PLAYERUNKNOWN'S BATTLEGROUNDS - Thread

I'm just concerned it 'might' change the game style/dynamic.

Right now, vehicles are strictly functional and the whole point of the game is to win the Battle Royale.
The more things like this, the more people will start to set up trick jumps, have races etc.

Might work, might be something for test servers, might just be a fun and useful addition to the core game.
Just wonder how much things like this will affect the core gameplay, which is currently head and shoulders above anything else I've played in quite some time.
 
I'm just concerned it 'might' change the game style/dynamic.

Right now, vehicles are strictly functional and the whole point of the game is to win the Battle Royale.
The more things like this, the more people will start to set up trick jumps, have races etc.

Might work, might be something for test servers, might just be a fun and useful addition to the core game.
Just wonder how much things like this will affect the core gameplay, which is currently head and shoulders above anything else I've played in quite some time.
Don't think it will change it at all to be honest. I imagine the only people who will be 'freestyling' will be the streamers and the morons. The streamers will tire of it and the morons will just die quicker than they already do.
 
I was just thinking the same thing watching the flip video.

I just outright ignore the bikes unless it's a dying outside the zone type of moment.
yea the terrain is too 'glitchy' really for bikes unless it's life or death.

even driving the cars/jeeps/buggy, I've been flipped into the air randomly when driving through corn fields - that's always fun but at least in the cars you'll walk away with a bit of a health hit, bikes you're just dead! died in 12th position carrying a silenced sks & 8x scope thanks to a damn motorbike flip, cut the corner of a road racing to the safe zone and the bike just 360'd in the air. :(
 
What settings is everyone playing on right now?

I still keep trying to find a good compromise. :/

What rig do you have?

I've only got a 7970 and 3930k but everything is on high except for shadows and I average 45fps except in certain cities where I can drop to around 20fps.
 
Players,


Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach! Thank you all once again for helping the kids in a truly tremendous fashion! GG WP


Next another quick word about server performance. I have seen a lot of speculation about the cause of the lag some of you experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest spec machines that AWS offer.


We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players.


While next monthly update will be focused on improving server performance, the optimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access.


Now onto what we have change, fixed and added in this, our second monthly update!


We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!


This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.




Early Access - Month 2 - Patch Notes



Client Performance

•Improved CPU usage for world level streaming

•Improved rendering performance of fences

•Improved rendering performance of grass

•Improved rendering performance for weapons and attachments seen at distance

•Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered in a distance.

•Improved character animation performance

•Improved effect performance

•Improved the performance of team-mate name plate, map and mini-map in teamplay


Content

•Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn

•Added Motorbike


Gameplay

•Reduced the moving speed of the two final play zones for better engagement during the endgame

•Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.

•Made a balance pass on certain weapons:



Vector

Reduced bullet damage slightly

Increased deviation gain per shot



Winchester/S686/S12K

Reduced pellet damage slightly



AKM

Increased bullet damage slightly


Action & Gunplay

•Now players can put stock attachments on following weapons:

SKS : Sniper rifle cheek pad

Vector : Tactical stock (for M416)

•Adjusted the color of the aiming point for the basic crossbow scope.

•Added new scope rendering method (parallax free) allowing for greater aiming precision

https://twitter.com/PUBATTLEGROUNDS/status/866623042922790912

•Improved ADS view

•Modified recoil for following weapons: AKM, SCAR, M16, M416

•Fixed an issue allowing a player to zoom in with right click when waiting before throwing a grenade

•Decreased the time to ADS when using the 2X scope


Vehicle

•Added punctured wheel effect and sound

•Added burnt markings to vehicles after being destroyed

•Added the motorbike number plate image

•When a vehicle explodes, the fences near the vehicle will now also be destroyed


World

•Added new vegetation to the lobby


UI

•Players can press ‘delete’ to remove their marker placed on the world map

•Adjusted the transparency of mini-map grid and coordinates text to make the map more visible

•Added a dotted line towards the next play zone on the mini-map

•Modified the icon design of the First Aid Kit

•Added Thai language in language options

•Added new key bindings for hold breath, motorbike air control and switch to previous weapon


Sound

•Improved the sound of Motorbike

•Added sound for door destruction effect


Bugfixes

•Fixed a bug that caused vehicles to be spawned in garages consistantly. Vehicles should be spawned at a higher rate in garages, but not at 100%

•Fixed an issue that disabled bullet tracing for SKS

•Fixed a bug that caused the game client to crash when a flashbang goes off

•Partially fixed bug that caused a character to get stuck in terrain, buildings or objects

•Partially fixed a bug that caused a vehicle to get stuck in buildings, fences or other vehicles

•Partially fixed a bug that caused items to be unlootable

•Fixed a bug that caused carepackages to shake when falling

•Fixed a bug that caused a throwable weapon to be thrown in the freelook direction and not the direction in which a character is facing

•Fixed an issue with two markers being visible when placing a marker in the airplane after placing it in the lobby

•Fixed a bug that caused a player icon to be doubled up on the minimap.

•Fixed a bug that caused the same color for two teammate icons

•Fixed a bug that caused the final play zone to be created over water

•Fixed a bug that sporadically muted the rain sound

•Significantly mitigated an issue that allowed a player in a closed house to be killed by the red zone bombs

•Fixed a bug that caused animation not to stop when using exhaustible items while reviving a teammate

•Fixed a bug that caused a character experience the damage effect at random

•Fixed a bug that caused all teammates to enter the REVIVE state when one teammate is hit by a bomb in Red Zone while being in a vehicle

•Fixed a bug that caused the REVIVE gauge not to disappear when the character being revived is disconnected

•Fixed a bug that caused the sound volume of UMP with silencer to be too low

•Fixed a bug that caused throwable items not to drop when switching to other weapons

•Fixed a bug that caused the trace effect to not disappear after using throwable weapons

•Fixed a bug where removing the pin from a grenade was canceled by changing the throwing posture.

•Fixed an issue with compass points not matching the actual direction when in the passenger seat of a vehicle

•Added a character animation for when dragging an item into the inventory


See you in-game,

PLAYERUNKNOWN
 
I play @1440p Settings all very low apart from Foliage, Draw distance and textures all on Ultra My FPS is always in the 40/50fps and some parts above 60fps... More than playable
 
•Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.

I dont get that, dont make sence, if a player leaves/disconnect, course you want the our player alive count to go down, because if he has left he is dead surely, so what does this mean "count will only go down upon the players death." ?
 
I dont get that, dont make sence, if a player leaves/disconnect, course you want the our player alive count to go down, because if he has left he is dead surely, so what does this mean "count will only go down upon the players death." ?

Does it not just mean that rather than immediately reducing the players alive count and the d/c'd person still being in the game, the count will now only go down when they get killed?
 
Does it not just mean that rather than immediately reducing the players alive count and the d/c'd person still being in the game, the count will now only go down when they get killed?

That's how I read it.

A lot of games seem to start at 97 or less players these days. I believe this is keep the 3 players on the board until they die.

Not really sure why it matters though. You still get a kill if people have disconnected even if they aren't on the count.
 
They need to add the ability to reconnect.


This ability would be fairly useless as you'd have to get your net back up and running within 60-90-120 seconds before the next wall moves in, and if it does you could reconnect behind the wall and die anyway. Among other complaints.
 
Not useless at all. Sometimes the client crashes, only takes 30 seconds or so to get the game running and if in a squad your mates can cover you.
 
Back
Top Bottom