As the PUBG Continental Series (PCS) Charity Showdown comes to a close across Asia, APAC, North America, and Europe, we wanted to take this moment and thank all of our fans, players, and teams for helping us create a strong start to the 2020 PUBG Esports’ competitive calendar.
Four teams reigned supreme, with DivisionX Gaming (APAC), Tianba Gaming(ASIA), Oath Gaming (North America), and Northern Lights (Europe) taking the crown in their respective territories. In addition to their own winnings, a promised donation of $400,000 USD will be split evenly and given to each winning teams' charity of choice to aid in COVID-19 relief.
Additional donations from our amazing PUBG Esports fans will also be donated along with this. We will provide the result of donations with the upcoming announcement.
As previously announced, fans can look forward to two additional PCS tournaments held across Asia, APAC, North American, and Europe. Today, we’re happy to reveal that the names for these upcoming events are PUBG Continental Series 1 (PCS 1) and PUBG Continental Series 2 (PCS 2). For more details around the both PCS events, please find more details below.
PCS 1 and PCS 2 Overview
PUBG Esports fans can set their dates and look forward to PCS 1 in June and PCS 2 in August. Just like the PCS Charity Showdown, PCS 1 and PCS 2 will be held across four different regions: APAC, Asia, North America, and Europe. Each of the tournaments will be conducted using with the same overall format and ruleset.
Participating Teams Each regional event will feature a total of 16 participating teams, all of which must secure seeds through their regional qualifiers. For more detailed information around the regional qualifiers, please refer to each region’s announcement.
Tournament Operation
Fans can look forward to four days of intense competition over the course of two weeks. Each day will feature five matches across Erangel and Miramar.
Prize Money
Players will be battling it out for their share of each regional event’s $200,000 USD prize pool. The stakes will grow even higher as the Pick’Em Challenge returns. Taking the framework of the Pick’Em Challenge from last year’s PUBG Global Championship 2019 (PGC 2019), we look to offer another way to provide more loot for our participating teams and fans.
PCS 1 will take place from June 25 to July 5.
The schedule for each of the regional events are as follows::
The full schedule for PCS 2 will be announced at a future date.
PCS 1 Pick’Em Challenge
Hot off last year’s success during PGC 2019, the Pick’Em Challenge returns as a revenue sharing method for our pro teams to take part in during each of the upcoming regional PCS events.
From June 17 to July 2 (KST), the PCS 1 Pick’Em Challenge will give PC fans a chance to guess which team will reign supreme at each of the regional events. We're also happy to announce that our console players will be able to participate in the Pick'Em Challenge this year from June 23 to July 2( KST).
If your pick wins, you’ll get the opportunity to take home some champion level loot. While we’ll announce specifics on how to participate at a later date, we’re excited to give you a high-level overview of the program and a sneak peek at some golden loot.
Similar to last year’s PGC 19 Pick’Em Challenge, PCS 1 will include exclusive items that will be sold in-game. The items will be revealed at a later date, but 25% of the profits will be distributed back to pro teams across the four regions. 12.5% of the profits will be added to each of the regional prize pools, while the remaining 12.5% will be distributed equally amongst the participating teams.
Finally, please see below for a concept image of the items you can obtain through the PCS 1 Pick’Em Challenge.
We’re looking forward to extending the momentum built from the success of the PCS Charity Showdown by creating unique and interesting viewing experiences for PCS 1 and PCS 2. Thanks again for making our inaugural events a success and we look forward to announcing more details around both PCS 1 and Pick’Em Challenge.
As safety measures surrounding COVID-19 continue to keep people in their homes, the #PlayApartTogether message remains just as important. To further support this industry wide initiative, we're running a PUBG Free Play Weekend on Steam!
From June 4th 17:00 UTC until June 8th 17:00 UTC, you and your friends can try out PUBG at no cost.
Even better, the game will be available for purchase at a discount of 50% off so you can continue your Battlegrounds journey and work towards the all-new ranked mode! We know these times are difficult, but keeping yourself and others safe during this pandemic is important.
We hope you enjoy your free time in PUBG and we'll see you on the Battlegrounds!
50% Discount will only be available during the Free Play Weekend event
In-game purchasing will not be available until after purchasing the full game
Back in February, we asked for your help in trying something new. At the time, Australia was just starting to recover from devastating brushfires across their country and in an effort to help them through that difficult time, we set up a fundraiser through the sale of the Australia Fire Relief - Pan skin on both PC and Console. While the world has changed a lot since then, we wanted to share the results of your generous efforts and give an update on where we’re sending that money.
First of all, we’re extremely humbled to announce that you as a community have raised a collective $588,115.52 by purchasing the pan skin. This number is after platform fees have been taken into account and the amount that was sent to the WIRES organization via Globalgiving on May 19th (PDT).
For those curious, WIRES (Wildlife Information, Rescue and Education Service) is Australia’s largest wildlife rescue organization and has been caring for the wildlife of Australia for over 30 years. With the worldwide impact of COVID-19, their essential work has become even more difficult, especially in the wake of both a massive countrywide drought and the fires that killed over 1 billion animals.
Now more than ever we feel this is a worthy cause for the money you’re donated and we hope you do as well. It is truly inspiring to see the good that we can do together and we’re honored to be in a position where the sale of a small digital item and the generosity of our community can have such a big impact on the world. We’ll be looking at additional causes we can support in the future, but for now you have our deepest and most humbled thanks for helping with this campaign.
For more information on WIRES, you can visit https://www.wires.org.au/. Be sure to also drop by and send a thank you note (or just a follow) to community artist @swatercolour for donating the art used on the pan skin.
As many of you know, we’ve been working to add a skill-based ranking system to PUBG for quite some time. Ranked Mode provides an additional challenge for experienced players, allowing them to climb the ranks and see where they stand among other players. Ranked will be an ever-evolving core feature of the game going forward and comes with many things to understand, so let's go over some of the design goals and launch features. We plan to dive deeper into specific pieces in the coming weeks and months.
Goals
Provide an official way to measure skill in PUBG that shares inspiration and direction with PUBG Esports
Provide new ways for players to show off their skill and status to each other
Provide an environment specially tuned for serious PVP only competition
Provide a new queue that divides ranked from normal play, allowing their rules and settings to evolve independently and
with separate purpose
Provide a different atmosphere for Ranked play by introducing a special Ranked lobby and additional post game details
Provide new unique seasonal rewards, reserved for Ranked players of a given season
Introduce new systems that aim to help protect the integrity of Ranked games and leaderboard
How does a Season work?
At the start of each new Ranked season, all player rankings will be set to an unranked state. Players will need to complete their placement matches for each mode (TPP/FPP) they wish to play in to determine their starting rank. Your previous ranks will have an impact on placement in future seasons, however Platinum V is the placement rank cap regardless of previous performance.
As the season plays out, your matches will earn you RP that raises and lowers your Rank Tier and Division. At the end of the season, rewards will be given out based on your highest placement in the season. We’ll talk more about what those rewards are a bit further down.
What rules will be used?
64 players, FPP / TPP Squad only
Random Map (Erangel, Miramar, Sanhok)
No Redzone, No Bots.
The timing and the speed of the Blue Zone has been adjusted for more intense gameplay
Ranked will use a variation of the SUPER settings/loot that PUBG Esports uses, which focus on 64 player squad oriented play. Ranked settings mean more loot in your hands faster, a more competition-focused bluezone, and by very popular demand, NO Redzone. Ranked Mode will use the same maps used in the pro circuit: Erangel, Miramar, and Sanhok, which will be chosen randomly each match. Finally, there will be no bots in Ranked Mode.
We made the decision to support both FPP and TPP. Although FPP is the main mode for esports, TPP is the most popular mode with normal players. We're keeping the focus on squad play to start, but players can also choose 1, 2 or 3 person squads. FPP and TPP will be ranked separately, with the highest achieved rank in either mode determining the rewards you earn that season.
There are a few other differences between Normal and Ranked matches as well. For example, crossbows and Motorgliders do not currently spawn in Ranked mode. We expect that there will be a lot of discussions about the rules and balance settings used in Ranked Mode, and will be listening to your feedback as we plan and evolve each system.
What about cheaters and penalties?
As TS discussed in his Community Letter a couple weeks ago, new restrictions will be in place to help preserve the integrity of Ranked matches.
Players may be required to authenticate their account using a unique phone number and reach a minimum level in Survival Mastery to play Ranked matches. If an SMS verified account becomes permanently banned, the device used to link the account also becomes banned, preventing it from being used again for another account.
Note: SMS authentication is not required for players on Console.
Being a skilled player means being able to perform at a high level under many different conditions. To that end we are introducing penalties in ranked mode for players who try to get around the random map selection. Players who try to "dodge" a game while still in the lobby will find themselves needing to wait out a timer before queuing up again. In addition, if a player leaves a game early, it will be recorded as if they had died at the time of leaving. This includes any RP loss that would normally occur.
Players are free to form their own teams with their friends but will not be able to queue for a match unless all players are within two Ranked Tiers of each other. The queue will also be unable to start if any player on the team is currently facing a ranked matchmaking restriction.
Any players who become permanently banned will be removed from the Leaderboards.
What can I earn?
Rewards are a time honored tradition of Ranked play. Being able to show off your accomplishments season over season is important to you and we want to give you cool stuff to allow for that.
Let’s start off with the main event. A ranked skin set will be awarded to all players who achieve the rank of Gold V or higher in any queue. The exact skins in the set will change for each season, but the designs will share a distinct Ranked aesthetic. It should be easy for anyone to tell at a glance that you’re using a ranked reward skin even if they can’t remember exactly which season it’s from. This skin set will be unique for each ranked season and won’t be offered anywhere else, so you’ll need to work hard and participate if you don’t want to miss any of these cool rewards!
All players who at least finish their placement matches will also receive a unique nameplate and emblem for their PUBG ID at the end of the ranked season. These ranked rewards will allow players to show off what tier they were able to achieve on their PUBG ID. For the best of the best among you, the Top 500 players in each region will find that the ranked nameplate and emblem set they receive will have something extra in the design to recognize them as a step above the other Masters.
Players can also earn progress toward all Season Pass Missions while playing in Ranked Mode.
Closing thoughts
Ranked mode is an important feature, and there are a lot of different opinions globally. We appreciate all of the discussions, ideas, and feedback on the topic. Ranked rules, settings, maps and perspectives will continue to evolve and we look forward to continuing to expand the feature.
Update 7.2 has just hit live servers and brings with it PUBG's long-awaited Ranked Mode. In Ranked Mode, up to 64 seasoned opponents battle it out in squad based combat to try and increase their Rank using a new competitive ruleset that puts more focus on loot and pacing. As you complete ranked matches, your Rank Points will rise and fall depending on your performance, which will move your Rank and Tier in turn. Reach at least Gold V and you'll be rewarded with some exclusive skins at the end of the season!
Also in this update is this season's balance pass, which makes shotguns a little more reliable, lowers the power variance between some ARs, and brings some quality of life improvements to vests. Unfortunately, due to a usability issue, we've had to postpone the planned Gas Can improvements to a later date. We'll keep you updated once we have a better idea of when to expect it. Update 7.2 is live, so read on for all the changes!
Update 7.2 is now available and brings with it weapon balance changes and the long-awaited Ranked Mode. With Ranked Mode, PUBG players can finally test their skills against the best players in the world, rising (and falling) through the ranks for great rewards and of course bragging rights.
This update also brings Bots to PC servers, which we know has been a controversial topic among the Community the last few weeks. Rest assured, we plan on making improvements to how bots currently work and most importantly, bots will NOT be in Ranked Mode games. To learn more about our intentions with Bots, you can check out this link.
Take a look at all of Update 7.2’s changes below!
Ranked Mode
Transition from Survival Title to Ranked
Survival Title has been discontinued. The new Ranked system will now replace it.
Unlike with Survival Title, only matches played in the new and separate Ranked mode will count towards your rank.
A player’s Rank will increase or decrease after each match based on their performance.
Legacy Survival Title season data will still be available to view in the Season navigation tab.
Matchmaking
A new ‘Ranked’ sub navigation option has been added to the ‘Play’ section of the primary navigation menu.
Options for Ranked play include TPP or FPP Squad modes.
1/2/3 man squad options are also available.
Matches will feature a maximum of 64 players.
Ranked matches will not have Bots.
There are additional requirements for starting a match in the Ranked queue. All squad members must meet these requirements in order to begin matchmaking.
A squad cannot enter the queue if two players (who have completed placements) are too far apart in rank from each other (10 divisions maximum).
Players need to reach a minimal Survival Mastery level of 20 before they qualify for ranked.
Depending on their platform and region, players may need to verify their account using SMS before they qualify for Ranked mode.If an SMS verified account is banned, the device connected to it will also be permanently blocked.
Players who have received ranked matchmaking penalties for actions such as repeatedly ‘dodging’ games after loading onto the island will need to wait out a matchmaking penalty timer before they can play ranked again.
Players may cancel Ranked matchmaking at any time with no penalty
Players who find a match and load into the pregame lobby will face Ranked penalties if they then choose to abandon the match.
Ranked Mode Ruleset
Ranked mode games will be randomly played on Erangel, Miramar, or Sanhok.
Ranked mode will operate under its own game settings.
Unique Season 7 Ranked settings include:
Overall increase in item loot spawns
No M249, DBS and Crossbow spawns
No Spike trap spawns
Red zone has been removed
Motor glider has been removed
The timing and speed of the Blue Zone has been adjusted to increase the pace of play
Exact settings are subject to adjustment throughout the season and especially at the start of new seasons.
Changes in the ranked mode rule set will be posted via announcements
Tiers and Divisions
There are a total of 6 tiers in the Ranked system (Bronze, Silver, Gold, Platinum, Diamond, Master) with 5 Divisions (V – I) within each tier.
A player’s current rank is determined by their Rank Points (RP) in a given queue.
At the start of a Ranked season, players will be considered ‘Unranked’ in all queues.
The first 5 games they play in each ranked queue will count as placement matches.
At the end of the fifth placement match, players will be given an initial rank for the season.
How Climbing Works
After a player dies, they will receive an adjustment to their RP based on their performance. The metrics that determine performance are:
Kills
Assists
Personal placement
When a player exits a Ranked match, they will be presented with a new pop-up modal celebration that shows the player their performance metrics as well as the change to their RP.
Players who are at Diamond rank or above will begin to face RP ‘decay’ if they do not play any Ranked games for a week or more in a row
Ranked Rewards
At the end of the season, players will receive Ranked rewards based on their Highest Ranked tier that season
Ranked rewards are unique and only obtainable by playing Ranked during the season they are awarded
All players will receive a nameplate and emblem recognizing their Tier
Players who ended the season at Gold or higher will receive a set of Ranked reward skins
[/list] Leaderboards
The Leaderboards have returned and have been updated to work with Ranked mode
Leaderboards now list the Top 500 players per server, sorted by RP
The Leaderboard you see is for the region you’ve played the most Ranked matches in.
Once a player enters the leaderboard, their region will be fixed for the rest of the season
Leaderboard positions update every 4 hours
Players who end the season on the Top 500 Leaderboards for any queue will receive a small additional reward to recognize the achievement
Bot Opponents
As happens with many games, we’ve seen the general skill level of our players grow significantly over the last 3 years. While PUBG veterans continue to hone their skills and improve, we’re seeing more often that many newer players are being eliminated early with no kills – and oftentimes with no damage dealt. You’ve been telling us for a while that the widening skill gap is creating a more and more challenging environment for some of our players and we’re now ready to talk about our plan to help this.
Bots will only appear in normal games and are designed to appear less as your skill increases, but we’re also aware of their current state and are looking at your feedback. We’ll be adjusting the balance, intelligence, and functionality of bots as time goes on.
The Ratio of bots in each match is dynamic.
The ratio of bots in each match will change according to player skill and the matchmaking pool in each server.
Bots can only join Normal matchmaking games
Players will not be placed on a team with bots and bots will not fill in the empty slots in your party.
Normal match with bots will start fresh with new MMR
Bots actions are limited
Bots can perform basic actions such as walk/run/crouch/prone/shoot and are also capable of doing basic low height parkour, swimming, parachuting and looting.
Leaning, jumping, ledge grab, and the use of throwables will be added at a later date.
Achievements, trophies, missions, and Mastery can still be earned and completed.
Actions against bots are counted towards missions, Survival & Weapon Mastery, as well as platform achievements and trophies.
Bot spectate and Death Cam
Death Cams from the perspective of bots will be available, but they may look a little odd until we make our planned improvements.
When a player is killed during a match, spectator is prioritized to remaining human players. However, if all players are eliminated, players can spectate bots.
For more information on bots, please read our Dev letter from Console here.
Gameplay
Weapon & Armor Balance Assault Rifle:
With the introduction of Ranked Mode, we wanted to get in some balance adjustments we’ve been planning. The goal of this balance adjustment is to strengthen the characteristics of each weapon type, so that tactics change depending on the firearms you choose and to help make sure one particular weapon isn’t seen as overpowered.
The M416 has long been the most powerful AR and one of the top guns in the game as a whole, so we’ve adjusted it and buffed some of the other ARs to give players alternative options.
We’ve also adjusted shotguns, which were seen as almost useless unless at extreme close range.
Increased reload times for M416, M16A4 and SCAR-L
We’ve adjusted the reload time of some of these mid-range weapons to make them less of a go-to for their effectiveness in all situations. This change should especially affect close quarters engagements, as you’ll have a longer window to rush opponents reloading an AR.
M416
While fully equipped, the M416 was lethal even in far distances with its superior stability
Kill distribution rate over Distance/Phase
The power of rapid and accurate sprays were even capable of replacing DMR positions in ranges over 30m. We don’t believe one gun should always be the optimal choice in all circumstances, but rather give players choices depending on their needs in the current situation. Of course, we will be watching the data constantly for future adjustments.
Decreased base damage by 1 (41 → 40)
Decreased muzzle velocity from 880 m/s to 780 m/s
Changed damage curve distances from 60m – 450m to 50m – 350m
Weapon damage per round per pick up
M16A4, MK47 Mutant
These two weapons do not support full-auto firing mode, which already led to them being picked up less. Add to that stability issues or lower firing rates and it’s easy to see why they weren’t being picked up as often. We’ve made some adjustments to give them more life on the Battlegrounds.
Decreased recoil when firing in quick succession in semi-auto and bursts mode.
Added tracers (shooter only).
Beryl M762
Based on the analysis result on the weapon damage per round per pick up, it seemed Beryl M762 had somewhat less performance than expected compared to other assult rifles.
Increased muzzle velocity from 680 m/s to 740 m/s.
Decreased recoil.
Shotguns:
As the gun metas in the game have stabilized, shotguns were quickly left in the dust as they had little use in most late game situations. With this update, we have adjusted the shotgun group so that they can be used more reliably throughout a match.
Body damage multiplier changes
Increased limb multiplier from 0.9 to 1.05.
Increased head multiplier from 1.25 to 1.5.
IIncreased hip-fire accuracy.
IDecreased accuracy penalty during movement.
IDecreased damage drop over distance for all shotguns.
ISaiga S12K
Extended and Ext. Quickdraw magazines now hold 10 rounds.
ISuppressor adds slight pellet spread reduction (2/3 of choke bonus).
S1897
Increased the pump-action speed
Sawed-off
Increased reload speed.
Armor:
Vests not only provided armor but also provided additional inventory space. However, it felt pretty bad to immediately lose that space when your vest was destroyed in combat. Your survivability also drastically decreased once your vest was destroyed. leaving you extremely vulnerable until you found a new one. With this change, ‘destroyed’ vests will no longer disappear, and neither will your inventory space.
In addition, vests will continue to provide 20% protection and slight aim punch reduction once destroyed. The base protection level of the destroyed vest is the same no matter the type of vest you’re wearing. This should mean more competitive engagements, even if the situation doesn’t allow for the looting of a new vest.
Gas Can Improvements
Due to an issue found with its new features, the planned Gas Can update has been postponed and is not included in Update 7.2. We will provide further details in the future. With the last Gas Can update, we made it so gas cans could explode when being shot. We’re adding more options with this update, which should give players some more innovative ways to set traps and take down opponents.
You can equip the Gas Can in a melee weapon slot.
Press “attack” to pour gas on the ground. It takes around 7 seconds to empty the can.
Spilled fuel can be set on fire with gun shots, molotovs, and grenade explosions. Fire deals the same damage as a molotov, but burns longer (~20 seconds).
Spilled fuel evaporates in about 3.5 minutes.
You can also throw the Gas Can the same way as melee weapons (aim, then press attack), which causes it to release some fuel upon landing, making it easier to ignite and explode.
Gas Cans cannot be picked up or reused after being thrown, but can still explode.
Changes to Gas Can explosions:
Deals less initial damage. Max 40 dmg, which scales down with distance from the explosion.
Now sets the nearby area on fire like a molotov, dealing damage over time.
UI/UX
Main menu navigation bar update With the addition of the new ranked mode, the main menu navigation bar has been updated.
New ‘Ranked’ option has been added under the ‘Play’ menu
‘Public Match’ has been renamed to ‘Normal’
‘Mastery’ and ‘Replay’ menus have been moved to the ‘Career’ tab
Tire UI Improvements
Improved the icon/ color of a vehicle’s tire UI to provide more intuitive information on tire status
100% – Grey
When tire is damaged – White
When tire has less than 50% durability – Blinking Orange
When tire reaches 0% durability (destroyed) – RED
Seat UI improvement
Improved the color of the vehicle’s seat UI to provide more intuitive information
General vehicle”s seat UI color changes
Players character: White → Yellow
Teammates: Green → White
Enemy players: Yellow → Red
Empty seats: Grey (Same as before)
Starting plane’s seat UI color changes
Onboard players: Yellow → White
Empty seats: Grey (Same as before)
Preview Scene Improvements
Character’s full body, instead of only torso, will be displayed when entering wardrobe, weapon, and equipment sections.
In item previews, items no longer return to their previous state when players click-off the mouse button
Game button UI improvement
The square and round buttons used in-game are now updated to have more consistency
The selectable area for ‘Game mode select button’ has been fully expanded
Kill feed icon and system message for train kills
New killfeed icon and system message for train kills has been added.
Item description improvement
Additional description has been added to item skins which had some unclear target item (Crowbar, Machette)
Sound
Tweak of Window Breaking Sound’s Spread Curve
Currently, stereo panning of window breaking sound is too sensitive. We’ve tweaked its sensitivity for more natural stereo panning
Bluezone Humming Sound
Bluezone humming sound will be played only when the wall is moving
Survivor Pass: Cold front[[/h2][/b] The 2nd track of Survivor Pass season missions has been unlocked, Please note that new missions will be unlocked after the Live server update!
World
Erangel: Hall of Fame Update
All-time winners team and players names are engraved in Hall of fame
New name plates have been added to the trophy and uniform cases
Vikendi: New small house sets added
In order to enhance loot in spots outside of major landmarks, some small house sets have been added with improved item spawns.
Supplemented item spawn spots in certain buildings in Dinoland that had below average loot.
The replay system has been updated. Replay files from previous updates are now unavailable for use.
Bug Fixes
Gameplay
Fixed the issue where character could slide abnormally when going through specific steps
Fixed the issue where character could occasionally prone and slide forward
Fixed the issue with Gas Cans sometimes not exploding even after reaching 0 HP
Fixed a binding issue with aim/ADS
Fixed an issue which caused teammates to be muted mute when changing the voice input mode to ‘disabled’
Fixed minor graphical issues with the appearance of sights when attached to the Tommy Gun
Fixed the issue with prone characters on trains moving slightly when the train curves
Fixed an issue where flares were not correctly displayed when viewed from underwater
Fixed an issue where equipping a full set of weapon attachments wasn't recorded for Survival Mastery in the Last Match Summary
Fixed an issue where character could reload S1897 / DBS / WIN94 without the reloading animation [(]When a male character is crouching, the model stretches abnormal between the hips
World
Fixed missing texture in Castle, Vikendi
Fixed some floating objects in Goroka, Vikendi
Fixed the issue with movement blocked at building entrance in Yasnaya Polyana, Erangel
Fixed the issue with being able to see through a specific aircraft object in Sosnovka Military Base, Erangel
Fixed the issue with multiple doors stacked on top of each other in certain buildings on Vikendi
Fixed the issue where players could enter an unintended building in Military Base on Erangel.
Fixed an issue where you could see through a building in Volnova on Vikendi
Fixed the issue with multiple doors stacked on top of each other in certain buildings on Vikendi
Fixed the issue where players could enter an unintended building in Military Base on Erangel
Fixed an issue where you could see through a building in Volnova on Vikendi
UI/UX
Fixed an incorrect kill message on Karakin ‘killed by BZ signal grenade’
Fixed an issuing causing the health bar to display incorrectly when using healing items
Fixed the Lean Forward Motorcycle Air control setting from displaying as unbound
Fixed the server region displaying as KOREA/JAPAN with German language setting
Fixed the issue with spectating players status UI in the minimap not instantly changing
Fixed a bug where the speed boost icon on the HUD could display greyed out before the boost has expired
Fixed an issue with PUBG ID's missing for certain squad members in the Last Match Summary
Sound
Fixed the volume adjustment of teammates not working correctly
Fixed an issue where footsteps of players out of line of sight couldn’t be heard properly
Fixed an issue where grenades bouncing multiple times in mud wouldn't make sound
Skin & Item
Fixed the clipping issue with Jockey Boots
Fixed the issue when wearing a coat and holding a Panzerfaust the character’s waist area shakes excessively
Fixed a clipping issue when equipping PGI title hand strap and Ogre’s jacket at the same time
Fixed the abnormal flashing effect of Level 1 helmets on the ground
Fixed the issue with a specific AKM skin not being exchangeable for BP
Fixed the texture on the 6x scope lens
Fixed an issue with AWM bullets not making sound when impacting ice
Fixed an issue where the PLAYERUNKNOWN’S Trenchcoat obscured player’s view in FPP
Replay
Fixed the player list error displaying wrong number of players during replay.
Fixed a misalignment issue of spectated players crosshair location in deathcam and replay.
Test Server Bug Fixes - May 14th
Fixed the issue allowing players to see through the ceiling by vaulting in Bootcamp, Sanhok.
Fixed the issue with being able to completely see through a certain building in Miramar.
Fixed the issue with prone players taking damage on trains when near the edge of the train
Fixed the issue with players getting damaged occasionally when moving between trains
Fixed the issue with abnormal appearance of characters with certain skins
Fixed the abnormal appearance of dropped Lv 1 helmet item
Fixed the issue with sounds effects for burning spilled fuel from a Jerry Can burning not playing correctly
Test Server Bug Fixes - May 18th
Fixed the issue with train carriages clipping with each other at certain locations
The sound of cinemat played when launching the client has been muted
Game trailer played when launching the client has been removed
Fixed the issue with player's character appearance not displayed as a zombie when equipping certain face skins in zombie mode
Fixed the issue with Gas Cans continuing to explode when destroyed by players in training mode
Fixed the missing stair texture at a certain location on Volnova, Vikendi
Fixed the issue with players being unable to use in-game voice chat on the match result screen
Fixed the issue with audible range of equipping and unequipping Panzerfaust being shorter than other
Test Server Bug Fixes - May 19th
Removed a truck located inside a certain building in Vikendi
Fixed an issue with the Dinoland alex skin which the skin to move awkwardly when the player was prone and equipped with a Win94
Fixed the issue where players could pour infinite amount of fuel with the updated Gas Cans by following certain steps
PUBG Continental Series (PCS) Charity Showdown is almost here and will kick-off its journey starting from APAC on May 14! We're providing English broadcasts as well as multiple other languages with the best PUBG Esports talent for all the matches around the world.
The ongoing COVID19 pandemic continues to present challenges around the world and we feel now is the time not only for fun but also kindness. We are pleased to present the PUBG Continental Series (PCS) Charity Showdown happening May 14 – 31. This is a series of global events where teams will compete for $200,000 with $100,000 of that pot being donated to a charity of the winning team’s choosing.
Today we have detailed breakdowns of each event including schedules, team rosters and regional divisions.
PCS Charity Showdown will be held across four regions from May 14 to 31.
The four regions include:
Asia – which consists of Korea, Japan, China, and Chinese Taipei
Asia Pacific – which consists of Southeast Asia and Oceania
Europe
North America
While the total combined prize pool for these regional tournaments is $800,000, each tournament will have a combined prize pool and donation fund of $200,000. The total prize commitment breaks down as:
$100,000 will be distributed to participating teams based on their performance.
The remaining $100,000 will be donated to a charity of the winning team’s choice under the names of all participating teams from the regional tournament.
PUBG CONTINENTAL SERIES ASIA CHARITY SHOWDOWN
PCS ASIA Charity Showdown will be held during two weeks with 16 teams from Korea, China, Japan, and Chinese Taipei.
Regional Seeds and participating teams
Korea: 6 Seeds
Gen.G, ENTUS, Element Mystic, Griffin, VRLU GHIBLI, Quadro
China: 6 Seeds
Luminous Stars Gaming, LYG Gaming, Tianba, iFTY, Four Angry Men, RushB Gaming
Japan: 2 Seeds
Sunsister, Detonation Gaming White
Chinese Taipei: 2 Seeds
Global Esports Xsset, Team Curson
PCS ASIA Charity Showdown Schedule
Week 1: May 15, 17
Week 2: May 22, 24
For more details of the event, please check out each regional official PUBG channel.
PUBG CONTINENTAL SERIES APAC CHARITY SHOWDOWN
PCS APAC Charity Showdown will be held during two weeks with 16 teams from SEA (Vietnam, Thailand, Indonesia, and Philippines), and OCE.
Buriram United Esports, Golden Cat, Daytrade Gaming, Qconfirm, MiTH
Indonesia: 1 Seed
Victim FTF
Philippines: 1 Seed
ArkAngel Predator
Oceania: 3 Seeds
Fury Australia, Athletico, Team Ferox
PCS APAC Charity Showdown Schedules
Week 1: May 14, 16
Week 2: May 21, 23
For more details of the event, please check out each regional official PUBG channel.
PUBG CONTINENTAL SERIES EUROPE CHARITY SHOWDOWN
PCS Europe Charity Showdown will be held across three weeks (including Group Stage and Grand Finals) with 24 teams from Europe West, Europe East, and Middle East & Africa.
Invited teams (10 teams)
FaZe Clan, Team Liquid, Natus Vincere, TSM, ENCE, RYE Gaming, Northern Lights Team, Adepts, Tornado Energy, Omaken Sports
Regional seeds and qualifier schedules for additional 14 teams
Europe West (May 2-9): 7 Seeds (TOP 7)
Europe East (May 4-11): 4 Seeds (TOP 4)
Middle East & Africa (May 5-12): 3 Seeds (TOP 3)
PCS Europe Charity Showdown Schedule
Group Stage Week 1 (24 Teams): May 15-17
Group Stage Week 2 (24 Teams): May 22-24
Grand Finals (16 Teams): May 29-31
For more details of the event, please check out pubgesports.eu.
PUBG CONTINENTAL SERIES NORTH AMERICA CHARITY SHOWDOWN
PCS North America Charity Showdown will be held over four days with 16 teams (8 teams from PGS Berlin: Americas Qualifier finalists + 8 additional teams from open qualifier).
TOP 8 will advance to PCS North America Charity Showdown
PCS North America Charity Showdown Schedule
Grand Finals: May 21-24
For more details of the event, keep an eye on PUBG.com.
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We are very excited to present some fierce competition and give to worthy causes. Stay up to date with the latest event information on pubgesports.com and official PUBG esports channels.
Mark your calendars, the PCS Charity Showdown kicks off May 14 and thank you for your continued support of PUBG esports!
Season 7 is now live and brings back the snow speckled island of Vikendi. While on vacation, Vikendi received several updates to its terrain, buildings, and environment. The biggest of which is the newly updated and rebranded Dinoland, the prehistoric park of the future! Clever boys and girls from all over can partake in the park’s amusements or seek out one of several outfits from Dinoland’s staff through Survivor Pass: Cold Front. If you’re looking for fun, Dinoland finds a way!
Players can also traverse the updated island in style aboard one of Vikendi’s new trains. You can hop aboard at one of several new stations. Other changes include the removals of snowmobiles and snow bikes, an overall reduction in snow, and the temporary removal of moonlight weather, which will return later after some visual improvements of its own.
This is Taeseok Jang, Executive Producer of PUBG PC.
With the entire world facing the threat of COVID-19, let me start by wishing you and your loved ones good health. Like everyone, PUBG's teams around the world have had to change our work practices a bit, but we’re doing all we can to safely provide new content and uninterrupted live service to you all.
2019 was a busy year for us, with lots of new content, updates to some of our maps, and a number of quality of life fixes. While much of this content was very well received, we know some of our other efforts didn’t land as well with you. We also had trouble nailing down the causes of a few persistent bugs and struggled against a relentless onslaught of cheat programs. These are some of the things I’ll be talking with you about today.
Last year was also a year of growth and change for our teams. To say that we suffered from growing pains would be an understatement, and most unfortunate of all is that during the massive expansions of our teams, we failed to communicate properly with you all, giving the unfortunate illusions that we weren’t listening or did not care. It’s this that I’m most sorry for, as one of the reasons PUBG was able to grow as much as it has was the love and passion of our community. That dedication has carried us through three years of service and I’d like to reaffirm to you all today that we will focus on the issues that are most important to you and continue to improve the game for years to come.
There quite a bit to go over in each category, so I'll be releasing additional letters in the future to talk about other pressing topics. In this letter, I'll be giving you an update on some of those major areas of focus for us, including anti-cheat, performance, and stability. We may be throwing around a lot of technical terms, but we've tried our best to make everything as easy to follow as possible. Also keep in mind that, for anti-cheat especially, we've tried to share as much of our plan and progress as we can without giving too much information out to the people we're trying to stop.
Let's get started.
Countermeasures for Hacking and Cheat Programs
Improve preventive measures
Strengthen monitoring/banning reliability
Performance & Stability Improvements
Performance improvements
Stability improvements
Network improvements
Countermeasures for Hacking and Cheat Programs
The fight against cheat programs is never-ending and something we’ve been trying very hard to find a solution for. Last year, we spent time working on various measures to block cheat programs. Most of these actions focused on blocking cheat program developers to make it more difficult for them to create these highly lucrative cheats. As these cheat developers excel at adapting to our measures, we chose to keep these efforts secret to increase the time it takes for them to react, as much as possible. The unfortunate side effect of this is that it makes us look like we’re doing nothing against a high-priority issue. This year, we will be making improvements to ensure players can feel the impact of our efforts.
Enhanced Preemptive Measures
Preemptive anti-cheat actions mean making cheat programs unable to function before a cheater ever runs the program. This is mainly accomplished by targeting the development of cheat programs to make the effort outweigh the gains. We’re attacking this in a couple ways.
Two-factor Authentication System We receive countless support tickets from players whose accounts have been permanently banned after their Steam account was hacked and used with cheat programs. The sellers of cheat programs often trade these accounts due to the high account turnover their customers experience. The vast majority of hacked accounts do not have Steam Guard activated and many have their login information compromised through phishing sites that lure players in with the fake promise of free in-game items.
To help prevent account hacking and improve security overall, we will be adding SMS authentication and a secondary authentication system using a one-time password. Your account will need to have two-factor authentication enabled in order to participate in ranked games to help ensure the fairest environment possible.
Improve hack vulnerabilities in code Cheat programs target specific factors to manipulate our code. Here's what we're doing to prevent manipulation to weapons, vehicles, and character movement.
Weapons
Reinforce server authentication related to the gun's firing angle, recoil, ballistic trajectory, etc.
Analyze and overcome the vulnerabilities of client logic related to aiming.
Vehicles
Reinforce server authentication related to the vehicle's speed, moving angle, the time period it can remain in the air, etc.
This will not only ban accounts that are detected, but will also deter cheating tools in real-time, kick cheaters out of the match, and issue instant bans.
Character Movement
Reinforce server authentication related to a character's move speed, the time period they remain in the air, etc.
Enhanced Cheat Detection and Bans To date, we’ve banned millions of accounts for using cheat programs. However, even with bans happening on a massive scale, cheaters still make it through and in some cases remain for much longer than they should. This year, we’re focusing on enhanced detection for our automated ban system as well as improving our hardware ban systems.
Expand Detection Range Our teams will further expand the detection range to better prevent cheat programs. While our initial efforts yielded significant results, the developers of these cheat programs soon found ways to bypass our detection methods. We've been working to mitigate this issue by pushing updates on a regular basis. Cheat programs have also been targeting kernel domains to help their programs greatly avoid detection. To help close this loophole, we'll soon be expanding our focus here so that our anti-cheat solutions have higher authority to detect and stop these persistent cheats.
Automatic Analysis The disadvantage of the manual analysis method is that it requires repeated countermeasure updates due to the cheat programs being constantly updated to stay a step ahead. One example is the automatic shutdown of a PC when our programs initialize the authentication process of a suspected account.
The goal is to automatically find clients using cheat programs by looking for exact differences in values between environments that are legitimate and those using cheats. We can then automatically block the account if the environment is not pure. Our expected timeline for applying this feature is currently scheduled for July 2020.
Toughen HWID Bans When a Hardware ID ban is issued, it records information on the specific components inside a PC so that even when a new account is purchased or stolen, our servers know that PC is blacklisted. The more information collected, the more accurate the ban is but by seeking this additional information, our methods become easier to get around as sometimes replacing a single component is enough to bypass the ban. In addition to this, the developers of cheat programs have found ways to falsify Hardware ID data, which renders these efforts much less effective as well.
We've have recognized the limitations of the existing HWID ban system and are developing improvements. These improvements will seek hardware information at the user and kernel level using specific algorithms so that even if a cheat program tries to bypass, we will be able to quickly block the program again. This should help apply bans to PCs as well as accounts that use cheat programs.
Strengthen the Level of Bans One of the ways we detect cheaters is through the reports you send in during your games. Among those reported users, we instantly ban those who have direct evidence of cheating and impose a temporary 24-hour ban on others that need further investigation.
The majority of temp banned users convert to a permanent ban, but a small portion are cleared due to either lack of evidence or us finding that the account was falsely flagged. Our goal is to avoid false bans as often as possible, so we're cautious when taking action against an account; however, we've come to realize that being too cautious here can negatively impact far more people than the suspected account. Thus, we're changing our investigation methods to be more strict against accounts that have been temporarily banned on suspicion of using cheats.
In addition, we will target suspected cheaters for additional monitoring. If an account has been temp banned at least once, it will be added to a management list to be investigated further, sometimes including live monitoring of how they play the game.
If an account is temp banned multiple times on suspicion of cheating, we will automatically add additional time to their ban to ensure we have time to properly investigate the account. We're also looking to further automate the investigation process so that users who are found innocent can quickly return to the game by accumulating appropriate proof across multiple innocent accounts to check against.
In order to apply these measures, we'll need to re-establish our existing policy standards. Our plan is to apply these in June of 2020.
Performance and Stability Improvement
Now that we’ve discussed our anti-cheat plans, let’s move onto some of your other pressing issues, performance and stability.
First of all, we know it hasn’t been the best year for this category so far, with persistent network, server, and game client issues. Although providing a high level of service is always one of our top priorities, specific issues have endured for far too long and overshadow any good improvements we make. Hitching and game crashes especially have increased and remained persistent in the recent months. Your feedback has been heard loud and clear and is completely justified.
Recently, we deployed a fix that greatly reduced instances of hitching for many users in the game. We also rolled back the blood changes we made in Update 5.3 after they were found to be causing crashes for some players. While it’s nice to have found solutions to these issues, we know we need to be faster at detecting these issues if they make it into the game and, more importantly, finding them before they get there. To this end, we’re working on making our pre-deployment tests more efficient.
In the case of our game servers experiencing issues, the biggest cause here has been an onslaught of DDoS attacks that had persisted for many months. Earlier this year, we rolled out a new defense we developed to mitigate these attacks, which has proved to be effective. Now that it’s in place, we’ll continue to strengthen it where possible to make sure these attacks do not disrupt your experience when they occur.
Performance Improvements
Optimization of Streaming/Hitching
Improve Seek Time to find content in the package through pak file optimization
Pak file: A "package" file that compresses all assets (weapons, vehicles, buildings, costumes, etc.) used in the game
Improve performance by reducing the number of Level Streaming and through optimization
Merge Landscape → Reduce the number of Level Streaming and GC (Garbage Collection) → Improve hitching issues
Improve hitching issues caused by graphic data loading/unloading
Change the method of Level Streaming from graphic data loading to one frame to loading separately per frame to reduce hitching issues
List of improvement for stuttering issues
When players open Inventory
When players turn on Character Preview
When players equip weapons
In situations where players make kills
When players throw items
When players open UI including Option/Mission, etc
Minimize the number of Font types used in the game for optimization
Optimize various skins shown in the game - Items (Weapon, character)
In particular, improve hitching issues by asynchronous loading of gun skins that take a long time to load
Optimization of GPU
Optimize and improve GPU performance by further utilizing HLOD
HLOD refers to a system that combines multiple static mesh actors into a single static mesh actor when these are viewed from a long distance. This can help improve performance by reducing the number of the actors that need to be rendered on a scene and thus reducing per-frame draw calls.
Optimize it by improving landscape structures
Optimization of Animations
Optimize the animations so the amount of calculations can be adjusted based on a gameplay-wise priority to address the overload issue due to dense character population or excessive actions played.
Improvement for Low-spec PCs
We've seen cases where the game can't be played due to performance issues on various PCs. To minimize such problems, we will make improvements to automatically adjust the degree of optimization based on CPU use so the game performance can be stable on low-spec PCs as well. Also, we are currently working to reduce the cost of animation processing on the machines with low CPU cores.
Stability Improvement
We still have instances where players experience intermittent crash issues in the lobby, in-game, on the loading screen, etc. Our dev team is working to improve these issues by enhancing internal verification processes and further utilizing crash reports.
Fix Client Crash Issues in a Timely Manner
Client crash issues occur mainly due to memory loss and we're strengthening our check process when builds are created
Remove memory being unnecessarily used through continuous memory filing
Optimize art resources being used more than needed
Optimize content loading methods in general through code refactoring
Prevent memory leakage through live profiling
This should prevent issues that stem from extended play
Enhance Build Verification Process
Introduce an automatic verification tool while enhancing manual verification methods
Introduce various check-up system to monitor program's health
Tool for checking memory leakage
ITool for checking memory usage
ITool for detecting memory damage which detects crashes caused by unintended access to memory
Hitch checks
CPU/GPU state checks
Create a testing environment with 100 users using AI
Performance tests are already run when there are 100 players in a match, but player count and results can vary.
By utilizing bots, we can run large scale tests similar to the actual gameplay environment as often as we want
Network Improvements
DDoS Distributed Denial-of-Service (DDoS) attacks affect the majority of popular online games at some point. When the game server experiences DDoS attacks, all users on that server go through connection errors such as network delay, high ping, and packet loss. DDos attacks greatly increased since November 2019 and became a very serious problem in February 2020. To address this, our teams have introduced additional external solutions, while developing our own DDoS defenses. Thanks to this, most DDoS attacks are being blocked successfully. We will share our measures taken against DDoS in more detail in a separate post.
Packet Loss After some of the external DDos solutions were applied, we began to receive a higher amount of packet loss reports from NA and EU players. We've mitigated this quite a bit, but some of these issues still remain. Since various errors can contribute to this, we're working on cause analysis and route optimization to further reduce this packet loss and improve the overall network environment. In Closing
We understand that when we do not communicate with you, your natural instincts are to assume that we don’t care about these issues. We’re working very hard to improve not only our communication, but also the issues we described in this letter.
We’ve got a lot of great content planned for this year, and we want you to be able to enjoy it without wondering when your next crash or issue is going to be. I’ve said quite a bit already for one letter, so we’re going to release further communication on other issues at a later date. Also, thank you for your patience while we got this letter out. We felt it was worth a little extra time to fully articulate what we've been working on and what our upcoming priorities are.
The PUBG Dev team is aware of the importance of providing a stable environment and thank you for your continued patience and feedback.