.  
  838. Fixed some issues causing abnormal collisions in spots on Erangel and Miramar.
  839. Characters should no longer get stuck while vaulting in particular spots around Erangel.
  840. Fixed an issues allowing characters to pass through objects in certain locations on Miramar.
  841. Improved the accuracy of the throwing trajectory indicator for stun grenades
  842. Fixed a visual glitch in the inventory screen that occurred when attaching a choke to the sawed-off .
  843. Fixed an issue that was resulting in some strange collisions if players ever jumped on top of a vehicle which had players in it.
  844. Scope zeroing on the crossbow is no longer incorrectly enabled and set to an incorrect value by default.
  845. Fixed an issue causing stun grenades to appear to bounce around for while after breaking a window.
  846. Fixed an issue where the cheek pad’s vertical recoil control attribute was excluded in in-game tooltip.
  847. Fixed an issue which prevented the cheek pad from adding 10% vertical recoil recovery when attached to the SLR.
  848. Fixed an issue when hip-firing for an extended duration, the gun would appear to be lowered
  849. Fixed an issue that caused the effect from stun grenades to appear differently depending on graphical settings
  850. NEW MAP: SANHOK
  851.  
  852.  
  853.  
  854. Clickhereto watch the video!
  855.  
  856.  
  857.  
  858.  
  859.  
  860. Added a new map: Sanhok (pronounced “sah-nok”)
  861. Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players.
  862. Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below.
  863.  
  864.  
  865.  
  866.  
  867.  
  868.  
  869. Performance
  870. Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements.
  871. Gameplay
  872. Weather in Sanhok changes dynamically.
  873. Players can throw apples while waiting to board the plane in the in-game lobby.
  874. Redzone
  875. The redzone is smaller and shorter-lasting on Sanhok.
  876. The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone.
  877. Bluezone
  878. Bluezone on Sanhok has shorter waiting times and longer travel times.
  879. The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size).
  880. Spawn Balance
  881. The item spawn rules have been customized on Sanhok to get you equipped for battle faster.
  882. ARs, SMGs, and DMRs are spawned more often. The total item spawn rate has been increased 5% compared to that found in the fourth round of Sanhok testing.
  883. 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages.
  884.  
  885.  
  886.  
  887.  
  888. Introduction to Sanhok’s locales:
  889.  
  890.  
  891.  
  892. Cave - Here you’ll find an abandoned archaeological site, located in the heart of a seaside cave. Parachute in through the open top for access to the best loot and a boat for a quick escape.
  893.  
  894.  
  895.  
  896.  
  897.  
  898. Ruins - Only the most daring players will brave these claustrophobic chambers. The Ruins reward those who survive the close-quarters combat with all the loot they can carry. Drop onto the roof to storm the temple from above, or sneak in through the ground-level tunnels.
  899.  
  900.  
  901.  
  902.  
  903.  
  904. Paradise Resort - Welcome to Paradise, Sanhok's finest (and only) luxury resort. This compound has it all: cross-courtyard sightlines for snipers, thrilling room-to-room breaches for shotgun specialists, and mid-ranged corridors that are perfect for honing your SMG skills. Checkout is at 11:00.
  905.  
  906.  
  907.  
  908.  
  909.  
  910. Training Center - Measure yourself against the best of the best in this abandoned training facility. Survive a tactical obstacle course to get loaded up with loot. Either get good or die trying.
  911.  
  912.  
  913.  
  914.  
  915.  
  916. Quarry - This flooded limestone quarry is a both a visual, and tactical departure from the lush, green wilds of Sanhok. With few trees for cover, you’ll have to push from mound to mound, looting and hunting while vulnerable to players on the rim of the quarry.
  917.  
  918.  
  919.  
  920.  
  921.  
  922. Docks - Explore cargo ships filled with loot in this out-of-the way drop, located in the Southeast corner of Sanhok. With plenty of opportunities for mid-range to CQC encounters, this is a terrific drop for newer players hoping to get their bearings, farm up, and escape!
  923.  
  924.  
  925.  
  926.  
  927.  
  928. Roads - Some areas in Sanhok are now paved with old concrete roads. Watch out for campers and use these to outrace the blue zone!
  929.  
  930.  
  931.  
  932.  
  933.  
  934. Performance
  935.  
  936.  
  937.  
  938. We’ve optimized the way servers handle many nearby objects to improve performance. This includes optimizations for:
  939. Characters models
  940. Vehicles
  941. Weapons
  942.  
  943.  
  944.  
  945.  
  946. World
  947.  
  948.  
  949.  
  950.  
  951.  
  952.  
  953.  
  954. Added advertisement banners for PGI (PUBG Global Invitational) to buildings, billboards, and the default parachute skin on Erangel and Miramar
  955. The Bengal Tiger parachute skin is unchanged and when equipped will replace the default skin
  956.  
  957.  
  958.  
  959.  
  960.  
  961.  
  962. Items
  963.  
  964.  
  965.  
  966. Clickhereto watch the video
  967.  
  968.  
  969.  
  970.  
  971.  
  972. Added the QBZ, a Sanhok-exclusive weapon
  973. The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds.
  974. The QBZ replaces the SCAR-L in Sanhok’s item spawn pool (meaning the SCAR-L no longer spawns on Sanhok). The QBZ spawns about 1.4x as often as the SCAR-L used to spawn on Sanhok.
  975.  
  976.  
  977.  
  978.  
  979. Gameplay
  980.  
  981.  
  982.  
  983. Accuracy modifiers applied from moving, changing movement stances or aiming modes are no longer applied instantly.
  984. This means that for example, when aiming down the sight, you won't gain the full accuracy improvements from ADS until your sights are aligned.
  985. The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed.
  986. Spectators can also watch the winning player or team celebrate.
  987.  
  988.  
  989.  
  990.  
  991. UI / UX
  992.  
  993.  
  994.  
  995.  
  996.  
  997. With three maps now in the game, you’ll choose between two “playlists” instead of two maps.
  998. The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two.
  999. The Mini Royale playlist contains only Sanhok for now.
  1000. Select both playlists to be randomly dropped into one of the three maps currently in the game.
  1001.  
  1002.  
  1003.  
  1004.  
  1005.  
  1006.  
  1007. Many game UI elements have been updated
  1008. The friend list UI has been updated
  1009. Leaderboard and Replay UI has been improved
  1010. Pop ups in the lobby and game sessions have been visually enhanced.
  1011. Pop up window showing matchmaking status has been improved
  1012. In-game UI elements such as inventory, map, results window have been improved
  1013. Improved the in-game minimap
  1014. The mini map now dynamically zooms in or out depending on the character's movement speed, enhancing your ability to see what’s around you.
  1015. The 'Minimap Dynamic Zoom' option can be turned on/off in the options menu.
  1016. The minimap can now be expanded
  1017. Minimap expansion can be toggled on/off using the 'N' key
  1018. To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue
  1019.  
  1020.  
  1021.  
  1022.  
  1023.  
  1024.  
  1025. The Blue Zone indicator bar located above the minimap has been improved
  1026. Added universal scope sensitivity setting, with the ability to individually set scope sensitivities if desired.
  1027. Sensitivity levels now apply properly for scopes with a variable zoom.
  1028. A new option to adjust crosshair color using RGBA values has been added under the options menu
  1029. The loading screen has been modified to display game-related tips
  1030.  
  1031.  
  1032.  
  1033.  
  1034. Sounds
  1035.  
  1036.  
  1037.  
  1038. Plane engine sound volume when beginning the match has been decreased
  1039. The volume of sounds made by bodies of water (oceans, rivers) has been decreased
  1040. Care package plane's volume attenuation curve is now steeper. This means the distance at which the plane can be heard is the same, but the distance at which the plane's maximum sound can be heard has been decreased
  1041. The sound effect made when throwables impact water has been improved
  1042. All weapon sounds have been remastered for better quality
  1043. Excessive boost effect in low frequency range has been adjusted.
  1044.  
  1045.  
  1046. Items
  1047.  
  1048.  
  1049.  
  1050. Featured items can now be purchased directly from the store.
  1051. Featured items, such as Event Pass: Sanhok, Escape Set 1, Escape Set 2 etc., can be found under the Store menu.
  1052. Some items can be purchased under the Items menu.
  1053. Event Pass: Sanhok
  1054. Escape Set 1, Escape Set 2
  1055. 5 Level up for Event Pass progression
  1056. M416 Gold Plate, M416 Silver Plate
  1057. All featured items are not tradable
  1058.  
  1059.  
  1060.  
  1061.  
  1062. Effects
  1063.  
  1064.  
  1065.  
  1066. We’ve improved visual effects when bullets strike ground or water
  1067. The splash effect shown when throwables impact water has been made more realistic.
  1068.  
  1069.  
  1070.  
  1071.  
  1072. Bug Fixes
  1073.  
  1074.  
  1075.  
  1076. Fixed an issue where characters got stuck in certain areas of Erangel and Miramar
  1077. Removed a few objects from Erangel and Miramar which obstructed movement
  1078. Fixed an issue where certain plants in Miramar were floating above the ground
  1079. Fixed an issue where the sound when using an adrenaline syringe was longer than the associated animation
  1080. Fixed an issue preventing the Mirado from taking damage from grenades.
  1081. Fixed an issue where players inside vehicles didn’t take damage from unarmed melee attacks
  1082. Fixed an issue where grenade status effects (flash, burning) would sometimes not disappear after their intended duration.
  1083. Fixed an issue with pistol recoil animations not being played correctly in ADS after exiting a vehicle.
  1084. Fixed an issue where parts of the sidecar's wheel were missing when the tire was destroyed.
  1085. Improved the vaulting interaction between some objects and windows.
  1086. Fixed an issue when spectating or watching replays where parts of weapons would disappear in certain situations (only weapons with high scope-mounting positions).
  1087. Fixed an issue where dropping a weapon immediately after firing abruptly stopped the sound effect.
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