We will have our monthly patch notes tomorrow, but today we look at the changes we will be making to the loot system with this months update.
This is our first real pass at adjusting the loot balance in the game after the data science team started their analysis. We will most likely be making several more of these passes during the course of Early Access, so please don't take this week's upcoming change to the balance as final!
Now down to what we have changed.
Due to a bug, we’ve been experiencing an issue where some items either spawned more or less than intended. This was discovered in the process of modifying the spawn table internal structure for developing custom games, and after following and testing the issue, we discovered that a similar issue was present throughout all spawn tables.
Not all items had issues, but we decided it was necessary to adjust some of the items that were spawned too much or too little for their tiers.
Even though it’s not bug-related, we also hope to improve the item looting experience for items that we’ve received a lot of user feedback on. Such improvements and adjustments will be made on a regular basis based on various data analysis and feedback.
Loot Balance - First Pass - Changelog
Care Package
New weapon, the Groza, was added. This weapon may only be acquired in Care Packages.
VSS will no longer be found in Care Packages. It will remain to be spawned in the map.
At a low probability, you will be able to acquire AR Silencers and SR Silencers in Care Packages.
At a low probability, you will be able to acquire 4x Scopes in Care Packages.
World Spawn
New weapon, a 9mm pistol with full auto mode, the P18C, was added.
Spawn rate of SCAR-L was decreased to better fit the weapon’s tier.
Spawn rate of UMP was slightly decreased.
Spawn rate of UZI was slightly increased.
Level 1 Helmet was being spawned at a much higher rate than the Level 1 Vest, and the spawn rate was adjusted so that both items will be spawned at a similar rate.
We will have our monthly patch notes tomorrow, but today we look at the changes we will be making to the loot system with this months update.
This is our first real pass at adjusting the loot balance in the game after the data science team started their analysis. We will most likely be making several more of these passes during the course of Early Access, so please don't take this week's upcoming change to the balance as final!
Now down to what we have changed.
Due to a bug, we’ve been experiencing an issue where some items either spawned more or less than intended. This was discovered in the process of modifying the spawn table internal structure for developing custom games, and after following and testing the issue, we discovered that a similar issue was present throughout all spawn tables.
Not all items had issues, but we decided it was necessary to adjust some of the items that were spawned too much or too little for their tiers.
Even though it’s not bug-related, we also hope to improve the item looting experience for items that we’ve received a lot of user feedback on. Such improvements and adjustments will be made on a regular basis based on various data analysis and feedback.
Loot Balance - First Pass - Changelog
Care Package
New weapon, the Groza, was added. This weapon may only be acquired in Care Packages.
VSS will no longer be found in Care Packages. It will remain to be spawned in the map.
At a low probability, you will be able to acquire AR Silencers and SR Silencers in Care Packages.
At a low probability, you will be able to acquire 4x Scopes in Care Packages.
World Spawn
New weapon, a 9mm pistol with full auto mode, the P18C, was added.
Spawn rate of SCAR-L was decreased to better fit the weapon’s tier.
Spawn rate of UMP was slightly decreased.
Spawn rate of UZI was slightly increased.
Level 1 Helmet was being spawned at a much higher rate than the Level 1 Vest, and the spawn rate was adjusted so that both items will be spawned at a similar rate.
PUBG: BATTLEGROUNDS - PUBG Community Manager (FWG)
Players,
This patch will be deployed to the main servers on Thursday, June 22nd, 5 PM KST / 8 AM UTC / 1 AM PDT and is expected to take approx. 1 hour to complete.
Server Performance
Resolved an issue with server performance dropping drastically in certain circumstances.
Client Performance
Improved rendering performance of other characters.
Improved client performance during ranged combat.
Improved rendering performance of vehicles, motorbikes, and boats at a distance.
Improved the rendering performance of weapon effects at a distance.
Bug Fix
Fixed a client crash that occurred when changing character appearance.
Prevented users from removing shadows by changing Steam launch options.
Fixed a bug that caused players to fire more ammo than the amount loaded.
Fixed a bug that caused lung icon to be displayed as full while taking damage due to lack of oxygen underwater.
Fixed an issue with indoor walls and objects overlapping each other.
Fixed a bug that caused the wooden doors inside houses to have a metallic gloss.
Fixed a bug that caused some parts of the clothing to be shown when firing a weapon while aiming down sights, using 4x or higher scopes.
Fixed a bug that caused players to enter the DBNO state after drowning. You will now die immediately after taking fatal damage from lack of oxygen.
Fixed a bug that prevented the use of healing items after firing full auto mode.
Fixed a bug that caused flower beds to be shown incorrectly at a distance
Partially fixed a bug that caused a character to be stuck in terrain.
Partially fixed a bug that caused the camera to pass through some objects.
PUBG: BATTLEGROUNDS - PUBG Community Manager (FWG)
Players,
This patch will be deployed to the main servers on Thursday, June 22nd, 5 PM KST / 8 AM UTC / 1 AM PDT and is expected to take approx. 1 hour to complete.
Server Performance
Resolved an issue with server performance dropping drastically in certain circumstances.
Client Performance
Improved rendering performance of other characters.
Improved client performance during ranged combat.
Improved rendering performance of vehicles, motorbikes, and boats at a distance.
Improved the rendering performance of weapon effects at a distance.
Bug Fix
Fixed a client crash that occurred when changing character appearance.
Prevented users from removing shadows by changing Steam launch options.
Fixed a bug that caused players to fire more ammo than the amount loaded.
Fixed a bug that caused lung icon to be displayed as full while taking damage due to lack of oxygen underwater.
Fixed an issue with indoor walls and objects overlapping each other.
Fixed a bug that caused the wooden doors inside houses to have a metallic gloss.
Fixed a bug that caused some parts of the clothing to be shown when firing a weapon while aiming down sights, using 4x or higher scopes.
Fixed a bug that caused players to enter the DBNO state after drowning. You will now die immediately after taking fatal damage from lack of oxygen.
Fixed a bug that prevented the use of healing items after firing full auto mode.
Fixed a bug that caused flower beds to be shown incorrectly at a distance
Partially fixed a bug that caused a character to be stuck in terrain.
Partially fixed a bug that caused the camera to pass through some objects.
Today on the dev blog we look at what we have updated in this week’s upcoming patch. Before we get to that I want to again talk about server performance!
We are now in the process of profiling our servers to find the choke points and track down what we need to improve in order to optimize them over the coming month. This takes time, but we will push updates to the servers once we have fixes for issues we find.
We will do our first leaderboard and stats wipe tomorrow (Wednesday May 31st) at 5PM KST/1AM PDT/8AM UTC. This will reset all player ranking and stats data. Your previous stats are saved and will be viewable in-game.
The leaderboard tracking will remain offline for 24 hours and will return on June 1st at 4PM KST/12AM PDT/7AM UTC. All data for matches played during this time will NOT be saved.
Now onto what we have changed and fixed in our weekly update. Please remember that our weekly updates are for pushing bug fixes and small performance updates, and should not be compared to our monthly patches.
We will first roll this patch out to the test server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!
This patch will be deployed to the main servers on Thursday, June 1st, 4PM KST/12AM PDT/7AM UTC and is expected to take approx. 3 hours to complete.
Client Performance
Improved performance by reducing effects played excessively during vehicle crashes
Server Performance
Improved performance on the server in relation to vehicles
Bug Fixes
Fixed a crash related to unequipping an item
Fixed a crash related to when vehicles crashed
Fixed a bug that caused a player to die without entering the REVIVE state when being shot by a shotgun or a full-auto weapon in DUO or SQUAD modes
Fixed a bug that caused other players' voice chat to be heard at high volume on the airplane
Fixed a bug that caused breath gauge to be shown incorrectly in certain situations
Partially fixed a bug that caused a player to “die from falling” after getting stuck in buildings or vehicles
Fixed a bug that caused sound to stutter when many players are swimming
Fixed a bug that caused translucent crosshair to be shown on VSS scope
Fixed a bug that caused a player to go back into the REVIVE state when two players start the revive action and one cancels
Today on the dev blog we look at what we have updated in this week’s upcoming patch. Before we get to that I want to again talk about server performance!
We are now in the process of profiling our servers to find the choke points and track down what we need to improve in order to optimize them over the coming month. This takes time, but we will push updates to the servers once we have fixes for issues we find.
We will do our first leaderboard and stats wipe tomorrow (Wednesday May 31st) at 5PM KST/1AM PDT/8AM UTC. This will reset all player ranking and stats data. Your previous stats are saved and will be viewable in-game.
The leaderboard tracking will remain offline for 24 hours and will return on June 1st at 4PM KST/12AM PDT/7AM UTC. All data for matches played during this time will NOT be saved.
Now onto what we have changed and fixed in our weekly update. Please remember that our weekly updates are for pushing bug fixes and small performance updates, and should not be compared to our monthly patches.
We will first roll this patch out to the test server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!
This patch will be deployed to the main servers on Thursday, June 1st, 4PM KST/12AM PDT/7AM UTC and is expected to take approx. 3 hours to complete.
Client Performance
Improved performance by reducing effects played excessively during vehicle crashes
Server Performance
Improved performance on the server in relation to vehicles
Bug Fixes
Fixed a crash related to unequipping an item
Fixed a crash related to when vehicles crashed
Fixed a bug that caused a player to die without entering the REVIVE state when being shot by a shotgun or a full-auto weapon in DUO or SQUAD modes
Fixed a bug that caused other players' voice chat to be heard at high volume on the airplane
Fixed a bug that caused breath gauge to be shown incorrectly in certain situations
Partially fixed a bug that caused a player to “die from falling” after getting stuck in buildings or vehicles
Fixed a bug that caused sound to stutter when many players are swimming
Fixed a bug that caused translucent crosshair to be shown on VSS scope
Fixed a bug that caused a player to go back into the REVIVE state when two players start the revive action and one cancels
Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach! Thank you all once again for helping the kids in a truly tremendous fashion! GG WP
Next, another quick word about server performance. I have seen a lot of speculation about the cause of the lag some of you experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest possible spec machines that AWS offer.
We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players.
While next monthly update will be focused on improving server performance, the optimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access.
Now onto what we have changed, fixed and added in this, our second monthly update!
We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!
This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.
Early Access - Month 2 - Patch Notes
Known Issues
Localization of 'VSS' and 'Vector' for few country is not applied properly
There is an issue that occasionally causes a white line to be shown when the player is on the airplane
There is an issue with PhysX which causes the motorbike to move in non-natural fashion after hitting the terrain when upside down
Anti-Cheat
You will no longer be able to remove shadows by revising the .ini file
Client Performance
Improved CPU usage for world level streaming
Improved rendering performance of fences
Improved rendering performance of grass
Improved rendering performance for weapons and attachments seen at distance
Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered at distance
Improved character animation performance
Improved effect performance
Improved the performance of team-mate name plate, map and mini-map in teamplay
Content
Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn
Added Motorbike
Gameplay
Reduced the moving speed of the two final play zones for better engagement during the endgame
Made a balance pass on certain weapons: Vector Reduced bullet damage slightly Increased deviation gain per shot S1897/S686/S12K Reduced pellet damage slightly AKM Increased bullet damage slightly
Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.
Action & Gunplay
Now players can put stock attachments on following weapons: SKS : Sniper rifle cheek pad Vector : Tactical stock (for M416)
Adjusted the color of the aiming point for the basic crossbow scope.
Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach! Thank you all once again for helping the kids in a truly tremendous fashion! GG WP
Next, another quick word about server performance. I have seen a lot of speculation about the cause of the lag some of you experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest possible spec machines that AWS offer.
We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players.
While next monthly update will be focused on improving server performance, the optimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access.
Now onto what we have changed, fixed and added in this, our second monthly update!
We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!
This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.
Early Access - Month 2 - Patch Notes
Known Issues
Localization of 'VSS' and 'Vector' for few country is not applied properly
There is an issue that occasionally causes a white line to be shown when the player is on the airplane
There is an issue with PhysX which causes the motorbike to move in non-natural fashion after hitting the terrain when upside down
Anti-Cheat
You will no longer be able to remove shadows by revising the .ini file
Client Performance
Improved CPU usage for world level streaming
Improved rendering performance of fences
Improved rendering performance of grass
Improved rendering performance for weapons and attachments seen at distance
Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered at distance
Improved character animation performance
Improved effect performance
Improved the performance of team-mate name plate, map and mini-map in teamplay
Content
Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn
Added Motorbike
Gameplay
Reduced the moving speed of the two final play zones for better engagement during the endgame
Made a balance pass on certain weapons: Vector Reduced bullet damage slightly Increased deviation gain per shot S1897/S686/S12K Reduced pellet damage slightly AKM Increased bullet damage slightly
Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.
Action & Gunplay
Now players can put stock attachments on following weapons: SKS : Sniper rifle cheek pad Vector : Tactical stock (for M416)
Adjusted the color of the aiming point for the basic crossbow scope.