PUBG: BATTLEGROUNDS

PUBG's Miramar map is live on the PUBG test server, which is available as a separate library entry to anyone who owns the game on Steam. Our resident parachuters Chris and Evan dived in together to see how it compares to Erangel.

Evan: Yow, this is such an upgrade. It's not just the novelty of having a new place to run around—Miramar feels like a map built from the ground up for PUBG. 

Chris: Yeah, even having not put nearly as much time into PUBG as you have, I can't really imagine revisiting Erangel once Miramar is on the main servers. It's not just a refreshing change of scenery (though it is a refreshing change of scenery). Miramar feels like a stronger and better map for PUBG.

Evan: It's inviting and bright, a big contrast from the Soviet dullness of Erangel. It puts me in this wild west mindset that melds nicely with battle royale—I want to get into trouble. The region feels more authentic, too. I spotted some Catholic symbols across Miramar, like the burned-out glass candles left around the mausoleums at Graveyard.

Chris: The setting does feel much more specific, which I think is good. Maybe I've just been playing in these vaguely Eastern European post-apocalyptic landscapes for too long (since Stalker) and it's great to feel an altogether different vibe. Even though presumably everyone is still dead from the apocalypse.

Evan: Speaking of that, it's funny how closely Miramar mirrors the general shape of Chernarus, the stock map for Arma 2 and DayZ.

Chris: It definitely feels like an intentional homage to Brendan Greene's DayZ days (zees).

Evan: So one strategy-affecting change I'm seeing the off-road terrain. It's rugged. Miramar isn't a landscape of halfpipe hills to flip your car off of. Most of the areas we drove across were bumpy and irregular, and we had to move at half speed. I felt way more fragile when driving.

Its complexity favors tactics like window sniping and hiding in subtle arrangements of cover.

Chris: It feels almost too extreme of a change—I don't think PUBG is a game that needs to be slowed down any further. I like it, though: it'll force players to make real choices in their strategy depending on what vehicle they're driving and where they are. In Erangel I don't ever really deliberate about going off-road. It's honestly not much different than driving on paved surfaces. In Miramar, you might opt for speeding through a big town along a road (and drawing certain gunfire) instead of skirting it over the terrain, simply because going off-road is tougher and slower now.

Evan: The other side effect of that change is that the landscape as a whole has way more nooks and crannies, little dips in elevation to go prone in. Whether you like that will depend a lot on which version of the game you're playing (first- or third-person), and what range you like to fight at, I think.

It's absolutely a more complex map. A lot of the structures I've been inside are less uniform, departing from, say, the monotony of Georgopol's symmetrical rows of copy-and-pasted apartment towers. But that complexity favors tactics like window sniping and hiding in subtle arrangements of cover to get a good shot, neither of which are my favorite moments in PUBG.

Chris: Me neither.

Evan: I'm still getting a read on how the structure of this new map affects the rhythm of migration, looting, and combat. Miramar has a few islands—two SW, and two off the east coast that aren't connected by bridge. But they're extraordinarily small. I like that boats are deemphasized (I mean, it's a desert), but I also like the way Erangel's southern island operated as a secondary region to the main zone. Don't expect to get ambushed on any bridges, because there aren't any bottlenecks here.

Chris: It'll be interesting to see what become the most favored landing spots. Right now it seems like Erangel was at the start, where if you want some quick action you land in a big town and otherwise you pick a more remote location. As the map gets more familiar to players we'll start to see what people gravitate towards. But it definitely feels more crowded in terms of buildings and looting than the first map. Remote spots still feel close to everything else.

Evan: Yeah, exactly—apart from the fringes, where the circle's least-likely to spawn, most parts of are within 500 meters of a city or major compound. On the whole, more areas seem viable. The decision to put the military base in the far NE corner of the map is a little weird to me—it means there's one route in and out of a major landmark. I guess it's at least a change from the racetrack ring of road that circles Erangel's base.

I'd say there's still plenty of work to do.

Chris: It might work well during the matches where the circle closes on the southern side, so those who land at the base to get good gear can't just camp on it for the entire round.

Evan: Chris, you were the first person outside of the studio to see Miramar when you went to South Korea to write a cover story about it a couple months ago. Has this thing changed in any noticeable ways since you saw it then?

Chris: Yeah, it's changed a lot. The build I ran around in didn't have any of the big towns, the river at the edge of the map has been turned into an ocean, and there's a lot more polish and finer detail now. It also feels like there's less cover: the early build I saw was heavily dotted with trees, but playing today I feel way more exposed than I did then when running out in the open. I'd say there's still plenty of work to do: I noticed some architectural features that didn't quite fit together in some of the buildings. But it's come a long way since I first saw it in September.

Evan: Yeah, I think the number of manhours put into this piece of geometry is evident from the moment you step on it. 

Chris: What do you think about the new vaulting system, though? I didn't use it much. Maybe I don't think to do it (except in the lobby, where that's all I do) or maybe it's not quite the game-changer I thought it would be. I've done or two jumps through a window because it's closer than the door.

Evan: It's useful in windows—I don't have to circle a house looking for the door, I can just bust through the nearest frame. With PUBG's forgiving fall damage, I can also make a panicked leap out a second or third story and survive. It's handy, and it's going to make sieges less predictable.

Chris: PUBG definitely feels less predictable now. A new map, new weapons, and new vehicles are kinda what PUBG needed for a shot in the arm. It's weird to say a game that draws almost 3 million players a day needed a makeover, but it feels exciting to me again.

Evan: If PUBG's future maps are this intricate and inspired, it'll have a long lifespan. I should note that although I've been getting terrific fps on Miramar, we did have a few server disconnects and crashes, but that's relatively expected in this testing phase. Otherwise there's no reason not to get these 14 gigs on your hard drive right now. 

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Matt Cox)

plunkdesertheader

It s snowing outside my window, but on my screen all I see is sand. I m one of 5 remaining players, and the circle of safety is much larger than it usually is by the time a round reaches this point. I can hear a sniping war going on to my right and since I ll have to run across the rocky expanse in front of me soon anyway, I choose that moment to make a break for it.

Of course, I get shot down the moment I start running. I m playing on the new desert map in Playererunknown s Battlegrounds and this is still the same old Plunkbat – only now there are no bushes for me to cower in.

(more…)

PUBG: BATTLEGROUNDS

Last night's Game Awards show featured all kinds of world premieres, new trailers, sponsorships, overlong speeches, enthusiastic swearing, and even a few awards amidst it all. And don't worry if you missed the show, because we've got all the winners for you right here. 

  • Game of the Year – The Legend of Zelda: Breath of the Wild
  • Best Game Direction – The Legend of Zelda: Breath of the Wild
  • Best Narrative – What Remains of Edith Finch
  • Best Art Direction – Cuphead
  • Best Score/Music – Nier: Automata
  • Best Audio Design – Hellblade: Senua's Sacrifice
  • Best Performance – Melina Juergens as Senua, Hellblade: Senua's Sacrifice
  • Games for Impact – Hellblade: Senua's Sacrifice
  • Best Ongoing Game – Overwatch
  • Best Mobile Game – Monument Valley 2
  • Best Handheld Game – Metroid: Samus Returns
  • Best VR/AR Game – Resident Evil 7: Biohazard
  • Best Action Game – Wolfenstein 2: The New Colossus
  • Best Action/Adventure Game – The Legend of Zelda: Breath of the Wild
  • Best RPG – Persona 5
  • Best Fighting Game – Injustice 2
  • Best Family Game – Super Mario Odyssey
  • Best Strategy Game – Mario + Rabbids Kingdom
  • Battle Best Sports/Racing Game – Forza Motorsport 7
  • Most Anticipated Game Presented by McCafé (ba dap bap bah bah) - The Last of Us Part 2
  • Best Independent Game – Cuphead
  • Best Student Game – Level Squared
  • Trending Gamer – Guy Beahm, Dr. Disrespect
  • Best Esports Game – Overwatch
  • Best Esports Player, Presented by Omen by HP – Lee sang-hyeok, "Faker"
  • Best Esports Team – Cloud9
  • Best Debut Indie Game, presented by Schick Hydro – Cuphead
  • Best Chinese Game - jx3 HD(《剑网3》重制版 )

You may have noticed, if you were reading closely, that the Best Multiplayer award isn't in the list. That's because, once the dust had begun to settle, people noticed that it hadn't actually been handed out.

A quick look at the Game Awards website late last night confirmed it: Voting on all six eligible games—Playerunknown's Battlegrounds, Fortnite, Call of Duty: WWII, Splatoon 2, Mario Kart 8 Deluxe, and Destiny 2—had closed, but none of them were indicated as the winner.

Game Awards producer and host Geoff Keighley told Polygon that the omission wasn't an oversight, but just a delay—for which he apologized—and said that a winner had in fact been selected. Odd as it all appeared, there's no real surprise which game came out on top: It was PUBG.

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Matt Cox)

plunkbat-desert

After months of anticipation, you can finally run, vault and climb around Playerunknown’s Battlegrounds new desert map. Miramar is now live on the test servers, and you’ve got until 10am GMT on Sunday before they’re switched off again. There’s also a new trailer that shows it all off, which should delight anyone who’s a fan of Inception/Mass Effect ‘BWONG’ noises.

(more…)

PUBG: BATTLEGROUNDS

During last night's Game Awards, developer Bluehole announced that PlayerUnknown's Battlegrounds' version 1.0 will arrive on PC on December 20th.

We don't have to wait that long to try out the brand new map desert map Miramar though, because it's just gone live on PUBG's test server.

The Miramar update is a whopping 11.5GB in size, but that includes the new map and a host of brand new weapons and vehicles like the 6-seater Camper Van and the Aquarail - a two person Jet Ski.

Read more…

PUBG: BATTLEGROUNDS - MephieKim


(11th Dec Update - Phase 2 schedule is updated)

Players,
As we draw ever closer to the release of the PC 1.0 version of our game, we wanted to pause for a moment and take a look back at our journey so far - where we started and how we got where we are today.

We started working on our game in late March 2016 and conducted the first closed pre-alpha test in July. Back then almost everything besides the main mechanics and the game concept was a placeholder. But we knew that the Battle Royale experience we were offering was unique and the feedback of that small group of first testers confirmed it. From the first pre-alpha test, until this very day, and going into the future, we have always strived to keep our development as open as possible and take into account and act upon player feedback.

We went through several alpha and beta stages, adding content, improving and optimizing every aspect of the game and opening access to more and more players. Before our release on Steam Early Access in March 2017, after only a year of development, we knew that we already had a small fan base that was looking forward to our Steam release. Our community enjoyed playing the early builds of our game but also really enjoyed watching others play. Based on our testers and viewers reactions we prepared and hoped for a moderate success. We were not prepared for what followed.

Breaking all kinds of videogame records was a very exciting experience, especially for a small team like ours, but it also meant that we had some very serious stepping up to do. We had to grow as a company and we had to do it very quickly. We hired new people, opened new departments within the company and finally even separated from Bluehole into PUBG Corporation to better focus on PUBG.

Since our release on Steam Early Access, we’ve added new areas to the map, a whole range of new weapons, new animations, a new vehicle, fixed a whole lot of bugs, broke quite a few concurrent user records (most of them our own) and there is still so much to do.

We know that there have been problems along the way and that things aren’t always perfect.
Halfway through Early Access, we decided to upgrade our game engine to the latest version. This meant that our live server build now had a different engine version from the 1.0, which in itself led to a workload increase. We had to work on and monitor two builds, the differences between which were more than trivial. As a result we were unable to address the issues on the live servers as quickly as we used to before. We are very sorry about any frustration that this has caused.

Investigating and fixing server/connection issues is currently one of our top priorities. We know how upsetting it can be when you’re facing these issues in-game, as it means that you’re unable to use your skills and enjoy the game. We are looking into ways of tweaking our server settings to alleviate this problem. We plan to gradually improve this issue on many fronts. Please always let us know on our forum, in as much detail as possible, about the server issues you’re experiencing.

As we mentioned in other posts, we were not prepared for the amount of cheaters we found in our game and apologize for the obvious inconvenience they have caused to our players. And though things in this regard have now visibly improved, combating cheating, just as optimizing our game is a constant task. It never goes away and we are committed to staying vigilant, doing our best and then doing better than our best to provide you with the ultimate Battle Royale experience.

Our journey is your journey, because without you none of this would be possible. We are forever grateful to our community for your support, your constructive criticism and your love for our game.

Most importantly, we want you to know that this is just the beginning. When PC 1.0 comes out, our journey doesn’t end. When PC 1.0 comes out, the first part of our journey will be over, but only so that the next one can begin.




* Please note that when the killcam is activated, performance can be lowered on some PCs.
* Your client may crash after changing resolution or switching to windowed mode

Test Schedule
[Phase 1]
  • PST: December 8th 02:00AM - December 11th 02:00AM
  • CET: December 8th 11:00AM - December 11th 11:00AM
  • KST: December 8th 07:00PM - December 11th 07:00PM
[Phase 2]
  • Test servers will stay open until PC 1.0 on live servers
    • No downtime required

Region & Modes
  • NA - SOLO & DUO & SQUAD, First-person / Third-person
  • EU - SOLO & DUO & SQUAD, First-person / Third-person
  • ASIA - SOLO & DUO & SQUAD, First-person / Third-person


Lobby
  • Redesigned the lobby background and UI
  • Some menu options will stay hidden for this test server due to them still being worked on


World



  • Added a new map - Miramar. Miramar will be the only map available during phase 1
  • Miramar supports 2 weather types:
    • Clear
    • Sunrise
  • Miramar builds on and modifies the core Battle Royale experience by providing varied visuals and gameplay:
    • Vaulting & Climbing action will be even more useful when crossing the Miramar terrain
    • Players can experience highly tactical battles that will force them to utilize their cover and concealment skills
    • Choosing the vehicle type is more important than before, as off-road driving is now different from on-road driving experience


Items





  • Added 3 new weapons. These weapons are Miramar exclusives:
    • Added R45. R45 will be spawned in world, it uses .45 ammo and 6 bullets can be loaded. Red dot sight can be attached. It has high accuracy and faster reload speed than R1895
    • Added Win94. Win94 will be spawned in world. It’s a variant of a lever action rifle that uses .45 ammo and 8 bullets can be loaded. It’s for an expert player since it doesn’t take any attachments and is mid-range effective with slow reload speed but high damage
    • Added Sawed-Off. Sawed-Off will be spawned in world. It uses 12 gauge shot and 2 shells can be loaded. No attachments available. It has short range, high dispersion, lower damage than other shotguns but can fire in rapid succession
  • Added new Ghillie suit to the care package
  • R1895 will not spawn in Miramar


Vehicles




  • Added 3 new vehicles:
    • Added Van. Van is a six-seat vehicle. It has low maximum speed and driving force but it has the highest HP in the game. Therefore, the Van can be useful in various tactical situations
    • Added Pickup. Pickup is a four-seat off-road vehicle and designed to be well adjusted for Miramar’s bumpy terrain. Pickup is the most all-around vehicle in the game and suitable for various playstyles
    • Added Aquarail. Aquarail is a two-seat water vehicle. The player in the passenger seat can user their weapons. It has good cornering and high mobility so you can expect Aquarail to do well in guerrilla tactics.
      Motorcycle and Buggy are also available in Miramar. They have different skins compared to their Erangel cousins.


Server Optimization
  • Reduced the server lag issue of players moving abnormally


Gameplay
  • Added the ability to bandage and boost while in a vehicle (only for the passengers)
    • This action can be canceled by a sudden speed change, an impact or a vehicle flip
  • Increased damage of Kar98k and M24 and reduced damage of AWM.
  • Increased overall damage multiplier to Torso for sniper rifles by 10%
  • Increased the vertical aiming range in prone stance
  • Improved water penetration particle effects
  • Adjusted the blur fade-in effect for scopes


UI/UX
  • Redesigned the color of HP bar
    • Displayed in yellow when the HP is below 50%
    • Displayed in red when the HP is below 25%
    • Displayed in red and blinking when the HP is below 10%
  • Modified the game font for several regions
    • Adjusted Russian, Polish, Turkish, Vietnamese for readability


Sound
  • Improved the sound effect of frag grenade:
    • The sound changes depending on the distance from the explosion
    • For example, player can hear only the explosion sound from long distance but within 20m distance, player can hear the explosion sound and the sound of the debris raised by the explosion
  • Lowered the sound of the edge the blue zone


Animation
  • The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm
  • Added the missing firing mode switching animations (and sounds) to UZI
  • Tweaked the FPP animations and limits to reduce seeing the inside of own character
  • Moved the camera to correct position in FPP mode for drivers
  • Position of most of the guns in FPP has been changed to ensure further reduction of clipping with clothing
  • Transitions between sprinting and running animations are now smoother.
  • Leaning animations have been improved to ensure consistency between ADS/FPP and TPP


Bug Fixes
  • Now player can fall (F key) from the airplane while the world map is open
  • Fixed the issue where most of melee attack animations were not displayed when jumping in place and attacking
  • Fixed the issue where changing stances while punching (from standing to crouching and vice versa) will not be instant anymore
  • Fixed the issue where while vaulting in FPP, player could look inside own body
  • Fixed the unintentionally extreme aim punch when being hit
  • Improved the animation loops to prevent gun "skipping" while moving crouched in ADS
  • Fixed the issue where the character movement speeds were inconsistent when using sprint button and travelling in any direction other than forward, forward left and forward right
  • The reticle on 15x scope will no longer appear blurry when used for the first time
  • Fixed the issue where a player could lean out of a vehicle even though they should not be able to physically (due to an object blocking the area outside the window)
  • When scoping and close to the wall, character should no longer be able to see through it
  • Running with DP-28 should now be slower (same as other LMG and sniper rifles)
  • Fixed the issue where a player would occasionally be teleported to remote location while vaulting



As we announced at The Game Awards, we will be leaving Steam Early Access and launching version 1.0 on PC on December 20th (or December 21st, depending on your timezone) and there will be no price increase when we move out of the Early Access. In addition, all new Battle Royale maps will be free for all players.

We believe that we’ve completed the core Battle Royale structure for PUBG through the Closed Beta and Early Access. We want to continue our work on perfecting it and improve in many areas. Before the launch we will be sharing our post-1.0 plans with you in a separate dev blog. Expect to see some major (and some minor) changes in gameplay, sound, optimization, matchmaking, UI, animation, gunplay and other areas after the release of version 1.0.

We are very grateful for your support and understanding. Thank you for coming along with us on this first part of our journey that has led to PC 1.0. We are so excited to get ready to go to the next destination together with you.


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


(11th Dec Update - Phase 2 schedule is updated)

Players,
As we draw ever closer to the release of the PC 1.0 version of our game, we wanted to pause for a moment and take a look back at our journey so far - where we started and how we got where we are today.

We started working on our game in late March 2016 and conducted the first closed pre-alpha test in July. Back then almost everything besides the main mechanics and the game concept was a placeholder. But we knew that the Battle Royale experience we were offering was unique and the feedback of that small group of first testers confirmed it. From the first pre-alpha test, until this very day, and going into the future, we have always strived to keep our development as open as possible and take into account and act upon player feedback.

We went through several alpha and beta stages, adding content, improving and optimizing every aspect of the game and opening access to more and more players. Before our release on Steam Early Access in March 2017, after only a year of development, we knew that we already had a small fan base that was looking forward to our Steam release. Our community enjoyed playing the early builds of our game but also really enjoyed watching others play. Based on our testers and viewers reactions we prepared and hoped for a moderate success. We were not prepared for what followed.

Breaking all kinds of videogame records was a very exciting experience, especially for a small team like ours, but it also meant that we had some very serious stepping up to do. We had to grow as a company and we had to do it very quickly. We hired new people, opened new departments within the company and finally even separated from Bluehole into PUBG Corporation to better focus on PUBG.

Since our release on Steam Early Access, we’ve added new areas to the map, a whole range of new weapons, new animations, a new vehicle, fixed a whole lot of bugs, broke quite a few concurrent user records (most of them our own) and there is still so much to do.

We know that there have been problems along the way and that things aren’t always perfect.
Halfway through Early Access, we decided to upgrade our game engine to the latest version. This meant that our live server build now had a different engine version from the 1.0, which in itself led to a workload increase. We had to work on and monitor two builds, the differences between which were more than trivial. As a result we were unable to address the issues on the live servers as quickly as we used to before. We are very sorry about any frustration that this has caused.

Investigating and fixing server/connection issues is currently one of our top priorities. We know how upsetting it can be when you’re facing these issues in-game, as it means that you’re unable to use your skills and enjoy the game. We are looking into ways of tweaking our server settings to alleviate this problem. We plan to gradually improve this issue on many fronts. Please always let us know on our forum, in as much detail as possible, about the server issues you’re experiencing.

As we mentioned in other posts, we were not prepared for the amount of cheaters we found in our game and apologize for the obvious inconvenience they have caused to our players. And though things in this regard have now visibly improved, combating cheating, just as optimizing our game is a constant task. It never goes away and we are committed to staying vigilant, doing our best and then doing better than our best to provide you with the ultimate Battle Royale experience.

Our journey is your journey, because without you none of this would be possible. We are forever grateful to our community for your support, your constructive criticism and your love for our game.

Most importantly, we want you to know that this is just the beginning. When PC 1.0 comes out, our journey doesn’t end. When PC 1.0 comes out, the first part of our journey will be over, but only so that the next one can begin.




* Please note that when the killcam is activated, performance can be lowered on some PCs.
* Your client may crash after changing resolution or switching to windowed mode

Test Schedule
[Phase 1]
  • PST: December 8th 02:00AM - December 11th 02:00AM
  • CET: December 8th 11:00AM - December 11th 11:00AM
  • KST: December 8th 07:00PM - December 11th 07:00PM
[Phase 2]
  • Test servers will stay open until PC 1.0 on live servers
    • No downtime required

Region & Modes
  • NA - SOLO & DUO & SQUAD, First-person / Third-person
  • EU - SOLO & DUO & SQUAD, First-person / Third-person
  • ASIA - SOLO & DUO & SQUAD, First-person / Third-person


Lobby
  • Redesigned the lobby background and UI
  • Some menu options will stay hidden for this test server due to them still being worked on


World



  • Added a new map - Miramar. Miramar will be the only map available during phase 1
  • Miramar supports 2 weather types:
    • Clear
    • Sunrise
  • Miramar builds on and modifies the core Battle Royale experience by providing varied visuals and gameplay:
    • Vaulting & Climbing action will be even more useful when crossing the Miramar terrain
    • Players can experience highly tactical battles that will force them to utilize their cover and concealment skills
    • Choosing the vehicle type is more important than before, as off-road driving is now different from on-road driving experience


Items





  • Added 3 new weapons. These weapons are Miramar exclusives:
    • Added R45. R45 will be spawned in world, it uses .45 ammo and 6 bullets can be loaded. Red dot sight can be attached. It has high accuracy and faster reload speed than R1895
    • Added Win94. Win94 will be spawned in world. It’s a variant of a lever action rifle that uses .45 ammo and 8 bullets can be loaded. It’s for an expert player since it doesn’t take any attachments and is mid-range effective with slow reload speed but high damage
    • Added Sawed-Off. Sawed-Off will be spawned in world. It uses 12 gauge shot and 2 shells can be loaded. No attachments available. It has short range, high dispersion, lower damage than other shotguns but can fire in rapid succession
  • Added new Ghillie suit to the care package
  • R1895 will not spawn in Miramar


Vehicles




  • Added 3 new vehicles:
    • Added Van. Van is a six-seat vehicle. It has low maximum speed and driving force but it has the highest HP in the game. Therefore, the Van can be useful in various tactical situations
    • Added Pickup. Pickup is a four-seat off-road vehicle and designed to be well adjusted for Miramar’s bumpy terrain. Pickup is the most all-around vehicle in the game and suitable for various playstyles
    • Added Aquarail. Aquarail is a two-seat water vehicle. The player in the passenger seat can user their weapons. It has good cornering and high mobility so you can expect Aquarail to do well in guerrilla tactics.
      Motorcycle and Buggy are also available in Miramar. They have different skins compared to their Erangel cousins.


Server Optimization
  • Reduced the server lag issue of players moving abnormally


Gameplay
  • Added the ability to bandage and boost while in a vehicle (only for the passengers)
    • This action can be canceled by a sudden speed change, an impact or a vehicle flip
  • Increased damage of Kar98k and M24 and reduced damage of AWM.
  • Increased overall damage multiplier to Torso for sniper rifles by 10%
  • Increased the vertical aiming range in prone stance
  • Improved water penetration particle effects
  • Adjusted the blur fade-in effect for scopes


UI/UX
  • Redesigned the color of HP bar
    • Displayed in yellow when the HP is below 50%
    • Displayed in red when the HP is below 25%
    • Displayed in red and blinking when the HP is below 10%
  • Modified the game font for several regions
    • Adjusted Russian, Polish, Turkish, Vietnamese for readability


Sound
  • Improved the sound effect of frag grenade:
    • The sound changes depending on the distance from the explosion
    • For example, player can hear only the explosion sound from long distance but within 20m distance, player can hear the explosion sound and the sound of the debris raised by the explosion
  • Lowered the sound of the edge the blue zone


Animation
  • The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm
  • Added the missing firing mode switching animations (and sounds) to UZI
  • Tweaked the FPP animations and limits to reduce seeing the inside of own character
  • Moved the camera to correct position in FPP mode for drivers
  • Position of most of the guns in FPP has been changed to ensure further reduction of clipping with clothing
  • Transitions between sprinting and running animations are now smoother.
  • Leaning animations have been improved to ensure consistency between ADS/FPP and TPP


Bug Fixes
  • Now player can fall (F key) from the airplane while the world map is open
  • Fixed the issue where most of melee attack animations were not displayed when jumping in place and attacking
  • Fixed the issue where changing stances while punching (from standing to crouching and vice versa) will not be instant anymore
  • Fixed the issue where while vaulting in FPP, player could look inside own body
  • Fixed the unintentionally extreme aim punch when being hit
  • Improved the animation loops to prevent gun "skipping" while moving crouched in ADS
  • Fixed the issue where the character movement speeds were inconsistent when using sprint button and travelling in any direction other than forward, forward left and forward right
  • The reticle on 15x scope will no longer appear blurry when used for the first time
  • Fixed the issue where a player could lean out of a vehicle even though they should not be able to physically (due to an object blocking the area outside the window)
  • When scoping and close to the wall, character should no longer be able to see through it
  • Running with DP-28 should now be slower (same as other LMG and sniper rifles)
  • Fixed the issue where a player would occasionally be teleported to remote location while vaulting



As we announced at The Game Awards, we will be leaving Steam Early Access and launching version 1.0 on PC on December 20th (or December 21st, depending on your timezone) and there will be no price increase when we move out of the Early Access. In addition, all new Battle Royale maps will be free for all players.

We believe that we’ve completed the core Battle Royale structure for PUBG through the Closed Beta and Early Access. We want to continue our work on perfecting it and improve in many areas. Before the launch we will be sharing our post-1.0 plans with you in a separate dev blog. Expect to see some major (and some minor) changes in gameplay, sound, optimization, matchmaking, UI, animation, gunplay and other areas after the release of version 1.0.

We are very grateful for your support and understanding. Thank you for coming along with us on this first part of our journey that has led to PC 1.0. We are so excited to get ready to go to the next destination together with you.


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

Developer Bluehole has shown off the first in-game footage of PlayerUnknown's Battlegrounds' long-teased and hugely anticipated new desert map.

There's only 20 or so seconds of new desert map footage, admittedly, with an additional 60 seconds of bluster around it, but an awful lot has been packed into those brisk few moments. Those with a finger on the pause button and an eye on the video below will spy a bunch of locations from around the map, recently revealed to be called Miramar, alongside various vehicles and weapons in action.

if you're itching to get your desert boots dusty after all that excitement, Bluehole has offered further good news: Miramar will be playable on its test servers from December 8th at 12am PST - that's 8am on Friday morning UK time. It's due to arrive on Xbox One early next year.

Read more…

PUBG: BATTLEGROUNDS

We expected a long-awaited substantial look at the new PlayerUnknown's Battlegrounds desert map Miramar during the Game Awards tonight, but we got more than just that. Firstly, PUBG Corporation revealed that the game will launch out of Early Access on December 20. Secondly, the desert map is playable now on the PUBG test servers.

Chris visited Bluehole in South Korea in September, and spent some time galavanting around the in-development map. 

More to come.

PUBG: BATTLEGROUNDS

Yesterday, we learned more about PlayerUnknown's Battlegrounds' much-anticipated desert map—including its name and details of its specific regions. Today, developer PUBG Corp has confirmed the existence of the previously rumoured jet ski and R45 six-shot revolver.

As told by Nvidia, the latter is exclusive to the Miramar desert map, replacing Erangel's R1895. Unlike the gun it swaps out, the R45 doesn't support a suppressor. It can, however, be equipped with red dot laser sight.    

"Another differentiation from the R1895 is the use of speed loaders, enabling you to load all six rounds simultaneously, greatly accelerating reload times, putting the R45’s reload speed more in line with other PUBG pistols," reads a post on the Nvidia site. 

The R45 revolver was among the weapons recently uncovered by dataminers—as was this model for an 'Aquarail' jet ski. Now, the game's official Twitter account has confirmed the Aquarail for both Miramar and Erangel.

Which should make for some interesting seafaring showdowns. Will it match the at-sea battles promised by PUBG's Chinese mobile game? I guess time will tell. 

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