PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Dominic Tarason)

Playerunknown's Battlegrounds

It’s easy to forget that Playerunknown’s Battlegrounds is in early access, given its current position as industry-baffling overlord ascendant of all things multiplayer and shooty, but we’re still some ways off from its official release. In a Steam community update on Saturday, developers PUBG Corp outlined their plans for the game between now and its version 1.0 launch, as well as detailing some tweaks in the latest patch.

The good news: Armour is now more consistent, where previously it would fail to stop bullets from time to time due to bugs.

The bad news: The all-consuming blue zone of death does not care about your pathetic human armour, bug-ridden or otherwise, and is now even more damaging than before.

(more…)

Cuphead - contact@rockpapershotgun.com (John Walker)

People, people of Earth, for the second week in a row GTA V isn’t in the Steam Charts! And for the first time in human history, this week nor is Counter-Strike: Global Offensive! What’s happened? I’ll tell you what’s happened. Everyone’s got a copy now. Phew.

So instead, here are eight other games and Plunkbat, and one plastic box, in ascending order of dollar-eyes. (more…)

PUBG: BATTLEGROUNDS

One of PlayerUnknown's Battlegrounds' defining features is its ever-tightening play area. Anyone caught outside of that area is said to be in the blue zone, and gradually takes damage over time. Well, the development team plans to ramp up the damage that the blue zone deals to try and get players to focus on combat inside the play area, it announced yesterday.

The change will first arrive in the test servers early next week, the team said in a Steam post. "From this new update, you will be able to focus more on the immediate, close-ranged skirmishes inside the play zone, instead of dealing with enemies outside of the play zone during the mid to late phases of the game. We would love to hear the responses regarding the changes from all members of our community once you’ve tried it in the test servers."

Personally, I think it's a good idea, and could encourage a quicker pace as players rush to get safe. Let's see how it goes, though.

In other news, new vaulting and climbing mechanics—which Christopher tried out last week—will arrive on the game's test servers in early November. The game is on track to release before the end of the year, but any updates being tested before then (including vaulting and blue zone damage) won't be rolled out to the live servers until full release. "It is not always easy to merge the changes to our live build, because our development build and live build are separate," the team said.

"Therefore, we have decided to merge improvements, bug fixes, and other features, all at once to the test servers, which will then be implemented cumulatively for the 1.0 release."

Developer Bluehole will have to address the issue of hacking, too, which remains a problem, particularly towards the top of the leaderboards (a place that I can only dream about). The official account for the game's anti-cheat service said yesterday that it had banned 25,000 players in the preceding 24 hours.

PUBG: BATTLEGROUNDS - PUBG Community Manager (FWG)


Players,

We plan to run a few rounds of test servers prior to the PC 1.0 release, but we have one more live server patch to roll out before that. This patch will be deployed to the test servers first early next week. We will update you with the exact date and time soon.
Before we delve into the patch notes, we would like to share several important announcements and the schedule for the test servers.

First Test Servers: Focus on the Vaulting & Climbing Feature
We have decided to run the first test servers prior to the PC 1.0 release in early November. Vaulting and climbing feature is the main content of this patch, and it needs a minimum of three days of extensive testing. We ask you to play in the test servers, and try this feature out. We will make a separate announcement about a detailed schedule and the contents of the first round of test servers soon. We will do the same for the second and third rounds of test servers which will follow.

Optimization, Bug Fixes, and Upcoming Announcements about Test Servers
Our Development team has been working diligently to push out the official release by the end of this year. We plan to solve many of the bugs from the current live servers, and we are also constantly working on optimization. You will be able to experience bug fixes, optimization, and many other improvements in the test servers that will be run prior to the official release.
Please keep in mind that the live server build and the developing PC 1.0 build are not easy to integrate or merge together. Even if some of the issues are resolved during internal development, these changes cannot always be reflected upon the live servers immediately.

As mentioned above, we plan to run the test servers at least three times before the official launch. However, the announcements for what is being implemented into the test servers may be delayed and often published on short notice. This is because we are constantly trying to implement and fix as many things as possible, and we want to make sure that our announcements to the community are as accurate as they can be.

We also pay close attention to your feedback and bug reports. Some of the issues you brought up have already been fixed in the internal development build. However, as stated before, it is not always easy to merge the changes to our live build, because our development build and live build are separate. If we had kept rolling out weekly patches, our official launch schedule would have been delayed. Therefore, we have decided to merge improvements, bug fixes, and other features, all at once to the test servers, which will then be implemented cumulatively for the 1.0 release.

Early Access – Week 31 – Patch Notes

Gameplay
  • Blue zone DOT (Damage over Time) increases when characters are farther away from the play zone
  • This principle does not apply to the first blue zone
Bug Fix
  • Resolved a bug where bullets would sometimes ignore armor
We have received a lot of feedback asking for improvement of the blue zone. We have decided to adjust the blue zone damage to encourage engagement inside of the play zone. From this new update, you will be able to focus more on the immediate, close-ranged skirmishes inside the play zone, instead of dealing with enemies outside of the play zone during the mid to late phases of the game. We would love to hear the responses regarding the changes from all members of our community once you’ve tried it in the test servers.

We are aware that we still have quite a bit to do before our official launch, and we genuinely appreciate all of the support our players have shown for our game. We are committed to doing whatever it takes to provide our players and community with a better game experience.

See you in-game,
The PUBG Development and Community Team
PUBG: BATTLEGROUNDS - PUBG Community Manager (FWG)


Players,

We plan to run a few rounds of test servers prior to the PC 1.0 release, but we have one more live server patch to roll out before that. This patch will be deployed to the test servers first early next week. We will update you with the exact date and time soon.
Before we delve into the patch notes, we would like to share several important announcements and the schedule for the test servers.

First Test Servers: Focus on the Vaulting & Climbing Feature
We have decided to run the first test servers prior to the PC 1.0 release in early November. Vaulting and climbing feature is the main content of this patch, and it needs a minimum of three days of extensive testing. We ask you to play in the test servers, and try this feature out. We will make a separate announcement about a detailed schedule and the contents of the first round of test servers soon. We will do the same for the second and third rounds of test servers which will follow.

Optimization, Bug Fixes, and Upcoming Announcements about Test Servers
Our Development team has been working diligently to push out the official release by the end of this year. We plan to solve many of the bugs from the current live servers, and we are also constantly working on optimization. You will be able to experience bug fixes, optimization, and many other improvements in the test servers that will be run prior to the official release.
Please keep in mind that the live server build and the developing PC 1.0 build are not easy to integrate or merge together. Even if some of the issues are resolved during internal development, these changes cannot always be reflected upon the live servers immediately.

As mentioned above, we plan to run the test servers at least three times before the official launch. However, the announcements for what is being implemented into the test servers may be delayed and often published on short notice. This is because we are constantly trying to implement and fix as many things as possible, and we want to make sure that our announcements to the community are as accurate as they can be.

We also pay close attention to your feedback and bug reports. Some of the issues you brought up have already been fixed in the internal development build. However, as stated before, it is not always easy to merge the changes to our live build, because our development build and live build are separate. If we had kept rolling out weekly patches, our official launch schedule would have been delayed. Therefore, we have decided to merge improvements, bug fixes, and other features, all at once to the test servers, which will then be implemented cumulatively for the 1.0 release.

Early Access – Week 31 – Patch Notes

Gameplay
  • Blue zone DOT (Damage over Time) increases when characters are farther away from the play zone
  • This principle does not apply to the first blue zone
Bug Fix
  • Resolved a bug where bullets would sometimes ignore armor
We have received a lot of feedback asking for improvement of the blue zone. We have decided to adjust the blue zone damage to encourage engagement inside of the play zone. From this new update, you will be able to focus more on the immediate, close-ranged skirmishes inside the play zone, instead of dealing with enemies outside of the play zone during the mid to late phases of the game. We would love to hear the responses regarding the changes from all members of our community once you’ve tried it in the test servers.

We are aware that we still have quite a bit to do before our official launch, and we genuinely appreciate all of the support our players have shown for our game. We are committed to doing whatever it takes to provide our players and community with a better game experience.

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

This issue, we tackle the biggest game on PC right now: the seemingly unstoppable PlayerUnknown's Battlegrounds. Chris Livingston visited Bluehole's South Korean studio to find out the story behind the battle royale shooter's surprising success. We also get exclusive access to the upcoming desert map and new vaulting mechanics. You'll find it all in this month's massive eight page cover feature.

Elsewhere, Fraser Brown details the history of Civilization—talking to every lead designer of the stately 4X series' six main games. It's a fascinating look at the evolution of an enduring classic. Also, Andy talks to adventure game designers about the future of the point 'n' click, and we put gamepads to the test in our hardware roundup. All that, and this month's free gift: an Onslaught skin for Paladins: Champions of the Realm beefcake Fernando.

Issue 311 is on shelves now and available on all your digital devices from Google Play, the App Store and Zinio. You can also order direct from My Favourite Magazines or purchase a subscription to save yourself some cash, receive monthly deliveries and enjoy our exclusive subscriber covers. Here's this month's:

This month we...

  • Get exclusive hands-on with PlayerUnknown's Battlegrounds' new map
  • Chart the history of the Civilization series
  • Ask game designers about the future of adventure games
  • Use an Empire At War mod to hold the ultimate Star Wars vs Star Trek showdown
  • Revisit Arkane's Dark Messiah of Might and Magic
  • Round-up the best gamepads you can buy today
  • Exclusively reveal Petroglyph's new RTS, Forged Battalion
  • Review Total War: Warhammer II, Divinity: Original Sin 2, and more...

Until next month!

PUBG: BATTLEGROUNDS

On the back of the success of battle royale games like H1Z1 and PlayerUnknown's Battlegrounds, it's no great surprise that other developers are looking to shoulder their way into the genre. On PC we've already seen GTA Online and Fortnite add BR modes (with some objection on the latter from PUBG Corp), and in August we learned (via this tweet from industry analyst Daniel Ahmad) that a Chinese mobile game based on Terminator 2 would feature an suspiciously PUBG-lookin' BR mode as well.

Today some footage of the mobile game's BR mode surfaced on Reddit in a post from user llllghye. You can peep it above, and wow, yes, that certainly looks very PUBG in a way that one could easily label it a clone. They didn't even change the blue electrical field of death to a different color. Come on! Make it mauve or salmon or coquelicot at least.

From the parts of the UI I can understand in the video (the numbers) it looks like the max player count in the footage is only 11, which wouldn't make for such a gripping BR match unless the map was considerably smaller (though the mobile game is reportedly supposed to support nearly 50 players).

What battle royale has to do with Terminator 2 is a bit unclear to me. Battle royale features competitors gathering weapons and fighting in a shrinking space until only one is left, while Terminator 2 features Linda Hamilton being totally ripped and battling a liquid metal robot from the future that was trying to kill a teenage boy to make him stop talking in his annoyingly screechy voice (I assume that was its goal). Maybe Linda Hamilton is in one of the airdropped supply crates?

The T2 mobile game comes from NetEase, which in partnership with Blizzard also operates online games like Hearthstone, World of Warcraft, and StarCraft 2 in China.

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

We might get to clamber and leap around in Playerunknown’s Battlegrounds [official site] before the end of October, Bluehole Studio said today. The climbing and vaulting system is one of the main features headed to Plunkbat before it leaves early access, along with a new map set in a desert. A new dev update today reaffirms that the Battle Royale-ing multiplayer shooter is still on course to launch by the end of this year, with all that plus optimisations and more. And that desert map is looking good. (more…)

PUBG: BATTLEGROUNDS - Harusol


Players,

We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch.
Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further.

Road to Launch
Our development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that.
Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch.

Test Server Operation Plan
1st phase: Focus on testing vaulting & climbing
2nd phase: More testing of vaulting & climbing, test other new content and features
3rd phase: All new content and features including the desert map
The content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead.
You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later.

Leaderboard Update & FPP Servers
We have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week.
We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary.

Patch Notes for This Week
This week we will deploy a small patch to live servers which will be the last before rolling out the test servers to prepare for official launch later. Test server will be up today – October 16th, 3am PDT / 12pm CEST / 7pm KST. If everything is stable, we will deploy a patch to live servers later.

Gameplay
  • Decreased the Starting Island item spawn levels in order to adjust the item balance on the Northeast side of Erangel

Bug Fixes
  • Eliminated the fire animation and effect that occured in the Starting Airplane when a player was on fire from a molotov cocktail
  • Fixed a bug that enabled a character to hold a main weapon and frying pan simultaneously
  • Fixed a spectator mode bug of flickering weapon UI icons

Lastly, we would like to thank all our players for the support since our Early Access launch on March 23rd this year. We cannot wait to see everyone try out vaulting and climbing for the first time in a few weeks. We hope to get a lot of feedback from you on vaulting and climbing. Please stay tuned for our announcement on test schedules.

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

PUBG: BATTLEGROUNDS - Harusol


Players,

We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch.
Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further.

Road to Launch
Our development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that.
Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch.

Test Server Operation Plan
1st phase: Focus on testing vaulting & climbing
2nd phase: More testing of vaulting & climbing, test other new content and features
3rd phase: All new content and features including the desert map
The content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead.
You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later.

Leaderboard Update & FPP Servers
We have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week.
We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary.

Patch Notes for This Week
This week we will deploy a small patch to live servers which will be the last before rolling out the test servers to prepare for official launch later. Test server will be up today – October 16th, 3am PDT / 12pm CEST / 7pm KST. If everything is stable, we will deploy a patch to live servers later.

Gameplay
  • Decreased the Starting Island item spawn levels in order to adjust the item balance on the Northeast side of Erangel

Bug Fixes
  • Eliminated the fire animation and effect that occured in the Starting Airplane when a player was on fire from a molotov cocktail
  • Fixed a bug that enabled a character to hold a main weapon and frying pan simultaneously
  • Fixed a spectator mode bug of flickering weapon UI icons

Lastly, we would like to thank all our players for the support since our Early Access launch on March 23rd this year. We cannot wait to see everyone try out vaulting and climbing for the first time in a few weeks. We hope to get a lot of feedback from you on vaulting and climbing. Please stay tuned for our announcement on test schedules.

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

...