PUBG: BATTLEGROUNDS - Harusol


Players,

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

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

Vaulting – Update on 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)

As always, please let us know your feedback in our forum once the update goes live on test servers.

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


Players,

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

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

Vaulting – Update on 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)

As always, please let us know your feedback in our forum once the update goes live on test servers.

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

PlayerUnknown's Battlegrounds just tweeted some new screenshots that give us a foggy look at the new fog effects headed to the Early Access battle royale shooter, after teasing a single image earlier. Have a look above and below. The next update will also bring a new rifle and leaderboards for first-person servers, as well as the usual smattering of tweaks and bug-fixes.

I suppose my question is: do people really want to play PUBG in fog on a regular basis? I personally sort of hate fog. When it's foggy in Fallout 4, for example, I'll find the nearest bench, sit my butt down, and fast-forward time until it clears up. In a spooky horror game fog feels apropos, but in an action shooter I guess I'd rather be able to see as much as possible.

Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

Come one, come all, but not all at once or you’ll break our caching, and see the Steam Charts in all their glory! Which game will have reached the coveted #2 position this week?! (more…)

PUBG: BATTLEGROUNDS

This week, PlayerUnknown's Battlegrounds surpassed ten million sales, a figure reached in just 165 days of Early Access release. And just under two weeks ago, the battle royale murder sandbox achieved the unthinkable by leapfrogging Dota 2's lofty concurrent player count

Now Bluehole's runaway megahit has passed one million concurrent players. Look, see: 

Can the juggernaut be stopped? It's showing very little signs of slowing down at present. Here's creator Brendan Greene's response to hitting the one million mark. 

I, and now over one million others, have said this umpteen times before, but: that's not bad going for an as yet unreleased game.  

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

A new foggy map variant will descend upon Playerunknown’s Battlegrounds [official site] in next week’s update, developers Bluehole Studio have announced, along a new rifle. I’m still excited when a Plunkbat round launches and I discover it’s on the dusk or rainy variant, the latter for how it changes the importance of sound and the former for looking just so darn pretty. Gloomy fog shrouding distance areas sounds great. As for the early access FPS’s new gun, it’ll be the Ruger Mini-14 – the rifle that B.A. Baracus and the gang carried in The A-Team. (more…)

PUBG: BATTLEGROUNDS

Update: PlayerUnknown's Battlegrounds' next update is almost upon us, bringing with it the new Mini-14 rifle, bug fixes, FPP leaderboards and foggy weather conditions. The game's official Twitter feed has teased how the latter will look in-game. 

PUBG's existing rain condition can transform battles. Thunder, for example, can mask heavy footfall; while an overcast sky can reduce draw distance. With fog, visibility is naturally compromised.    

Here's a glimpse of how it might look:

It's not without its detractors, but I personally love PUBG's rain and am looking forward to how fog will force players to adjust and adapt. As noted below, the game's imminent update is expected later this week. 

Original story: 

According to Wikipedia, the Mini-14 is "a lightweight .223 caliber rifle" that's favoured by "law enforcement, security personnel, hunters, ranchers and target shooters." We can soon add semi-naked, frying pan-wielding, battle royale fighters to that ensemble as the semi-automatic shooter is en route to PlayerUnknown's Battlegrounds. 

Due in its next incoming update, the game's official Twitter account posted this earlier today:  

Having abandoned its regular monthly update schedule last month—so as to maintain a "high standard of quality" moving forward—PUBG's next build is for now without a concrete launch date. It is however expected next week, with test servers "up for at least two days early next week". 

When it arrives, it'll come with the Mini-14, new foggy weather conditions, FPP leaderboards and a handful of bug fixes.  

Half-Life 2

Every year PC Gamer's editors and contributors vote on a list of the 100 best PC games to play right now, and every year our Top 100 list is contentious. A game is always too low, and another too high, and another unbelievably missing. Such is the inevitable fate of any List Of Things In A Certain Order.

But this year, we decided it would be fun to transform the heated comment threads under our list into a list of their own—the Readers' Top 100. Last week, I asked you to pick your top two games from our Top 100 list, and suggest two games to add. I then compiled the votes (1,445 of them), weighing the write-ins more highly than the picks from our list, given that it's much more likely that 50 people would chose the same game from a list of 100 than all write in the same game.

My totally unscientific method does cause a few problems, namely: how much more do you weigh the write-in votes? A multiplier of three produced the most interesting list in this case, though next year I may ditch that tactic all together and take write-ins only. The danger is that a write-in-only list might be more easily swayed by organized campaigns (though that certainly happened anyway), and for this first attempt, I wanted to include a baseline to build off of just in case the suggestions were too scattered, or too homogeneous.

It worked out pretty well despite the uneven, improvised methodology—but do think of it as a fun exercise and not a perfect representation of PC gamers' tastes. Caveats out of the way, check out the list below. (Games that aren't on our Top 100 list are in bold.)

The PC Gamer Readers' Top 100

  1. The Witcher 3: Wild Hunt
  2. Half-Life 2 
  3. The Elder Scrolls V: Skyrim 
  4. Dark Souls 
  5. Borderlands 2 
  6. Fallout: New Vegas 
  7. Mass Effect 2  
  8. Doom (2016) 
  9. BioShock 
  10. Doom 2 
  11. Fallout 2 
  12. Deus Ex 
  13. Portal 2 
  14. Life is Strange 
  15. Starcraft 
  16. Baldur's Gate 2: Shadows of Amn 
  17. Grand Theft Auto 5 
  18. League of Legends 
  19. Diablo 2 
  20. XCOM 2 
  21. Fallout 4 
  22. Dragon Age: Origins 
  23. The Elder Scrolls III: Morrowind 
  24. PlayerUnknown's Battlegrounds 
  25. Bioshock Infinite 
  26. Overwatch 
  27. Command & Conquer: Red Alert 2 
  28. World of Warcraft 
  29. Rimworld 
  30. Path of Exile 
  31. Planescape: Torment
  32. Fallout 
  33. Dishonored 2 
  34. Crysis 
  35. Stellaris 
  36. Crusader Kings 2 
  37. Metal Gear Solid V: The Phantom Pain 
  38. Dishonored 
  39. Half-Life 
  40. Warcraft 3 
  41. Quake 
  42. Factorio 
  43. Prey 
  44. SOMA 
  45. Fallout 3
  46. TIE Fighter 
  47. Elite Dangerous 
  48. Rocket League 
  49. Civilization 5 
  50. Heroes of Might and Magic 3 
  51. Starcraft 2 
  52. Nier: Automata 
  53. Stalker: Call of Pripyat 
  54. Wolfenstein: The New Order 
  55. Minecraft 
  56. System Shock 2 
  57. The Elder Scrolls IV: Oblivion 
  58. Psychonauts 
  59. Divinity: Original Sin Enhanced Edition 
  60. Knights of the Old Republic 
  61. Age of Empires 2 
  62. Thief 2 
  63. Endless Legend 
  64. Vampire: The Masquerade – Bloodlines 
  65. Titanfall 2 
  66. Warframe 
  67. The Secret of Monkey Island  
  68. Kerbal Space Program 
  69. Europa Universalis IV 
  70. Hotline Miami  
  71. Payday 2 
  72. Battlefield 1 
  73. Dota 2 
  74. Total War: Warhammer 
  75. Mass Effect 3 
  76. Batman Arkham City 
  77. Rainbow Six Siege 
  78. FTL 
  79. Stardew Valley 
  80. Counter-Strike: Global Offensive 
  81. The Talos Principle 
  82. Tyranny 
  83. Civilization 6 
  84. Undertale 
  85. Knights of the Old Republic 2 
  86. Team Fortress 2 
  87. The Witness 
  88. Thief Gold 
  89. Arma 3 
  90. Dying Light 
  91. Alien: Isolation 
  92. Hyper Light Drifter 
  93. Planet Coaster 
  94. Jagged Alliance 2 
  95. Call of Duty 2 
  96. Transistor
  97. Mass Effect 
  98. Freespace 2 
  99. 7 Days to Die 
  100. Ultima Online

For reference, the top 10 games on our list this year were: The Witcher 3: Wild Hunt, Dark Souls, Dishonored 2, XCOM 2, Portal 2, Metal Gear Solid V: The Phantom Pain, Mass Effect 2, Alien: Isolation, Doom (2016), and Spelunky. If you want a condensed sense of how our tastes differ from those surveyed, here are a few observations:

We like Spelunky a lot more than everyone else. It was in our top 10, but didn't even make it into the Readers' Top 100.

While Half-Life 2 has lost some stock in our minds, it hasn't in everyone's. It was 11th on our list, but 2nd on the Readers' list.

Everyone agrees that The Witcher 3 is great. It was first on both of our lists.

Skyrim is still chugging along. It was 26th on our list, but came in third in reader voting.

Borderlands 2 wasn't on our list, but came in 5th. Did Borderlands fans came out en masse, or are we just weird for not putting it on our list?

14th place is pretty impressive for Life is Strange. Rimworld ranked pretty high, too. Either these games are more popular than we realized, or the survey happened to be circulated among their biggest fans. Probably a mix of both.

League of Legends fans showed up to challenge our preference for Dota 2. It came in at 18, while Dota 2 was knocked down to 73. Justice?

If you'd like to compare the lists directly, I've put them side by side in a spreadsheet. Thank you to all 1,445 people who responded to the survey! Feel free to suggest new ways to compile this list in the comments, and I'll take them into consideration next year. My skill with Excel spreadsheet formulas is at least double what it was last week, a cursed power that will only have grown by next year.

PUBG: BATTLEGROUNDS

A couple of months back, PUBG executive producer Chang Han Kim said cross-platform play between PCs and consoles is something that is "definitely" on Bluehole's radar. Mastermind Brendan Greene has now confirmed this, and says he and his team are looking towards Destiny's well-balanced aim-assist to make cross-play "identical in terms of experience."

Whether or not this can be achieved remains to be seen, however the practicalities of such meticulous parity are "under heavy discussion." 

In conversation with gamesindustry.biz, Greene addressed cross-play directly: "We're looking into it. We'd like to see some form of cross-play, but we think it would only be fair if it was keyboard and mouse versus keyboard and mouse, or controller versus controller. But it's still under heavy discussion.

"There are games like Destiny that really get auto-aim and controllers in an FPS feeling good. And I think that with Microsoft's help it's really going to get it feeling like a good shooter on console. We want to give the same experience. We want PC and Xbox to be identical in terms of the experience you have playing the game."

Greene adds that partnering with Microsoft has introduced Bluehole to a "network of studios", including Rare, the team behind forthcoming pirate adventure game Sea of Thieves. As the developer has teased via a series of video diaries, Sea of Thieves' water looks great—which is something Greene reckons could at some stage help PUBG.   

"I was... talking to the Sea of Thieves guys. They said they loved the game, they play it a lot, but, 'Oh, you're water.' I mean, our water is not very good, but Rare has great water tech. They said, 'We should share some knowledge.' That's a great thing about being part of a network of studios. We can get that water tech, essentially for free, and we can share stuff with them. That's just invaluable, because their water is great. Having that would really finish off our world nicely."

PUBG: BATTLEGROUNDS

Following a report earlier today that Oceania players wouldn't get access to dedicated first-person servers in PUBG for a while, the creators have announced that, actually, a dedicated server will launch today.

Apologising for the prolonged period of silence around the issue, the official announcement reads like this:

"We are pleased to announce that first-person only servers for DUO will now be available for players in Oceania. Starting from 3 pm KST / 3:30 pm ACST today, players will be able to enjoy FPP DUO on OCE servers. For SOLO and SQUAD, we plan to introduce FPP at a later stage when we have an increased user pool on OCE servers in order to ensure a pleasant experience for all Oceanic players."

The announcement also provides some more fleshed out reasons for the studio's previous reluctance. "One of our main concerns was the fact that it can affect the other group of players who do not play FPP. It has been proven by the data from other regions that we need at least 500 players for two game modes to ensure a reasonable matchmaking time. Currently, the number of concurrent users on OCE is sometimes lower than the threshold during certain times.  

"According to our data, about 20% of the entire Oceanic player base plays FPP on servers in other regions. Adding another game mode now can make it difficult to sustain matches at all times. Furthermore, we will add a new map when we move out of Early Access later this year. All of these factors would result in a divided player base for each of these modes and ultimately affect the time required for matchmaking, especially in those regions with a smaller player base."

Whatever the case, player consternation in the Oceania region seems to have influenced the switch, so while only DUO is supported now, full support should come in the future. It's worth reading the whole announcement over here.

...