- My Forums
- Tiger Rant
- LSU Recruiting
- SEC Rant
- Saints Talk
- Pelicans Talk
- More Sports Board
- Coaching Changes
- Fantasy Sports
- Golf Board
- Soccer Board
- O-T Lounge
- Tech Board
- Home/Garden Board
- Outdoor Board
- Health/Fitness Board
- Movie/TV Board
- Book Board
- Music Board
- Political Talk
- Money Talk
- Fark Board
- Gaming Board
- Travel Board
- Food/Drink Board
- Ticket Exchange
- TD Help Board
Customize My Forums- View All Forums
- Show Left Links
- Topic Sort Options
- Trending Topics
- Recent Topics
- Active Topics
Started By
Message
re: PUBG Finally Released!
Posted on 9/12/17 at 1:56 pm to RATeamWannabe
Posted on 9/12/17 at 1:56 pm to RATeamWannabe
quote:
Vaulting – Update on progress
We 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 BPs
We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.
Adding FPP servers
We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode.
After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole.
The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture.
Test servers: This week, test servers will be up for at least 2 days
o KST: Tuesday evening
o CEST: Tuesday morning
o PDT: Tuesday early morning
o Live server update: Later this week – TBD
Below are the patch notes for this week's update.
Client Optimization
Optimized shadows
Improved performance on low-end PCs by optimizing buildings
Optimized client and server performance when there are multiple vehicles in a close vicinity
Optimized UI
World
Added Foggy weather
o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers
Enhanced graphics of the sky in pre-existing weather effects
Added a new town, East of Stalber
UI/UX
Added new Option to change Cross-hair color
Added new Double Tap feature in control options for leaning (Default keys set to Q and E)
Added new option to improve the visual effect of going from free look back to character's line of sight
Added new key binds when using Consumables
Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)
Added new key bind to mark your current position on the map (Default key set to Insert)
Added a new key bind to center the map around the character's current position (Default key set to Space)
Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-")
Added a new feature to reset the zeroing distance using Mouse wheel click
Adjusted the position of the Report window
Added a new feature in Settings, called “Inventory screen character render” to turn off character rendering in Inventory screen to improve performance.
New Item
Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle
o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight
o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop
Gameplay
Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play
Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time
Adjusted the balance of several weapons:
o Increased the Crossbow reload speed by 35%
o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils
You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked
The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again
Adjusted the collision damage of Motorcycles
Actions
Recoil animations are updated for all weapons
Adjusted animations and balance of throwables
o Decreased fuse time of the Flash Grenade to 2.5 seconds
o Increased the lethal and injury ranges of the Frag Grenade
o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables
o Cooking of grenades is now manual (Default key set to R)
o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click)
o The movement speed of a character affects the trajectory of throwables
Improved leaning animation; leaning on the left side to expose less of the body
Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically
You may change your stance while reloading without cancelling the reload
Sounds
Added new sounds when using Consumables
Adjusted the audible ranges of reloading and window breaking
Added a new sound for collisions between vehicles and characters
Added new sound for the animation of removing the grenade safety pin
Bug Fixes
Characters that fall or glitch underneath the map will now be reset to the ground automatically
Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting
Fixed a bug resulting in clients freezing when changing controls in the options
Corrected the descriptions of certain weapon attachments
Fixed animation bugs of other characters after reconnecting to a game
Fixed several bugs related to the Spectator mode
Fixed a bug of the breath gauge appearing at zero at the start of the game
Reloading will now cancel if a character loots an item with Right Click during reload
Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking
You may no longer set different features on a single key bind in the Options
Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon
Others
Revised the BP methodology to prevent BP farming and idle users from gaining BP
Added FPP Leaderboard for all regions with FPP
NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work)
Posted on 9/12/17 at 2:23 pm to RATeamWannabe
Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
This is all you need to know.
This is all you need to know.
Posted on 9/12/17 at 2:57 pm to RATeamWannabe
i watched some vids from the test server. Stalber and the new town are cool additions and foggy weather is sick. Game changer. Going to make having a silenced weapon godlike.
Posted on 9/12/17 at 2:59 pm to Blitzed
Doesnt the tommy gun already have a built in vertical grip?
Posted on 9/12/17 at 3:10 pm to J Murdah
That's a question for sweat. Who do you think I am?
Posted on 9/13/17 at 8:59 am to Blitzed
If they changed the design from the 1930's gangster/violin case model, to the stick mag model from WWII, then no, no foregrip.
Posted on 9/13/17 at 10:42 am to J Murdah
quote:
You may change your stance while reloading without cancelling the reload
Posted on 9/13/17 at 10:51 am to Mear
Watched Anthony destroy kids with the Mini 14 yesterday, only to lose in a close range fight with a M16 with 4 alive. Seems like a pretty awesome option.
Posted on 9/13/17 at 10:55 am to RATeamWannabe
He will destroy kids with any gun. Guys like that make any gun look good. But it shoots lasers for sure.
Posted on 9/13/17 at 10:57 am to J Murdah
quote:
The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
Looks like I will be opting out of these games. You cant even see where you are getting shot from, flash hider/suppressor and laying prone in grass waiting for people to walk by are really the only ways to be successful. If the circle doesnt pop on you, youre fricked.
quote:
Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)
Wait wut, has anyone seen an example of this? All I have watched is solo gameplay. Speaking of, are there squad test servers, or just solos?
Posted on 9/13/17 at 10:59 am to RATeamWannabe
Yeah. I'll be able to actually use all of those sniper attachments I always find.
Mini14/AR (Not M16) will most likely the combo I'll run with.
I'm thinking that the Mini14 will replace any niche the SKS holds. Lose a bit of dmg for higher velocity/higher mag capacity/less bullet drop? Sounds worth it in every scenario. I could be wrong, I've haven't watched any videos or read that much into it.
I'll be on tonight from 9:30 to midnight
Mini14/AR (Not M16) will most likely the combo I'll run with.
I'm thinking that the Mini14 will replace any niche the SKS holds. Lose a bit of dmg for higher velocity/higher mag capacity/less bullet drop? Sounds worth it in every scenario. I could be wrong, I've haven't watched any videos or read that much into it.
I'll be on tonight from 9:30 to midnight
Posted on 9/13/17 at 11:10 am to Mear
It'll be my #2 behind the Kar98 for sure. Apparently it has roughly the same spawn rate, although maybe they should have upped it for test servers. I'm sure a lot of people will still rock the SKS, I won't if I have the option for the Mini14.
May have time for a game or two with you if we aren't full. I want to know more about test servers though. I wanted to take off work tomorrow for the patch, but I can't
quote:
I'll be on tonight from 9:30 to midnight
May have time for a game or two with you if we aren't full. I want to know more about test servers though. I wanted to take off work tomorrow for the patch, but I can't
Posted on 9/13/17 at 12:02 pm to J Murdah
Was it you and I playing the other day when I tried to drop a bunch of mag attachments in the hills on the military island and they dropped through the floor? I cant find it and I'm trying to link it to the PUBG help account
FOUND IT
FOUND IT
This post was edited on 9/13/17 at 12:16 pm
Posted on 9/13/17 at 1:03 pm to RATeamWannabe
yea, i dont think we were on mili though
Posted on 9/13/17 at 1:46 pm to J Murdah
quote:
Therefore, we are planning to test it for a longer period of time in early November.
This shite right here. November? When is this thing going to hit beta?
Posted on 9/13/17 at 2:50 pm to RATeamWannabe
unlike dayz, I think the huge success of this game will force the dev's to get a beta out sooner rather than later. they probably also werent expecting this amount of success. player feedback has been great.
Posted on 9/13/17 at 5:30 pm to J Murdah
That's the issue though, the success has forced them to slow play updates and push back previous deadlines set by themselves. Their saving grace from being compared to DayZ is that the game isn't broken as frick in its alpha state
Popular
Back to top


4


