PUBG: BATTLEGROUNDS - RKRigney


Today we’ve got a very big announcement: With Xbox and PC sales combined, PUBG has now sold over 50 million units worldwide. With PUBG Mobile included, there are now over 400 million registered PUBG players worldwide. Over 87 million people play PUBG every day across all our platforms.

To celebrate these new milestones, we’re putting PUBG on sale on Steam from June 19th (later today!) through July 5th. If you want to pick up the game for the first time or gift it to a friend, you’ll be able to grab it for just $19.99 (33.33% off the normal price).

We’re genuinely humbled by PUBG’s ongoing success and growth, and we’re incredibly optimistic about the game’s future. We’re going to keep working on new content and improvements for all versions of the game. We know there’s still so much we can do to make PUBG a better game for our players.

Thanks so much to all of you for joining us on this wild ride.
Jun 19, 2018
PUBG: BATTLEGROUNDS - MephieKim


After four rounds of testing, our third map—Sanhok—is finally ready for showtime. The map may be smaller, but the battles won’t be.

This patch also brings UI and sound improvements and a new, Sanhok-exclusive weapon, the QBZ. There’s a lot to cover, so let’s get into it.

https://youtu.be/DKEPMAdzwE0


Patch Notes

NEW MAP: SANHOK


  • Added a new map: Sanhok (pronounced “sah-nok”)
    • 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.
    • Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below.

    • Performance
      • According to our internal data, the kill rate at extremely long distances is very low and therefore we've decided to reduce the maximum player render distance specifically on Sanhok, which will increase performance.
    • Gameplay
      • Weather in Sanhok changes dynamically.
      • Players can throw apples while waiting to board the plane in the in-game lobby.
    • Redzone
      • The redzone is smaller and shorter-lasting on Sanhok.
      • 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.
    • Bluezone
      • Bluezone on Sanhok has shorter waiting times and longer travel times.
      • 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).
    • Spawn Balance
      • The item spawn rules have been customized on Sanhok to get you equipped for battle faster.
        • 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.
        • 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages.

    Introduction to Sanhok’s locales:


    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.


    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.


    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.


    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.


    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.


    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!


    Roads - Some areas in Sanhok are now paved with old concrete roads. Watch out for campers and use these to outrace the blue zone!


Performance
  • We’ve optimized the way servers handle many nearby objects to improve performance. This includes optimizations for:
    • Characters models
    • Vehicles
    • Weapons

World



  • Added advertisement banners for PGI (PUBG Global Invitational) to buildings, billboards, and the default parachute skin on Erangel and Miramar
    • The Bengal Tiger parachute skin is unchanged and when equipped will replace the default skin


Weapons

https://youtu.be/DW83gJ3aiHs
  • Added the QBZ, a Sanhok-exclusive weapon
    • The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds.
    • 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.

Gameplay
  • Accuracy modifiers applied from moving, changing movement stances or aiming modes are no longer applied instantly.
    • 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.
  • The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed.
    • Spectators can also watch the winning player or team celebrate.

UI / UX

  • With three maps now in the game, you’ll choose between two “playlists” instead of two maps.
    • The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two.
    • The Mini Royale playlist contains only Sanhok for now.
    • Select both playlists to be randomly dropped into one of the three maps currently in the game.

  • Many game UI elements have been updated
    • The friend list UI has been updated
    • Leaderboard and Replay UI has been improved
    • Pop ups in the lobby and game sessions have been visually enhanced.
    • Pop up window showing matchmaking status has been improved
    • In-game UI elements such as inventory, map, results window have been improved
  • Improved the in-game minimap
    • 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.
      • The 'Minimap Dynamic Zoom' option can be turned on/off in the options menu.
    • The minimap can now be expanded
      • Minimap expansion can be toggled on/off using the 'N' key
    • To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue

  • The Blue Zone indicator bar located above the minimap has been improved
  • Added universal scope sensitivity setting, with the ability to individually set scope sensitivities if desired.
    • Sensitivity levels now apply properly for scopes with a variable zoom.
  • A new option to adjust crosshair color using RGBA values has been added under the options menu
  • The loading screen has been modified to display game-related tips

Sounds
  • Plane engine sound volume when beginning the match has been decreased
  • The volume of sounds made by bodies of water (oceans, rivers) has been decreased
  • 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
  • The sound effect made when throwables impact water has been improved
  • All weapon sounds have been remastered for better quality
    • Excessive boost effect in low frequency range has been adjusted.
Items
  • Featured items can now be purchased directly from the store.
    • Featured items, such as Event Pass: Sanhok, Escape Set 1, Escape Set 2 etc., can be found under the Store menu.
    • Some items can be purchased under the Items menu.
      • Event Pass: Sanhok
      • Escape Set 1, Escape Set 2
      • 5 Level up for Event Pass progression
      • M416 Gold Plate, M416 Silver Plate
    • All featured items are not tradable

Effects
  • We’ve improved visual effects when bullets strike ground or water
  • The splash effect shown when throwables impact water has been made more realistic.

Bug Fixes
  • Fixed an issue where characters got stuck in certain areas of Erangel and Miramar
  • Removed a few objects from Erangel and Miramar which obstructed movement
  • Fixed an issue where certain plants in Miramar were floating above the ground
  • Fixed an issue where the sound when using an adrenaline syringe was longer than the associated animation
  • Fixed an issue preventing the Mirado from taking damage from grenades.
  • Fixed an issue where players inside vehicles didn’t take damage from unarmed melee attacks
  • Fixed an issue where grenade status effects (flash, burning) would sometimes not disappear after their intended duration.
  • Fixed an issue with pistol recoil animations not being played correctly in ADS after exiting a vehicle.
  • Fixed an issue where parts of the sidecar's wheel were missing when the tire was destroyed.
  • Improved the vaulting interaction between some objects and windows.
  • Fixed an issue when spectating or watching replays where parts of weapons would disappear in certain situations (only weapons with high scope-mounting positions).
  • Fixed an issue where dropping a weapon immediately after firing abruptly stopped the sound effect.
PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Fraser Brown)

Cuisine Royale

We ve all thought it: what if we could cover our entire body in Plunkbat s stalwart frying pan? Why should we be limited to covering just our posterior, when surely the rest of us is just as in need of protection. That s the premise behind Darkflow Software s April Fools’ gag, which has since been transformed into a proper game, Cuisine Royale. Hunt down 99 other people, all while wearing a kitchen.

(more…)

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Fraser Brown)

plunkflip

Playerunknown s Battlegrounds has been accused of being an asset flip because it uses pre-made objects that have been purchased from the Unreal marketplace. Knowing that a chair was sold on the Unreal marketplace and then put in the game shouldn t have a tangible impact, positive or negative, on anyone murdering their way through the massive warzones, but you ll still find plenty of Reddit posts taking issue with it. PUBG Corp recently decided to set the record straight.

(more…)

The Elder Scrolls® Online - contact@rockpapershotgun.com (John Walker)

The identity of this dinosaur has been hidden for his own protection. His roars are provided by an actor.

As you stare out into the world, at the tumult and turmoil, perhaps you feel the only hope is to turn to the Steam Charts for its comforting predictability and stability. I’m sorry folks, but it’s all gone batshit crazy in here too. (more…)

PUBG: BATTLEGROUNDS

During an interview with Geoff Keighley at E3, Brendan Greene, aka PlayerUnknown, talked about accusations his game is an 'asset flip' because it uses store-bought props. "That kills me a little inside," he said, "because I know we're not. We work with artists like Karol [Miklas] in Russia who does most of our vehicles, most of our buildings are hand-made by artists, and even foliage and stuff like that. Of course we use some props from marketplaces. We had to make a map within nine months and you don't do that without using the work of other artists but, for the most part, most of our stuff is made by hand. So I see these comments and I'm like, 'I want to kill you!'"

A video of that quote was posted to the PUBG subreddit under the heading 'Brendan Greene wants to kill me', and the response was predictable, with many taking it as an excuse to repeat criticisms about "lazy devs" and "bought assets". Eventually PUBG Corp.'s communications lead Ryan Rigney stepped in to explain things, talking through the creation of each of PUBG's maps. "Although a map like Miramar is a combination of in-house and external assets," he wrote, "the majority of the external assets are adjusted by our artists after the fact for visuals and for optimization/performance."

Rigney also quoted one of their art leads on the value of buying assets so they can concentrate their efforts elsewhere: "Why should one of my artists spend two weeks on a generic sculpt if they could instead spend that two weeks adding real value for players elsewhere? How many times should a telephone booth be modeled? How many times do we gotta sculpt a cash register?"

It's unlikely to have any effect on the conversation around 'asset flips', which is at this point just a stick angry fans use to beat games with rather than a meaningful criticism, but you can read Rigney's entire post below.

I keep seeing misinformation about this (including in the comments section here already), so I sat down with our lead artists to get their perspective. They shared a bunch of fascinating information, so I'm passing it on here for anyone who’s genuinely interested.

The first thing to understand is that if you’re just starting up a team, you’ve got to lean on asset store work because that's the only way you can spin up a game fast, and for a reasonable price, to quickly find the fun. Hiring an art team of 40 people to "try a game" and "see if it's fun" is simply not a smart way to work—this is what the asset store is for! It’s a great resource for teams that want to work smart.

From the beginning, our first map (Erangel) was a combination of in-house work at our HQ in Korea, some direct purchasing of assets, and outsourced art work from a team based in the American midwest. Basically, a few Americans built the Military Base on Erangel. That went so well that Korea decided to build a proper PUBG Corp. studio in Madison, Wisconsin for an in-house art team.

Our reasoning for starting up that new studio is the same reason we started up PUBG Corp. as a separate company: we want to build up our teams slowly but steadily, to ensure quality hires and good culture fits, because we want to build a global organization to support PUBG for the longterm.

Anyway, I'm getting riled up here lol. Back to the story. The Madison folks were doing great work, so they began to take on more and more worldbuilding work. Miramar came about as result of collaboration between the new, PUBG Madison team and the Korean team at HQ in Seoul.

As our in-house art teams built Miramar, they began to rely less on store-bought assets, although they continued to use them strategically, because it just doesn’t make sense to build everything in the game world yourself. We also re-used some things from Erangel in Miramar. One of our lead artists (a guy called Dave) puts it this way:

“Why should one of my artists spend two weeks on a generic sculpt if they could instead spend that two weeks adding real value for players elsewhere? How many times should a telephone booth be modeled? How many times do we gotta sculpt a cash register?”

Although a map like Miramar is a combination of in-house and external assets, the majority of the external assets are adjusted by our artists after the fact for visuals and for optimization/performance.

Because we’re steadily investing more and more in building our internal art teams (along with lots of other teams), Miramar used fewer external assets than Erangel, and Sanhok used fewer still. Our fourth map, the one coming out this winter, uses fewer still, but if we’re smart it’ll almost certainly still involve some mix of assets from different sources. This is a good thing.

These sorts of issues are pretty much always more complicated than the Reddit meme version of the story (“hehe XD asset flip”) so keep that in mind whenever you see someone telling oversimplified tales.

Thanks, Eurogamer.

PUBG: BATTLEGROUNDS

The developer of PlayerUnknown's Battlegrounds has debunked what it calls "misinformation" and "oversimplified tales" about the way the game is developed.

The criticism here revolves around the re-use of certain assets across PUBG's maps, and the buying of pre-made assets from the Unreal marketplace. Posts like the one below occasionally pop up on the PUBG subreddit, alongside the accusation that the vast majority of the game's maps were bought-in. Some even accuse PUBG of being an "asset flip" game.

This debate kicked off again this week after PUBG creator Brendan "PlayerUnknown" Greene expressed his frustration at the "asset flip" jibe in an interview with Geoff Keighley at E3, saying it "kills me a little inside".

Read more…

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds introduced map selection in April, which allowed players to choose between its Erangel and Miramar arenas for the first time. "We'll still have to keep a close eye on it," said developer PUBG Corp at the time, "since it could become problematic as new maps continue to be added."

Following its fourth round of testing, the developer says it will scale back map selection options when Sanhok lands later this month

"It’s now become clear to us that these concerns were justified, and we’ve decided that we can’t support individual map selection for more than two maps," says the dev in this Steam Community update. "This is because map selection creates an essentially exponential increase in the number of total separate queues when combined with other queue options like party size and perspective. 

"That means the matchmaking pool gets split into many small sections, making it nearly impossible to put together a match in at least some of those queues."

PUBG Corp vows to make Sanhok as accessible as possible—Sanhok proves that solo PUBG plays best on a small map, after all—but says Miramar and Erangel will again return to the same queue. This means players can no longer choose between the latter, and will instead be allocated at random should they select this queue. 

"Choosing both queues means you’ll randomly be dropped into one of the three maps currently in the game," the post adds. 

Read more on the above in this direction. As Chris reported from E3, PUBG's winter map will be somewhere between Miramar and Sanhok in size

PUBG: BATTLEGROUNDS - RKRigney


Hi everyone,

Update #14 brought some big upgrades to throwables, introduced the M24 rifle to the world’s weapon spawn pool, and (most importantly) implemented a few clutch performance improvements. There are still many more performance improvements in the works—expect to see more make their way over to live servers in update #15.

Today, though, we want to take a quick look back at the four testing rounds we ran for Sanhok, our 4km x 4km map which is coming to live servers on June 22.

From all of us at PUBG Corporation, thanks so much to all of you who participated in the four rounds of testing we conducted on Sanhok.

This was an experiment for us. We let you explore the map while many of its textures and structures were in a pre-alpha—in many ways it was a return to our Early Access roots, working hand-in-hand with the community to build the map together.


An early stage image of Sanhok

We’re especially grateful to all of you who reported bugs and shared your opinions about how we could make the map better. The feedback you gave us meaningfully changed the way we designed so many details of the map.





ON SANHOK’S LAUNCH AND FUTURE

We’ve got more surprises in store for the Sanhok launch, but there are two topics we’d like to discuss early, so you guys aren’t surprised when the map hits live servers.

The first topic is an update to the way map selection works. When we first announced map selection, we said “we’ll still have to keep a close eye on it, since it could become problematic as new maps continue to be added.”

It’s now become clear to us that these concerns were justified, and we’ve decided that we can’t support individual map selection for more than two maps. This is because map selection creates an essentially exponential increase in the number of total separate queues when combined with other queue options like party size and perspective. That means the matchmaking pool gets split into many small sections, making it nearly impossible to put together a match in at least some of those queues.

We still want to make sure that players can play on Sanhok without any hassle, especially given that it’s an exciting new map. So, at least for now, we’re going to launch Sanhok as its own queue, with Miramar and Erangel bundled together in a separate queue. That means that in the new UI, you’ll be able to queue up for Sanhok by itself, or Erangel + Miramar together. Choosing both queues means you’ll randomly be dropped into one of the three maps currently in the game.



As we announced at E3 this week, we’ll continue to add new maps. Our current thinking is that maps will be added separately to one or the other queues, but it’s possible we’ll change our plans as we learn more.

The second topic is a little surprise about the way Sanhok’s matchmaking will work. We want Sanhok to feel like a truly chaotic, different gaming experience. For that reason, there will be no MMR-based matchmaking when you play on Sanhok. Although career stats will still be recorded, your performance on Sanhok won’t affect your MMR at all.

When you drop into a game, you’ll be battling it out against both the world’s best players and… well... let’s just say players with “lots of potential for growth.”

That’s all for now! We can’t wait to share more about Sanhok soon.

For a quick stroll down memory lane, check out the links below to see how Sanhok changed throughout the testing period:

The Inspiration for Codename: Savage - Volume I
The Inspirations of Codename: Savage - Volume II
Codename: Savage Beta - Day Two Update (Patch Notes #1)
Codename: Savage Testing Patch Notes #2
Codename: Savage Returns (With A New Name)
Sanhok Testing Patch Notes #3
Sanhok Testing Patch Notes #4

With Love,
PUBG Corp.
PUBG: BATTLEGROUNDS - MephieKim


Hi everybody!

We’re full-steam ahead with preparations for the launch of our new map (Sanhok’s coming June 22), so this week we’re bringing back War Mode: One Shot, One Kill. We’ll keep making tweaks to War Mode in future releases, but for now, this version is exactly the same as last time.

Full event details below:

EVENT SCHEDULE
  • STARTS: June 14, 7pm PDT / June 15, 4am CEST / June 15, 11am KST
  • ENDS: June 17, 7pm PDT / June 18, 4am CEST / June 18, 11am KST

AVAILABLE QUEUES
  • Three 10-man squads fight on Erangel (All Regions)
  • NA/EU/AS: TPP & FPP
  • KR/JP/SA/SEA/OC: TPP

WAR MODE - ONE SHOT, ONE KILL EVENT RULES
  • Each match takes place inside a small, static safe zone
  • All players spawn with a ghillie suit, a Kar98k with a 4x scope, a handgun, and one frag grenade
  • When taking lethal damage, you'll die instantly instead of being knocked
  • Eliminating an enemy earns your team 3 points
  • Killed players respawn in planes that fly by every 40 seconds
  • The first team to reach 150 points wins
  • If no team reaches 150 points after 15 minutes, the team with the most points wins

LOOT SPAWN RULES
  • Vehicles do not spawn
  • World loot does not spawn

OTHER EVENT RULES
  • Weather is rainy
  • Redzones and care packages are disabled.
  • Killer spectating is disabled
...