Stellaris - contact@rockpapershotgun.com (John Walker)

I don’t what is this? How many? Are we sure we’re in the right charts? This is definitely the Steam> Charts, where the mad-brained broken people just buy the same four games over and over and over? Because something is up. People have only bought the same three games over and over!

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PUBG: BATTLEGROUNDS - Hawkinz

Additional patch updates have been added to the bottom of the page.

Most recent update – 01/08/2019


Update #24 is now live!

Hey Everyone,

Winter has arrived. With Update #24, we’re debuting something we’ve been eager to share with you for months; our new 6x6 snow-themed map, Vikendi! An isolated Northern resort island in the shadow of Mount Kreznic, Vikendi was home to a wide variety of attractions, businesses, and villages. Look to the future from the spacecraft launch site Cosmodrome or travel back to the past and walk with the giants at the prehistoric Dino Park. Visit the aging Castle or take a tour of the winery. Vikendi is as beautiful as it is dangerous and Survivors treading these bitter cold lands will have to watch their backs even more closely as the fresh snow is perfect for leaving behind footprints! The days are long on Vikendi, but it won’t be long before the sun sets and the auroras fill the moonlit skies.

We feel Vikendi is a mixture of all the best parts of our previous maps and we can’t wait to hear your feedback. But that’s not everything coming in this patch! We’re also introducing two brand new items exclusive to the map; the G36C Assault Rifle (which replaces the SCAR on Vikendi) and the Snowmobile to navigate its icy terrain. We’ve also completed an overhaul to our in-game replay system, putting you in the director’s chair to edit clips, create 3D camera movements, and export your work so show the world your best PUBG productions! Coming later in the patch is our overhaul to the Parachuting system, which allows you to glide or dive during freefall, improves animations, and also lets you cut your chute before hitting the ground.

As always, your feedback is essential to our continued development and we especially need your input at times like these. Once you’ve played the map, please take the time to let us know what you think on our Official Forums or Reddit. We know you’ve waited a long time for this map, so without further ado, onto the patch notes!


NEW MAP - VIKENDI
Vikendi is not yet available in custom matches but will be available in an upcoming update.


Vikendi Gameplay
  • Vikendi is 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok.
  • Players can throw snowballs while waiting to board the plane in the starting area
  • Vehicles will be more slippery in snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up
  • Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently
    • Keep in mind that footprints and tracks in the snow don’t stay around forever!

Redzone
  • The center of the red zone spawns outside of the play zone
  • The smaller the play zone, the smaller the red zone
Bluezone
  • The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically.
    • This facilitates more blue zone variety and unique experiences.
  • Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match
Item Spawn Balance
  • The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok.
    • Level 3 helmets spawn in the world
    • Level 3 vests spawn more often than other maps
    • Smoke Grenades are spawned at a higher rate compared to other throwables

SURVIVOR PASS: VIKENDI



The official Survivor Pass: Vikendi microsite is now live, check it out!

Added Survivor Pass: Vikendi
  • The duration of the pass is 10 weeks.
  • Players have the opportunity to complete missions and receive rewards throughout the duration of the pass.
  • Two types of passes are available:
    • Survivor Pass: Vikendi - Provides missions and rewards to unlock for all players, as they level-up the pass.
    • Premium Pass - Provides special missions and exclusive rewards to players who’ve purchased the premium pass, as they level-up the pass.
  • The Premium Pass is purchasable for $9.99 (price may vary slightly depending on your region).
  • Each level you can claim rewards from Survivor Pass: Vikendi in the Rewards tab and also claim Coupons by clicking on the ‘Drop In Supply’ button.
    • Coupons can be used to unlock exclusive rewards, read on for more details.
  • You can view your current mission lists in the ‘Missions’ tab and can also check the mission lists in-game by clicking 'P' prior to jumping out of the plane.
  • There are 5 mission types available to complete:
    • Daily Missions: 3 missions will be provided every day. You swap out up to 1 mission per day.
    • Weekly Missions: 10 missions will be available every week, and you can view the missions for specific weeks.
      • Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass: Vikendi can complete up to 4 missions.
    • Beginner Missions: Easy missions which are provided for beginner players.
    • Premium Missions: All players can complete these missions, but only players who have the Premium Pass can claim rewards after completion.
    • Challenge Missions: Theses are special missions provided for players who’ve completed all their weekly missions in a specific week. It contains more challenging and advanced missions.
      • All players can complete Challenge Missions, but only players who have the Premium Pass can claim rewards after completion.


Added ‘Coupon’ system in Survivor Pass: Vikendi
  • You can claim Coupons (Blue, Yellow and White) each level, which you can then use to unlock exclusive items in the Coupon Shop.
The existing Survival Rewards system will be integrated with Survivor Pass: Vikendi on December 19th.
  • We have integrated the existing Survival Rewards system into Survivor Pass: Vikendi in order to reflect feedback from the players regarding temporary items and duplicate rewards.
  • Existing Survival Rewards system will be closed on December 19, 2018 and all existing supply missions will end.
    • Make sure to click ‘Claim’ and ‘Drop In Supply’ to redeem rewards before the system is closed.

    • A banner in lobby will display remaining time for the Survival Rewards system.



NEW WEAPON: G36C

Added a new AR - G36C
  • G36C spawns only in Vikendi
    • Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine
    • G36C has a lower and upper rail for attachments, but cannot attach a stock

NEW VEHICLE: SNOWMOBILE

Added a new vehicle - Snowmobile
  • The Snowmobile only spawns in Vikendi
    • It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain.

Replay Editor

Added a Replay editor system
  • This system allows you to create dynamic video clips with creative camera angles and special effects using your replay files
  • You can also create 3D paths for the camera and camera angles and export clips
    • Guide & Tutorial of the replay editor system will be updated later.


Gameplay
  • Improved the character animations used in the air.
    • Character movements are much more fluid and have been improved to be more realistic.

Parachute System Overhaul
Please share your feedback regarding the parachuting changes!
  • Freefalling
    • Holding SPRINT [Default SHIFT] now puts you into a dive at full speed straight down towards the ground
    • Turning speed is now much faster and has increased control, responsiveness, and precision
  • Parachuting
    • Added new freefall animations and increased overall control and responsiveness
    • Holding SPRINT [Default SHIFT] helps you drop faster and land quicker
    • Holding WALK [Default LCTRL] lets you glide, when you want to travel a longer distance
      You can now cut the parachute while relatively close to the ground, while still moving through the air.
      • This can be used to strategically to get to your drop point faster, but be careful, as you can take damage if you drop too far
    • Added new landing animations
      • The speed in which you land matters, as landing too fast may force your character to roll, or roll for longer, before you can gain full control of your movement
    • Colliding with buildings or objects while parachuting will now automatically cut your parachute. Be careful!
    • The parachute no longer disappears instantly after landing

  • Improved blood hit effects
    • Improved the visuals of blood particles when players are shot.
    • Improved the visuals of blood effects that appear on screen when shot by other players.
  • Slightly decreased the maximum number of shots possible to fire per second with the M16A4
    • The reason for this change was due to the fire-rate of burst mode for the M16A4 being unintentionally slower than single fire shot rapidly
    • We are planning to have a weapon balance patch in the first half of 2019. Please continue to share your feedback with us regarding weapon balance
  • Adjusted the sight position to be closer to the muzzle for some weapons
    • In a future update, we will be adding a new attachment which will require this new sight position, so we've made the change in advance to help players adjust to the change
    • There is no change to weapon recoil, but weapon control may be perceived differently due to the sight location change
  • Players now receive damage from Molotovs that hit their vehicle
    • Molotovs that hit around the vehicle, or when driven through an already-exploded molotov will not damage those inside

Survival Title System(Season 2 Beta)

  • Changed Season 1 Beta Rank system to Season 2 Beta Survival Title System.
  • For more information, please check the Dev Letter (Introducing our new Beta Season 2 Title System) released on Dec 5.
  • Season 1 Beta has ended and the Survival Title System (Season 2 Beta) will begin in 1 week.
    • No RP will be gained during the grace period between seasons, although career stats will continue to be tracked.

UI/UX

  • Changed the overall lobby theme in celebration of our latest map - Vikendi
      Applied the snowfield environment theme
    • Applied a snowing effect
    • Changed the background music
  • Improved the Store feature
    • Added additional sorting features to sort by Featured, Newest, Price High to Low, Price Low to High
    • When you preview items in the store, only the selected item to be previewed will be displayed on your character. All items equipped in your wardrobe will be unequipped.
    • If you preview a helmet skin, makeup or other items covering the face, all other items equipped on the head will be unequipped
    • Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu
    • Added On/Off option keybind for the on-screen key guide
      • You can toggle the on-screen key guide by pressing ALT+K
      • You can change the default setting for this feature in the settings under the Gameplay tab

Play Menu UI Renewal

Improved the map and game-mode selection interface

Additional queuing information is now displayed for the selected match type.


If the matching pool in your region has sufficient players for healthy matchmaking, the expected wait time will be displayed for the selected match type.


When the matching pool in your region doesn't have enough players for healthy matchmaking, an accurate estimated waiting time cannot be provided and the number of players currently queuing will be displayed instead.


When the concurrent player count for a region is too low to start games consistently in a particular mode, those players will be redirected to their next closest region instead. A message will alert players when this is happening and to expect higher ping than local servers.


Training mode can now be found under the PLAY menu, next to public match


Performance
  • Optimized foliage and vegetation rendering
  • Improved CPU performance by optimizing the object creation process
  • Improved GPU performance for Medium and Low options by adjusting graphic quality related to the 'Post Processing' with those settings (tuned HBAO+)
Anti-Cheat & Reporting
  • Players banned mid-match from cheating, teaming, teamkiling, etc now have their ban displayed in real-time on the killfeed.

Bug Fixes
  • Fixed an issue where each weapon had a different delay between reloading and being able to fire
  • Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill
  • Fixed an issue which prevented the system menu from opening when clicking a specific spot on the button
  • Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP
  • Fixed an issue when spectating a player who died in Replay Mode, the follow camera stopped working
  • Fixed an issue which caused sudden frame drops temporarily when quickly toggling voice/sound options repeatedly
  • Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN”
    • Region indicator will now not be shown until before the match countdown starts
  • Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill
  • Fixed an issue caused after restarting the lobby with 'Open Crate’ and 'Preview' buttons displaying on the left side of the screen in the Store Inventory page
  • Fixed an issue which caused the camera to fall into the ground in replay mode after parachuting
  • Fixed an issue where the angle of the spectated player's view was different from that of the player
  • Fixed exploits at Castle and Volnova which allowed players to get underneath the map.
  • Resolved issue where wire fences were impenetrable by bullets (some chicken wire fences still need to be fixed).
  • Resolved minor map issues, including some instances of floating vegetation.
  • Fixed an issue which could cause grenades to drop in place, or prevented them from being thrown.
  • Disabled vaulting through certain small windows on Vikendi.
  • Fixed an issue where a character was moved to a free-look direction while free-looking during freefalling
  • Fixed an issue where players appear to still have the parachute equipped after landing.
  • Fixed an issue which cause the camera to shake while ADS and moving in a prone position on sloped terrain
  • Fixed an issue which caused ammo capacity to display up to 6 decimal places
  • Fixed an issue which while spectating could cause the spectated player's weapon to display in a misaligned position
  • Fixed an issue which prevented players with non-default WALK and SPRINT keys from using new parachute mechanics correctly
  • Fixed an issue where Survivor Pass: Vikendi mission list was not showing properly when scrolled down using the mouse wheel

Custom Matches
  • Vikendi is not yet available in custom matches but will be available in an upcoming update
  • Improved Observer UI
    • Added a Bullet Tracer On/Off option in the Settings Menu
      • This can be found under Settings – Gameplay – Observer – Show Tracer Display
      • Use Tracer Team Color - This changes the color of team tracers
    • Added new text for when teams are eliminated
      • OLD: “X Wiped Out X”
      • NEW: “X ANNIHILATED X”
    • Added new text when certain kill levels are reached during a game
      • Individual Player Kills:
      • 5 kills - RAMPAGE
      • 10 kills - EXECUTIONER
      • 15 kills - MASTERFUL
      • 20 kills - CONQUERING
      • Total Team Kills:
      • 10 kills - KILLING SPREE
      • 15 kills - DOMINATING
      • 20 kills - UNSTOPPABLE
      • When pressing 'Ctrl + Number' to assign hotkeys to spectate particular players, the text now displays in the bottom left corner, underneath the team list
        • Assigning once will display the number and player
        • After assigning multiple times, assigned history will be displayed
        • Tags shown above players will now only display up to a 1km distance from the spectator, for better visibility
      • When a player has died, a skull icon will now appear in the team list
      • Visual improvements have been made to the HP bar

Known Issues
  • There is an issue which causes the parachuting height in War Mode to be different from before the parachute overhaul
  • The UI of the altimeter does not move when freefalling in training mode
  • There is an issue that the altimeter doesn't display correctly while parachuting and the map is open
  • Parachuting icons of teammates who have left the plane do not appear next to their name once they exit the plane

Patch Updates

01/08/2019
  • Fixed an issue where the level 3 helmet (Medieval) skin would display the level 2 helmet skin after being dropped.
  • Fixed an issue which caused skins in the ‘eyes’ slot to not be visible when wearing specific items.
    • All ‘eye’ slot items will be unequipped when used together with a gas mask
  • Fixed an issue where weapons would not equip properly after throwing a grenade.
  • Fixed an issue which could cause players with throwables equipped to appear barehanded in situations where a player is experiencing high latency.
  • Fixed an issue where the animation to equip a weapon occurs, but the weapon remains holstered.
  • Fixed an uncommon issue which could cause standing unarmed players to appear to hold a weapon after performing specific actions.


01/01/2019
  • Fixed a map issue which allowed players to get into an unintended location
  • Fixed an issue with weapon inventory images displaying incorrectly after equipping some attachments.
  • Fixed an issue that caused PUBG to launch in 'Fullscreen Windowed' mode even when set to Fullscreen.
  • Fixed an issue that the character animation is stuck shoulder firing (soft-aiming) when pressing ALT and aiming at the same time.
  • Fixed an issue where in specific circumstances the mouse cursor would unintentionally be allowed to move to another screen when using dual monitors in Fullscreen mode.
  • Fixed an issue where destructible objects including doors would disappear after moving to a different point on the timeline in Replay/Death cam mode.



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

Update: Vikendi is now live on the test servers and HAS A DINO PARK?>

The fourth map of Playerunknown’s Battlegrounds will be a snowy affair named Vikendi, developers PUBG Corp announced tonight. It’s a mid-sized map, bigger than Sanhok but smaller than Erangel and Miramar, and brings new tricks including footprints you can follow. Vikendi is due to hit the Plunkbat test servers later today (today being Friday? I think? I don’t even know anymore it’s 5am please help) then launch in full on December 19th.

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PUBG: BATTLEGROUNDS

PlayerUnknown’s Battlegrounds’ new map has been revealed. It’s a chilly, snow-themed island called Vikendi, bringing with it new weather, a new gun and the coolest way to get around a battlefield: snowmobiles. It’s already live on the PC test servers, so you can put on your woolly hat and scarf and jump in now. 

Vikendi, in terms of size and the type of battles it promotes, sits in the middle of Erangel and Sanhok. It’s big enough so that you can spread out and actually need to actively look for foes, instead of just bumping into them, but it’s got a faster pace than the biggest maps. 

“We have a lot of players that love the fast rush of the 4x4 Sanhok map, and definitely a large amount our players enjoy the larger, more tactical maps, the 8x8 maps like Miramar and Erengal,” says Dave Curd, world art director. “So we thought, what if there was a sweet spot 6x6 with loot that’s a little less than Sanhok, a little bit more than Erangel, what would that feel like, who would that serve?”

The result is a map of contrasts, not just in terms of geography, but in architecture and tone, as well. Set in Eastern Europe, you’ll come across medieval castles and abbeys but, just down the road, more modern buildings. There’s a ‘60s cosmodrome, complete with rocket, and a even quirky dinosaur theme park. 

“In every map, you’re always going to have these iconic, central locations that really lend themselves to hot-dropping," Curd says. "There’s a certain kind of player, and I’m one of them, who really loves to hot-drop and loves to take on that first fight as soon as possible, getting it out of their system. I find when I drop at the borders of map and play a slow, deliberate game, I’m usually too scared and stressed out when I get into my first firefight.”

The dinosaur park, in particular, sounds like a brilliant, murderous arena. Some of PUBG Corp’s artists took a trip to Slovenia where they found a dinosaur park, inspiring the one in-game. It was more of a wilderness trail, however, while the PUBG version is a proper amusement park with a roller coaster and bumper cars.

“You can get on those roller coaster tracks and there’s an amazing faux-rock maze in the centre that you can explore and loot,” Curd says. “My pro-tip there would be to hot-drop into the middle of the maze and shoot your way out. There’s even a volcano display you can go inside. We think players are going to have a really good time in the dinosaur park.”

These are locations with personality, and they whisper about the lives people lead on the island before it was turned into a battle royale madhouse. While Curd knows what lead to all of these places, from Erangel to Vikendi, being in the state they’re in, he’s still keeping it to himself. 

“We have an internal team lore,” he said. “And we certainly have motivations for why towns are the way they are, how the roads flow, what happened to some of these locations, but we much prefer that players explore for themselves, looking for Easter eggs and take some time to check out the map.”

There are regular towns and cities, too, created to thrust players into conflict more often. Their layouts funnel players into interesting conflicts, says Curd, and contrast with the likes of Miramar’s Los Leones. It’s a big city with loads of windows where it’s hard to predict where danger is going to come from. In Vikendi, there are fewer windows to cover and fewer lanes to watch, which the team hopes will conjure up plenty of head-to-head battles.

Away from civilisation are dense forests and plenty of places to hide. The developers envision Vikendi as a squad map, where groups of players can find lots of cover behind walls, rocks and trees. If you don’t care about being spotted, however, you can throw caution to the wind and just speed around on the slippery, sliding snowmobile. 

PUBG’s newest vehicle is also its wildest, speeding across icy rivers and over snow-dappled hills. Regular skis probably wouldn't have fit PUBG, but a motorised bullet on skis? That's a different story. 

“Those things can go crazy on any surface,” Curd says. “They can go super fast, they’re super slidey, they’re a blast to drive and it feels really good being on the back of one of them, shooting at other players.”

The weather doesn’t just make it possible to slide around on snowmobiles—it also affects visibility, like the weather on other maps, informing player tactics. When there’s heavy snow and visibility is low, or when it’s dark and the only obvious light is the Aurora Borealis, players might be more likely to lurk inside. Clearing buildings, then, becomes a priority, and so does finding the right loadout for the job. On clear days, however, snipers can find a comfy perch and start picking off targets. The snow also means that players leave tracks as they explore the island. Tracks that other players can use to hunt them down. The stalker/prey dynamic is a big part of Vikendi, says Curd. 

“When it’s time to think about a new map, our job is to ask what can this map provide that we haven’t provided for our players yet? One of the things that we first got really attached to was the idea of the hunter and the hunted; the idea of following players’ tracks, being mindful of your own tracks and what that experience might be like. When you go down that idea, you start to think sand, but we’ve already done Miramar, so snow obviously made the most sense.”

Like open doors and smashed windows, tracks in the snow can tell players to avoid an area if they don’t want a confrontation, or they can head in that direction if they do. And while an open door just means someone has been in that building at some point, tracks vanish over time, so if you do see them, a player has been in the area recently. 

Tracks are also another way for sneaky players to lay ambushes. “That’s what I’m looking forward to when it goes live on PC test servers,” Curd says. “Seeing those streamers chasing tracks round corners and someone is there with a shotgun waiting for them.” 

They promote the kind of clever, stealthy play that, as a player who often feels like they’re in a stealth-horror game, make for the most memorable matches and encounters. You know there’s someone else nearby, but have they seen you yet? Do you have the drop on them, or are they hiding in a bush, grinning with ill intent? Probably the latter, knowing my luck. 

A new weapon is being added to the roster, too. The G36C is a short to mid-range assault rifle that works well in urban areas. “We have a large Eastern European city that’s designed around really cool funnels and choke-points, and the rifle really does some work at those engagement distances,” Curd says. “It’s a really effective weapon and I think our players are going to enjoy using it. When you go out into the forests, the sniper rifle is still going to be your best bet, but for any unique locations, like the dinosaur park or the cosmodrome, that rifle is going to kick some ass.”

You can climb onto the roller coaster tracks and start taking potshots with your new G36C now by hopping onto the test servers, and Vikendi will be available on the live servers on December 19. 

PUBG: BATTLEGROUNDS

Vikendi, the much anticipated fourth map for PlayerUnknown's Battlegrounds, launches on PC test servers today before a full launch on 19th December, with a console release set for January. Based on a series of short preview videos I was shown earlier in the week and the following interview with Dave Curd, world art director at PUBG Corporation, I can safely say it's the battle royale's most creative and ambitious map yet.

The videos opened with a squad of PUBG players trudging through deep snow, leaving a trail of footprints behind them as a light scattering of snow fell from the sky. This then moved onto a flyby of a couple of brand new locations including a run-down, dinosaur-themed amusement park and the rusty interior of an abandoned cosmodrome, complete with old missiles and worn-out machinery.

This exaggerated and almost light-hearted approach to the level design may be an attempt to win over some of the Fortnite crowd, but there's still plenty of scope in the map for more traditional PUBG arenas. Fans of earlier maps should be excited to hear I was shown several shots of a large town that featured multiple multi-storey buildings. This will be perfect for a more realistic urban combat environment, akin to some of the larger towns in Miramar.

Read more…

PUBG: BATTLEGROUNDS

Vikendi, the snowy new map coming to PlayerUnknown's Battlegrounds, was officially unveiled tonight at The Game Awards with a CGI trailer filled with bombs, bodies, blood, and a cute little birdie. 

The trailer doesn't tell us much about the map beyond the fact that it's deeply snowed in, but that rocket in the background looks interesting. Ominous, even. Fortunately for those of you who are curious, you can get a taste of what it's all about tonight: The Vikendi map is slated to go live on PC on December 19, but will hit the PC test servers tonight and may well be live by the time you read this. 

PUBG: BATTLEGROUNDS - Valor


Group 5 of the Twitch streamer skins are here, featuring 8 more content creators who participated in Broadcaster Royale!



Skins are available for $4.99 each and can be purchased until December 27th at 7pm Pacific through the game client. Each sale directly benefits the Twitch streamer, so pick up your favorite skins and support them in-game and out!

This group’s streamers:

CigaretteSTV • Edberg • ewanng • fuffenz • Lil_Lexi • Lumi • Shobosuke • WackyJacky

Update: As of December 17th, 2018, Streamers will no longer be able to sell in-game items for PUBG via the PUBG Contraband Extension. The Extension will encourage viewers to purchase directly from the PUBG store within the game client. Viewers looking to support their favorite streamers can click the #BroadcasterRoyale menu in the in-game store to purchase and see all streamer items available.

This change does not impact any in-game content previously purchased, claimed or awarded on Twitch.











PUBG: BATTLEGROUNDS

PUBG is getting a new map today, a snow-drenched 6x6 play space called Vikendi.

Vikendi is out now on the game's PC test servers, then launches proper on PC on 19th December. It hits the PlayStation 4 and Xbox One versions of the battle royale in January.

Vikendi includes the new snow mobile vehicle and the new G36C assault rifle. Size wise it's designed to fit snugly between Sanhok and Erangel.

Read more…

Zero Escape: Zero Time Dilemma - contact@rockpapershotgun.com (Giada Zavarise)

When you hear the words battle royale , most people in 2018 immediately think of the trigger-happy Plunkbat or the cheery Fortnite. But a decade ago, those same words only evoked bleak battles between crying teens, fought on the black-and-white pages of a manga — a Japanese comic.

Art doesn t exist in a vacuum. Creators absorb ideas and translate them to different mediums, in a web of cross-influences and contaminations. That s why to understand the rise of battle royale games, we must start from the cult manga Battle Royale.

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PUBG: BATTLEGROUNDS - Valor


It has been two months since we introduced our first iteration of a Rank System in Update #22. We knew going in that this was a system you had been asking for and watched your feedback closely after its implementation. We found that players were most disappointed that climbing ranks was rather easy and even the highest ranks could be achieved through grinding and overall passive gameplay. As a result, it became clear that the prestige behind these ranks wasn’t what we had intended.

It was decided that while we work on a more appropriate system that puts the correct focus on playtime and skill, we would repurpose the existing system to highlight one of PUBG’s ultimate goals - to survive. This means the focus of improving is no longer directly about competing with other players, but rather to grow by overcoming your personal struggles in the game while honing your skills. For the coming Beta Season 2, this will take the form of Survival Titles that can be earned by gaining Survival Points during the season.

We designed the new Survival Title System so you can see how you progress, going from zero to obtaining honorable Titles through continued play while improving your skills. And while this is also a beta and can change with your feedback, here’s some more information on our thoughts and goals for the new Survival Title System in Beta Season 2.

Beta Season 2 Survival Title System

1. Ranked System to Title System

While we work on another way to track competitive progress, we’ve discontinued the current placement system and are utilizing some of its aspects into the new Survival Title System. As stated before, the new system is based on personal growth, instead of having your placement being decided based on competition with others.

The existing Rank Point (RP) of Beta Season 1 will be changed to Survival Points (SP). Players will begin with 1 SP. If you collected RP from Beta Season 1, your RP will be soft reset and a portion of your results from the previous season will be applied as SP.

* MMR is not reset during this beta phase.*

2. Survival Title Levels



With the Survival Title System, you can obtain Titles through consistently playing the game. We’re using the same icon assets from the previous system (with a couple names changed to be more in line with survival) and adding extra stages in between each milestone below Expert. Once you reach Expert, there are no longer any divisions, but progression will be more difficult and influenced more by a higher ranking and kill count in every session.

We have also discontinued the demotion system from beta season 1, meaning once you achieve a Title, the only place to go is up (with exception to the Lone Survivor Title, detailed below)!

SP gain efficiency will be tweaked slightly between different game modes (Solo, Duo, Squad) in an effort to keep each mode fair and balanced to prevent any as being seen as the only viable way to grind SP.

3. Lone Survivor
As the top end of this system, only the top 1000 players are able to acquire the Lone Survivor Title. Once you reach the required amount of SP for Lone Survivor, you will have to continue earning SP or risk being bumped by a competitor. You will retain the Lone Survivor Title as long as you remain in the top 1000, so play well and play often to show off your prestigious title!

4. Leaderboard Improvements
The Leaderboard has been improved to highlight players who have made it to Lone Survivor. This leaderboard will be updated every 2 hours. Lone Survivor players who do not play a match for one week will be removed from the Leaderboard.

5. Title Icons in Lobby


* The above image is in development. Final details may be different.

Title emblems will be displayed in the lobby for you and your team. The emblem will be changed and displayed to reflect each mode.

Rewards per Survival Title


* The above image is in development. Final details may be different.

We’ve added a reward system for those working their way up through the new Title System. For Beta Season 2, you will receive rewards based on the highest Title achieved during the season regardless of Mode or Perspective (FPP/TPP). Those rewards will be given out at the start of the following Season.


* The above image is in development. Final details may be different.

Novice through Survivor Titles will receive rewards as their milestones are achieved. You can check your status, which can be checked in the Title information on the “SEASON - OVERVIEW” page of the game lobby. Lone Survivors will receive the same rewards as Survivors and will only retain the Lone Survivor Title while within the top 1000.

Remember that the Title System is still in Beta. Your continued and valuable feedback will help us choose the direction of this and future systems, so let us know your thoughts on what we’re doing right or more importantly, what you’d like to see from us in the future.

To everyone who participated in Beta Season 1, we offer our sincere thanks. Season 1 ends on December 12, 2018, but there is still time to participate and share your feedback for future iterations of the system. The new Title System and Beta Season 2 will be applied to the test server on December 7, and will be released to live servers on December 19.


Thank you,

The PUBG Dev Team
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