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

At the start of every Playerunknown’s Battlegrounds match, players wake up confused and hungover after a fierce night on the lash at their stag and hen parties. They blink, squint at the 99 other zombies, search in vain for a Red Bull or ideally a fried breakfast, then pass out before awaking on a plane. This will change, a little. With the next update (currently live on the test servers), the game will split players in the loading lobby between several different areas of the map. Having 100 people in the same spot harms performance too much, the devs say, so they’re spreading people out. Guns will be removed from the lobby too. (more…)

PUBG: BATTLEGROUNDS

PUBG's pre-match starting island is the pits. And even if being punched in the privates for 40 straight seconds while someone else screams expletives in your face is your idea of fun—watching your performance cough and splutter as your fps nosedives below 20 surely isn't. 

The game's latest patch targets the latter (for the former: mute lobby sound. Always mute lobby sound) by introducing multiple spawn areas, designed to prevent players from gathering in the same place at the same time. In turn, this aims to boost server performance. Likewise, weapons have also been removed from the starting island.

"Through the last patch, we were able to improve server and client performance by adjusting the visible distance while the character is in the air," says this Steam Community update. "In the current patch we are spreading out the pre-match starting locations. Previously, all the players would spawn together at the same location awaiting the start of the match."

The post adds: "Lots of interaction among multiple players in such a small area had a high impact on the servers. To solve this, we have introduced multiple areas where players gather before the match start. As a result, the performance, both server and client-side, has improved."

The developer adds that "additional modifications" tied to airplane performance are also planned, which we should expect more on soon. 

In the wake of its 100,000-player "single wave" ban—not to mention official banned player figures pushing 1.5 million—PUBG Corp is also testing a new anti-cheat measure said to be "still under development". As always, when the above tweaks are stable on test servers, they'll be applied to the live ones. 

Jan 23, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players, as you know, we're always working towards optimizing our gameplay environment.

We are planning to enhance the performance by adjusting some aspects of the game without impacting the gameplay in any conceivably negative way.

Through the last patch, we were able to improve server and client performance by adjusting the visible distance while the character is in the air. In the current patch we are spreading out the pre-match starting locations. Previously, all the players would spawn together at the same location awaiting the start of the match. Lots of interaction among multiple players in such a small area had a high impact on the servers. To solve this, we have introduced multiple areas where players gather before the match start. As a result, the performance, both server and client-side, has improved.

Additional modifications are also on the way related to the airplane performance improvement. More details will be shared soon.

We will also be testing a new security (anti-cheat) measure that is still under development but we want to start gathering some data regarding it's stability and compatibility. Some PCs may experience compatibility issues during this test, which may cause crashes when starting the game. If this happens to you, please take a screenshot of the error screen and post it here

When the changes on the test servers are evaluated to be stable, they will be applied to the live servers. The time for the live server update will be announced later.

Gameplay
  • Introduced multiple pre-match starting areas on both maps in order to optimize the server and game client performance
    • Removed weapons on starting island before the match start
Language
  • Applied new Russian, Japanese and Chinese (simplified/traditional) fonts
Bug fixes
  • Fixed the issue where players were able to slide-jump from prone


Thank you.
The PUBG Development and Community Team
Jan 23, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players, as you know, we're always working towards optimizing our gameplay environment.

We are planning to enhance the performance by adjusting some aspects of the game without impacting the gameplay in any conceivably negative way.

Through the last patch, we were able to improve server and client performance by adjusting the visible distance while the character is in the air. In the current patch we are spreading out the pre-match starting locations. Previously, all the players would spawn together at the same location awaiting the start of the match. Lots of interaction among multiple players in such a small area had a high impact on the servers. To solve this, we have introduced multiple areas where players gather before the match start. As a result, the performance, both server and client-side, has improved.

Additional modifications are also on the way related to the airplane performance improvement. More details will be shared soon.

We will also be testing a new security (anti-cheat) measure that is still under development but we want to start gathering some data regarding it's stability and compatibility. Some PCs may experience compatibility issues during this test, which may cause crashes when starting the game. If this happens to you, please take a screenshot of the error screen and post it here

When the changes on the test servers are evaluated to be stable, they will be applied to the live servers. The time for the live server update will be announced later.

Gameplay
  • Introduced multiple pre-match starting areas on both maps in order to optimize the server and game client performance
    • Removed weapons on starting island before the match start
Language
  • Applied new Russian, Japanese and Chinese (simplified/traditional) fonts
Bug fixes
  • Fixed the issue where players were able to slide-jump from prone


Thank you.
The PUBG Development and Community Team
PUBG: BATTLEGROUNDS

Just a few days after PUBG Corp announced its plan to drop the ban hammer on more than 100,000 cheaters in one fell swoop, a new type of cheat appears to have cropped up in Playerunknown's Battlegrounds. Instead of enabling players to kill better, this one, shared on Reddit by MagicIsBull, enables them to heal better. 

The kill cam footage shows a player reviving a fallen partner almost instantaneously, after which he immediately heals himself. Both of these acts normally take several seconds each, during which time the first-aiding player cannot fight back if they come under attack. Eliminating that delay eliminates the risk, and—as cheats so often do—throws the game wildly out of balance.  

At least one redditor replied to the complaint saying that "insta healing and res have been there for months," but cheating in PUBG has become a huge hot-topic issue, and players are not happy about it.  The timing of also comes off as rather brazen, coming as close as it does to the promised banning of 100,000 cheaters. Not that players appear to be putting much stock in that commitment: As happened less than two weeks ago when PUBG Corp apologized for problems with BP distribution, the comments have been flooded with calls for a region lock of China.  

That's the result of PUBG creator Brendan Greene admitting in December that the vast majority of cheaters are located in China, although he made it clear at the same time that he's against the idea of a region lock. Chinese publisher Tencent is taking some action, however. It recently helped Chinese authorities arrest roughly 120 people accused of making or advertising cheat software.

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

Well sound the klaxons, unfurl the flags, hoist your main-braces and petards whatever they may be, 2018 is proving far more interesting for charting Steam games. Of course we can’t escape the three usual suspects, but beyond those this is quite the collection of interesting, independent, and novel games. (more…)

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds test servers are getting a series of tweaks to adjust the game's infamous blue zone - the electrical field of death which constricts play space.

Three main changes are on the way, all of which will impact the "mid-to-late phase" of a PUBG round.

First, blue zone waiting times will slightly decrease - so you'll have to hotfoot it a bit quicker.

Read more…

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

The blue circle of Playerunknown’s Battlegrounds is a mysterious god. We cannot predict its whims, only hope that it favours us – then we thank it for its benevolence. Inside the circle is life, outside is death. Some say the circle gives the game structure by forcing us closer together, but I don’t think the circle cares or even knows we’re there. The-closing wall of electrodeath’s whims and motives will soon change again, as the developers are now testing changes to its speed and movements.

The devs are also gabbing about cheats, saying they’re preparing to wipe out another 100,000 cheaters they’ve found – and warning that if you’re fuming thinking you’ve spotted a cheater in a replay, it might just be a bug. (more…)

PUBG: BATTLEGROUNDS

Earlier this week, PlayerUnknown's Battlegrounds launched a fairly innocuous PC patch that targeted bugs and client optimisation. "We are hoping to give you an update on what we have been working on soon", said PUBG Corp in this forum post

Soon is now, it seems, as the developer has announced it will ban 100,000 cheaters in a "single wave" following a comprehensive data review. Moreover, balance adjustments have been applied to the blue zone, which will first appear on test servers. 

"We recently discovered a new pattern of cheats in action. This week, we performed a thorough gameplay data review of 10 million players and completed analysis of tens of millions of data logs," explains PUBG Corp in this Steam Community post. "Through this exercise, we were able to identify over 100,000 instances of the new pattern related to use of cheat and now we have confirmed that it was clearly an attempt of compromising our game. 

"These players will be permanently banned in a single wave. This is an example of additional measures we will be taking on top of the basic detection systems in place. We will continue to check the data logs like this even if it means the anti-cheat team has to filter through hundreds of billions of data logs manually." 

The dev adds that despite recently encouraging players to report cheaters directly from replay mode, a bug tied to the game's deathcam and observing system—"it looks like there is no recoil even for a player who is not using a cheat"—has caused non-cheaters to be inadvertently flagged. It is of course working to iron this out.

As for the blue zone, the following changes will be applied and tested over the coming days:

  • Slightly decreased the waiting time of the blue zones in mid-to-late phase of a match.
  • Slightly decreased the shrinking speed of the blue zones in mid-to-late phase (In this phase, blue zones will now move at a slower speed and the travel time of blue zones has slightly increased due to this change).
  • Slightly increased the damage per second of the last blue zone.

Since launching in full at the end of last year, it seems PUBG Corp has doubled down on stomping out cheaters. But let me now turn this over to you lot: are cheaters less frequent in your games? Share you thoughts and experiences in the comments south of here.

PUBG: BATTLEGROUNDS - MephieKim


PC players,

After PC 1.0 launch, our highest priority has been ensuring a fair and competitive environment by combating cheats and decreasing the amount of their users as well as address any optimization and stability issues to create a more enjoyable environment.

We recently discovered a new pattern of cheats in action. This week, we performed a thorough gameplay data review of 10 million players and completed analysis of tens of millions of data logs. Through this exercise, we were able to identify over 100,000 instances of the new pattern related to use of cheat and now we have confirmed that it was clearly an attempt of compromising our game. These players will be permanently banned in a single wave. This is an example of additional measures we will be taking on top of the basic detection systems in place. We will continue to check the data logs like this even if it means the anti-cheat team has to filter through hundreds of billions of data logs manually. In addition, we are looking into adopting a new solution to detect and ban more cheaters and we have been continuously strengthening our security systems. We have also liaised with investigative authorities in some countries to take legal actions against developers and distributors of cheats. We are determined to take strong measures against them going forward.

We have identified an issue in our deathcam, replay and observing systems which is related to showing other players as if they are using cheats. When you watch the gameplay video of another player in the systems, it looks like there is no recoil even for a player who is not using a cheat. Please note that it is caused by a bug in the systems. We apologize for the inconvenience this has caused in reporting cheaters and the confusion the bug has created for many of you. We are going to fix this bug as soon as possible.

In addition to the high-priority issues, our development team has plans to enhance the combat experience in a match. The first plan is about rebalancing the blue zone. Over the course of the Early Access period, we received a lot of feedback from you that the pacing and distribution of combat encounters in a match could be more even and less chaotic. We performed a series of internal tests to find ways to address this issue. However, we were not able to take any action until now as other fundamental systems had to be developed and fixed first. Please note that we are still experimenting with the mechanics and we would like to hear your feedback. The changes you will see on the test servers are as follows:

Blue zone balance adjustment
  • Slightly decreased the waiting time of the blue zones in mid-to-late phase of a match
  • Slightly decreased the shrinking speed of the blue zones in mid-to-late phase (In this phase, blue zones will now move at a slower speed and the travel time of blue zones has slightly increased due to this change)
  • Slightly increased the damage per second of the last blue zone

These changes will be tested for several days. We will be testing this further after making changes to the above based on your feedback and play data. Please let us know your feedback on the adjusted blue zone mechanic compared with the current one on the live servers.

We are planning to provide an update on other areas we have been working on. We will share the update as soon as possible.


Thank you.
The PUBG Development and Community Team
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