Tooth and Tail - contact@rockpapershotgun.com (Brendan Caldwell)

Doggo Meato

It’s an animal extravaganza on our podcast, the Electronic Wireless Show. This week we’re talking about pets in games, y’see. Good boys, bad boys, mediocre boys – we love them all. Alice joins us to praise a terrible raccoon Pok mon who’s rubbish at fighting but great at surfing. And while Pip adores the ghostly holo-cat of Tacoma, I prefer the cute xenomorph of Alien Isolation, who can perform all sorts of neat tricks. That’s right, who’s a good boy? Who’s a good boy?> OK now put me down. Stop that. You’re drooling. I said stop it. (more…)

Z1 Battle Royale

H1Z1: King of the Kill is a major hit. It's sold seven million copies in its lifetime, according to SteamSpy, and yet for the last six months you probably haven't heard much about it. It takes an even bigger hit like PlayerUnknown's Battlegrounds to completely overshadow a game like King of the Kill, selling 10 million copies in just a few months. But PUBG's arrival didn't signal the death of King of the Kill. Daybreak's battle royale shooter has been a fixture in the top five most played games on Steam and a popular viewing choice on Twitch for much of its time in Early Access.

I had a chance last week to chat with a few members of King of the Kill's development team about some of the changes coming to KotK (I'll have more specifics on that in the near future), but I also wanted to hear their thoughts on the popularity of PUBG, what that means for King of the Kill, and how they see the battle royale genre changing in the future.

Speaking with Anthony Castoro, general manager for H1Z1: King of the Kill, Dave  Mendelsohn, creative director, and Eric Correll, director of brand management and IP development at Daybreak, I asked whether any of the recent or upcoming changes to KotK, past or future, were made in response to PUBG's popularity.

Sometimes people might speculate that, oh, we were doing this because of PUBG, [and] we just chuckle

Anthony Castoro, general manager for H1

"Our approach is definitely to focus on what would make our game better," said Anthony Castoro, "and we'll take that input from any source and put it through our design crew, so our focus has always been on [the] fast-paced nature and original roots of the game, and the high skill level required to be consistently in the top.

"Sometimes people might speculate that, oh, we were doing this because of PUBG, [and] we just chuckle because we were in the meetings in February where we decided to do it. The reality is a lot of that is just, there are conventions in shooting games that are pretty common, and when we were adopting best practices for our game and improving our game, some of those things are going to be similar to other games.

"But where we really focus [on] is what makes out game special and unique. We just sort of try to ignore any comparison there and focus on what is the experience that people [are] having that makes our game great and how can we double down on that."

Source: SteamDB

We're excited about how many people are starting to get into that genre and the opportunity for us to grow as a result

Anthony Castoro

For a long time, even with PUBG increasing in popularity, it looked like KotK's player count was remaining solid. PUBG was pulling in new players week over week, but it never appeared as if those players were leaving KotK behind. However, looking at SteamDB's charts for August and September, there does appear to be a dip in KotK's player counts.

"The game's peak [concurrent user count] is still really healthy and we're still in the top four on Steam," Castoro said. "There's some seasonality to what happens with our games and there's also a pattern of updates and things that are going to drive attention, right? And so, what we do know is that a lot of people who are playing Battlegrounds for the first time have never played or heard of our game, and we see that as a huge opportunity."

"We're excited about how many people are starting to get into that genre and the opportunity for us to grow as a result, so I wouldn't worry too much about what you're seeing in player counts and whether that's related to PlayerUnknown's Battlegrounds or not.

"As a matter of fact, since the [combat] update our numbers, particularly in Europe and NA are noticeably up, so we're really excited about that."

GTA Online's battle royale mode

Everyone should be paying attention to this genre

Anthony Castoro

I also asked the team their thoughts about other developers and publishers jumping in to the battle royale genre. We've already seen a few try: there was a battle royale game called The Culling that appeared in March of last year, Ark took a swing with Survival of the Fittest, and both Grand Theft Auto and Fortnite have added or are adding battle royale modes.

"I'm somewhat surprised we haven't seen a little bit more because it's really compelling," Castoro said. "Everyone should be paying attention to this genre, and to what H1Z1 is doing, and what any other [BR game] comes in and does."

"Two of the top four games on Steam are this new sort of burgeoning genre," said Eric Correll, "so we're pretty proud that we were sort of the first game to take a big commercial risk on it and articulate it and innovate, and we're looking forward to continuing to innovate and sort of build our brand of battle royale as fast-paced and action-packed. 

"And we think there's an incredible market for that, and it will, as Anthony said, I think there's so much interest around it you can't ignore it. But we feel we have a great inside track in terms of how we do this last man standing genre."

Z1 Battle Royale - contact@rockpapershotgun.com (Alice O'Connor)

The current hot fad in multiplayer games is Battle Royale, you might have noticed, following in the wake of games like Playerunknown’s Battlegrounds (boasting the highest playercount on Steam) and H1Z1: King of the Kill as well as Minecraft’s Hunger Games servers. Epic Games are now joining the Battle Royale battle of Battle Royale games with their early access craft-o-build-a-shooter Fortnite [official site], adding a new competitive 100-player mode. It’ll officially launch on September 26th but is already rolling out for players to test. Fortnite’s core solo and cooperative play is a bit bum but can this turn out better? (more…)

PUBG: BATTLEGROUNDS

After revising its schedule last month, PUBG declared its updates would become less regular so as to maintain a "high standard of quality" moving forward. The first patch post-shift is live on the game's test servers today and, as you might expect, it's a biggie. 

As you might already know, fog is en route to The Island. Chris expressed his concerns with this yesterday, and it seems quite a few of you feel the same judging by that post's comments. As in reality, the foggy weather effect "will hinder player sight on the map"—however the fact that this weather effect "has a low probability to occur" might console those less sold on the idea. 

Elsewhere, the September update adds the Mini-14 semi-automatic marksman rifle, and a new town named Kameshki, which is located east of Stalbar. Among the host of UI and gameplay tweaks the patch instils, my favourite is the fact that Tommy Guns have been removed from Care Packages and are now a world spawn. They're also now supported by Silencers, Vertical Foregrips and Magazines. Which is nice. 

Due on live servers later this week, here's Bluehole's schedule as per this Steam community post

Test servers: This week, test servers will be up for at least 2 days.

  • KST: Tuesday evening
  • CEST: Tuesday morning
  • PDT: Tuesday early morning
  • Live server update: Later this week—TBD 
PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

The neat-o climbing and vaulting system coming to Playerunknown’s Battlegrounds [official site] on its path through early access is still several months away, developers Bluehole Studio have confirmed. It should hit public testing in November, and take extra test time. That’s a shame, as this is the one game-changing feature I’m waiting for.

In better news, the patch launching later this week is great. It’s now live on the test server, packing changes including a creepy foggy weather variant, a whole new town on the map, a decent new marksman rifle, measures to deter AFK farming, and neat tweaks like a key bind to drop a map marker on your location. (more…)

PUBG: BATTLEGROUNDS

As you probably noticed at the time, we dropped a host of exclusives at this year's PC Gaming Show at E3. And yet one of the  show's most anticipated features was vaulting mechanics in PlayerUnknown's Battlegrounds.

PUBG mastermind Brendan Greene made the announcement on stage and promised players would soon be able to vault objects like cars, walls, fences and containers. Via this Steam post, Bluehole has now outlined how the mechanics are coming along, and when we might expect to see them in-game.  

"We are aware that many players have been looking forward to trying it out," reads the post. "Our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. 

"To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map."

The post continues: "Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. 

"If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting."

Despite mention of November above, Bluehole has released features ahead of time in the past. I wouldn't put it past it to jump the gun here.  

Whenever vaulting does arrive in PUBG, though, will it look as majestic as this?

I guess we'll find out either way in the next couple of months.

PUBG: BATTLEGROUNDS - Harusol


Players,

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

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

Vaulting – Update on progress
We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting.

Idle players earning BPs
We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.

Adding FPP servers
We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode.
After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole.

The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture.

  • Test servers: This week, test servers will be up for at least 2 days
    o KST: Tuesday evening
    o CEST: Tuesday morning
    o PDT: Tuesday early morning
    o Live server update: Later this week – TBD

Below are the patch notes for this week's update.

Client Optimization
  • Optimized shadows
  • Improved performance on low-end PCs by optimizing buildings
  • Optimized client and server performance when there are multiple vehicles in a close vicinity
  • Optimized UI

World
  • Added Foggy weather
    o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
    o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers
  • Enhanced graphics of the sky in pre-existing weather effects
  • Added a new town, East of Stalber

UI/UX
  • Added new Option to change Cross-hair color
  • Added new Double Tap feature in control options for leaning (Default keys set to Q and E)
  • Added new option to improve the visual effect of going from free look back to character's line of sight
  • Added new key binds when using Consumables
  • Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)
  • Added new key bind to mark your current position on the map (Default key set to Insert)
  • Added a new key bind to center the map around the character's current position (Default key set to Space)
  • Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-")
  • Added a new feature to reset the zeroing distance using Mouse wheel click
  • Adjusted the position of the Report window
  • Added a new feature in Settings, called “Inventory screen character render” to turn off character rendering in Inventory screen to improve performance.

New Item
  • Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle
    o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight
    o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop

Gameplay
  • Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play
  • Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time
  • Adjusted the balance of several weapons:
    o Increased the Crossbow reload speed by 35%
    o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
    o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils
  • You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked
  • The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again
  • Adjusted the collision damage of Motorcycles

Actions
  • Recoil animations are updated for all weapons
  • Adjusted animations and balance of throwables
    o Decreased fuse time of the Flash Grenade to 2.5 seconds
    o Increased the lethal and injury ranges of the Frag Grenade
    o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables
    o Cooking of grenades is now manual (Default key set to R)
    o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click)
    o The movement speed of a character affects the trajectory of throwables
  • Improved leaning animation; leaning on the left side to expose less of the body
  • Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically
  • You may change your stance while reloading without cancelling the reload

Sounds
  • Added new sounds when using Consumables
  • Adjusted the audible ranges of reloading and window breaking
  • Added a new sound for collisions between vehicles and characters
  • Added new sound for the animation of removing the grenade safety pin

Bug Fixes
  • Characters that fall or glitch underneath the map will now be reset to the ground automatically
  • Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting
  • Fixed a bug resulting in clients freezing when changing controls in the options
  • Corrected the descriptions of certain weapon attachments
  • Fixed animation bugs of other characters after reconnecting to a game
  • Fixed several bugs related to the Spectator mode
  • Fixed a bug of the breath gauge appearing at zero at the start of the game
  • Reloading will now cancel if a character loots an item with Right Click during reload
  • Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking
  • You may no longer set different features on a single key bind in the Options
  • Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon

Others
  • Revised the BP methodology to prevent BP farming and idle users from gaining BP
  • Added FPP Leaderboard for all regions with FPP
  • NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work)

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

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


Players,

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

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

Vaulting – Update on progress
We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting.

Idle players earning BPs
We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.

Adding FPP servers
We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode.
After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole.

The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture.

  • Test servers: This week, test servers will be up for at least 2 days
    o KST: Tuesday evening
    o CEST: Tuesday morning
    o PDT: Tuesday early morning
    o Live server update: Later this week – TBD

Below are the patch notes for this week's update.

Client Optimization
  • Optimized shadows
  • Improved performance on low-end PCs by optimizing buildings
  • Optimized client and server performance when there are multiple vehicles in a close vicinity
  • Optimized UI

World
  • Added Foggy weather
    o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
    o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers
  • Enhanced graphics of the sky in pre-existing weather effects
  • Added a new town, East of Stalber

UI/UX
  • Added new Option to change Cross-hair color
  • Added new Double Tap feature in control options for leaning (Default keys set to Q and E)
  • Added new option to improve the visual effect of going from free look back to character's line of sight
  • Added new key binds when using Consumables
  • Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)
  • Added new key bind to mark your current position on the map (Default key set to Insert)
  • Added a new key bind to center the map around the character's current position (Default key set to Space)
  • Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-")
  • Added a new feature to reset the zeroing distance using Mouse wheel click
  • Adjusted the position of the Report window
  • Added a new feature in Settings, called “Inventory screen character render” to turn off character rendering in Inventory screen to improve performance.

New Item
  • Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle
    o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight
    o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop

Gameplay
  • Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play
  • Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time
  • Adjusted the balance of several weapons:
    o Increased the Crossbow reload speed by 35%
    o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
    o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils
  • You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked
  • The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again
  • Adjusted the collision damage of Motorcycles

Actions
  • Recoil animations are updated for all weapons
  • Adjusted animations and balance of throwables
    o Decreased fuse time of the Flash Grenade to 2.5 seconds
    o Increased the lethal and injury ranges of the Frag Grenade
    o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables
    o Cooking of grenades is now manual (Default key set to R)
    o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click)
    o The movement speed of a character affects the trajectory of throwables
  • Improved leaning animation; leaning on the left side to expose less of the body
  • Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically
  • You may change your stance while reloading without cancelling the reload

Sounds
  • Added new sounds when using Consumables
  • Adjusted the audible ranges of reloading and window breaking
  • Added a new sound for collisions between vehicles and characters
  • Added new sound for the animation of removing the grenade safety pin

Bug Fixes
  • Characters that fall or glitch underneath the map will now be reset to the ground automatically
  • Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting
  • Fixed a bug resulting in clients freezing when changing controls in the options
  • Corrected the descriptions of certain weapon attachments
  • Fixed animation bugs of other characters after reconnecting to a game
  • Fixed several bugs related to the Spectator mode
  • Fixed a bug of the breath gauge appearing at zero at the start of the game
  • Reloading will now cancel if a character loots an item with Right Click during reload
  • Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking
  • You may no longer set different features on a single key bind in the Options
  • Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon

Others
  • Revised the BP methodology to prevent BP farming and idle users from gaining BP
  • Added FPP Leaderboard for all regions with FPP
  • NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work)

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

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

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

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

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

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

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