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 - MephieKim


Players,
We are excited beyond words that we can finally share the name of our new desert map and tell you a little bit about some of the places you can visit. When we decided to create a new map, we focused on creating an environment that is very different from Erangel. We wanted to go the opposite direction of having lush fields and forests and arrived at the harsh and unforgiving desert of what we can now reveal is Miramar. The unique terrain and dense urban areas of Miramar will create a new Battle Royale experience where the old strategies may no longer work and new tactics are required. We don't want to tell you too much as you will soon be able to experience it all yourself but we did write a few short descriptions of several of the key landmarks and towns. You can find them below, together with the new screenshots.




Los Leones
  • The largest city in the region, Los Leones features ample shopping, a skyline filled with new construction, and a glorious, golden-hued City Center. Players should secure high vantage points by exploring the numerous construction sites, and loot for gear in the cavernous, abandoned commercial buildings.
El Pozo
  • El Pozo is a city known for its large industrial and entertainment districts. Players can test themselves against all comers in the Luchador Arena, put their motorcycle skills to the test In the death bowl, or hunt in the ruins of the long dead textile factories.
Monte Nuevo
  • Monte Nuevo is the picture of a town besieged. Ramshackle walls built to protect its residents now allow players ample cover to explore the well-stocked compound.
Valle del Mar
  • Valle del Mar is a colorful oceanside town bisected by the De Toro bridge. To the West of the bridge is a quaint school, and to the East, a beautiful church. The key to holding this town is bridge control, as it’s the only direct route between mainland and the island.
La Cobreria
  • The shipping and transport capitol of Miramar, La Cobrería’s most prominent feature is it’s enormous Rail Yard. Here, players will hunt and be hunted among the half-buried cargo of a long dead industry. Careful players should loot the schools and campuses that dot this town before attempting to hold the Yard.
San Martin
  • San Martín is located just west of Hacienda Del Patrón. Checkpoints and barriers have transformed this once-quiet small town into a war zone. Both sides of the town have overlooks, so careful players should scout first, before charging into town.
Pecado
  • Once a tourist destination featuring the largest casino in the region, Pecado continues to thrill players to this day with its mix of high-value loot and dangerous sightlines. Aggressive players will immediately loot the Arena and Casino, but savvy players should check out the 4 story hotels between them.
Chumacera
  • Chumacera is the husk of Miramar’s once thriving textile industry. Long abandoned factories overlook a main road lined with residential and commercial buildings. Verticality in both the buildings and terrain make this town an exciting location to loot- high risk, high opportunity!













These aren't the only fun places to visit, of course, but you will have to discover the rest of them on your own. Miramar will be playable during the final test round before PUBG hits version 1.0. When you get your hands on it, you can share your favorite moments, top plays and beautiful vistas from Miramar with us on Twitter and Facebook using
#ThisIsBattleRoyale


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


Players,
We are excited beyond words that we can finally share the name of our new desert map and tell you a little bit about some of the places you can visit. When we decided to create a new map, we focused on creating an environment that is very different from Erangel. We wanted to go the opposite direction of having lush fields and forests and arrived at the harsh and unforgiving desert of what we can now reveal is Miramar. The unique terrain and dense urban areas of Miramar will create a new Battle Royale experience where the old strategies may no longer work and new tactics are required. We don't want to tell you too much as you will soon be able to experience it all yourself but we did write a few short descriptions of several of the key landmarks and towns. You can find them below, together with the new screenshots.




Los Leones
  • The largest city in the region, Los Leones features ample shopping, a skyline filled with new construction, and a glorious, golden-hued City Center. Players should secure high vantage points by exploring the numerous construction sites, and loot for gear in the cavernous, abandoned commercial buildings.
El Pozo
  • El Pozo is a city known for its large industrial and entertainment districts. Players can test themselves against all comers in the Luchador Arena, put their motorcycle skills to the test In the death bowl, or hunt in the ruins of the long dead textile factories.
Monte Nuevo
  • Monte Nuevo is the picture of a town besieged. Ramshackle walls built to protect its residents now allow players ample cover to explore the well-stocked compound.
Valle del Mar
  • Valle del Mar is a colorful oceanside town bisected by the De Toro bridge. To the West of the bridge is a quaint school, and to the East, a beautiful church. The key to holding this town is bridge control, as it’s the only direct route between mainland and the island.
La Cobreria
  • The shipping and transport capitol of Miramar, La Cobrería’s most prominent feature is it’s enormous Rail Yard. Here, players will hunt and be hunted among the half-buried cargo of a long dead industry. Careful players should loot the schools and campuses that dot this town before attempting to hold the Yard.
San Martin
  • San Martín is located just west of Hacienda Del Patrón. Checkpoints and barriers have transformed this once-quiet small town into a war zone. Both sides of the town have overlooks, so careful players should scout first, before charging into town.
Pecado
  • Once a tourist destination featuring the largest casino in the region, Pecado continues to thrill players to this day with its mix of high-value loot and dangerous sightlines. Aggressive players will immediately loot the Arena and Casino, but savvy players should check out the 4 story hotels between them.
Chumacera
  • Chumacera is the husk of Miramar’s once thriving textile industry. Long abandoned factories overlook a main road lined with residential and commercial buildings. Verticality in both the buildings and terrain make this town an exciting location to loot- high risk, high opportunity!













These aren't the only fun places to visit, of course, but you will have to discover the rest of them on your own. Miramar will be playable during the final test round before PUBG hits version 1.0. When you get your hands on it, you can share your favorite moments, top plays and beautiful vistas from Miramar with us on Twitter and Facebook using
#ThisIsBattleRoyale


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


Players,
As some of you may already know, we’ve been working on improving vehicle sounds in our game and have spoken to PUBG Sound FX Lead Kyungwon Park and our Action and Gunplay Programmer Marek Krasowski.



What were your main goals with these changes to vehicle sounds?

Our main goals were improving the quality of the sound effects (and sound samples) and optimizing the vehicle sounds. We decided to change the vehicle audio because our audio quality was subpar compared to the rest of the game sounds. It was problematic especially because we did not have an audio library with the correct vehicle sounds that we have in the game. We researched granular synthesis plugin (REV) and it reduced our usage of channels and CPU per vehicle. This improved the sound quality dramatically by taking the exact engine RPM from each vehicle model.

We also had to modify our vehicles to behave more like real-world vehicles. Now we model acceleration and gear box ratio, engine parameters very similar to the real-world models. This is a system that is already commonly used by many other Triple A racing games. Before, we had vehicle audio effects corresponding to every 1000 rpm, up to the maximum rpm. We used to blend them to suit the specific rpm and it was very hard to make realistic acceleration sounds this way because of a technical limit. The range of sound effects is now extended a lot more but this is still a work in progress and we will add more effects as we go.





Can you briefly explain what kind of work went into improving the vehicle sounds?

We sent a list of vehicles that are used in-game to recording companies in Germany, asking for engine sound, driving sound, brake sound, and so forth. It took approximately two to three weeks for these companies to find the exact vehicles and record the sounds. Then we used the REV program to tweak and fit the actual driving experience with proper acceleration curve and parameters.





Vaulting system involves over 40 different animations. How many sound sources are included for each vehicle?

We worked on engine sound, gear box shifting sound, clutch, ground surface running sound, spinning/sliding/braking wheels, and there are still more detailed sounds to come.





What else do you intend to improve in the future?

We still have a lot of work left in terms of the vehicle sounds on different surfaces. We plan to make our own sound samples with filming studios in the future. We are also interested in switching between the interior sound and the exterior sound of a vehicle when a character shifts between FPP and TPP to make it more realistic. We have already made a system that changes the vehicle sound according to the user's point of view but it is not perfect yet. We plan to improve it considering the structural character of each vehicle.


Any last words to our players?

Please be mindful that this still a work in progress. We really appreciate your feedback and it helps us improve the game a lot. We do read your feedback and gain a lot of insight from it.



We’ve also prepared a short video showing how some of the vehicle sounds were recorded. You can find it below. Hope you enjoy!

https://youtu.be/aHIv35aHVF8


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


Players,
As some of you may already know, we’ve been working on improving vehicle sounds in our game and have spoken to PUBG Sound FX Lead Kyungwon Park and our Action and Gunplay Programmer Marek Krasowski.



What were your main goals with these changes to vehicle sounds?

Our main goals were improving the quality of the sound effects (and sound samples) and optimizing the vehicle sounds. We decided to change the vehicle audio because our audio quality was subpar compared to the rest of the game sounds. It was problematic especially because we did not have an audio library with the correct vehicle sounds that we have in the game. We researched granular synthesis plugin (REV) and it reduced our usage of channels and CPU per vehicle. This improved the sound quality dramatically by taking the exact engine RPM from each vehicle model.

We also had to modify our vehicles to behave more like real-world vehicles. Now we model acceleration and gear box ratio, engine parameters very similar to the real-world models. This is a system that is already commonly used by many other Triple A racing games. Before, we had vehicle audio effects corresponding to every 1000 rpm, up to the maximum rpm. We used to blend them to suit the specific rpm and it was very hard to make realistic acceleration sounds this way because of a technical limit. The range of sound effects is now extended a lot more but this is still a work in progress and we will add more effects as we go.





Can you briefly explain what kind of work went into improving the vehicle sounds?

We sent a list of vehicles that are used in-game to recording companies in Germany, asking for engine sound, driving sound, brake sound, and so forth. It took approximately two to three weeks for these companies to find the exact vehicles and record the sounds. Then we used the REV program to tweak and fit the actual driving experience with proper acceleration curve and parameters.





Vaulting system involves over 40 different animations. How many sound sources are included for each vehicle?

We worked on engine sound, gear box shifting sound, clutch, ground surface running sound, spinning/sliding/braking wheels, and there are still more detailed sounds to come.





What else do you intend to improve in the future?

We still have a lot of work left in terms of the vehicle sounds on different surfaces. We plan to make our own sound samples with filming studios in the future. We are also interested in switching between the interior sound and the exterior sound of a vehicle when a character shifts between FPP and TPP to make it more realistic. We have already made a system that changes the vehicle sound according to the user's point of view but it is not perfect yet. We plan to improve it considering the structural character of each vehicle.


Any last words to our players?

Please be mindful that this still a work in progress. We really appreciate your feedback and it helps us improve the game a lot. We do read your feedback and gain a lot of insight from it.



We’ve also prepared a short video showing how some of the vehicle sounds were recorded. You can find it below. Hope you enjoy!

https://youtu.be/aHIv35aHVF8


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


(27th Nov. Update - The 2nd week test schedule, patch notes)

Players,
Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week.

Test Schedule
[1st week]
  • PST: November 21st 11:00PM - November 23rd 11:00PM
  • CET: November 22nd 08:00AM - November 24th 08:00AM
  • KST: November 22nd 04:00PM - November 24th 04:00PM
[2nd week]
  • PST: November 27th 06:00PM – December 1st 02:00AM
  • CET: November 28th 03:00AM - December 1st 11:00AM
  • KST: November 28th 11:00AM - December 1st 07:00PM

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

On this test build, you will be able to try out vaulting & climbing again and test other features. You will also notice the changes we made to some mechanics to make them more balanced.
Below are the patch notes for the second PC 1.0 test build.


(Updated Patch Notes)

Bug Fixes
  • Fixed the issue of the boost icon not showing up on the health bar when a player uses a boost item

Kill Cam
(Note: please enable the kill cam in Options before you enter a match)
  • Fixed some of the crashes related with the kill cam function
  • Fixed the client freezing issue right after recording the kill cam
  • Fixed the issue of weapon images overlapping in the inventory slot
  • Fixed the delay on weapon swapping animation when watching a kill cam

Sound
  • Improved the red zone bomb sound effects and modified the volume of the explosions

UI/UX
  • Changed the font for game HUD, inventory item names, etc.
  • Improved the design of the compass
  • Improved the back panel colors and transparency for all game HUD elements
  • Improved the back panel colors and transparency for kill log icons
  • Applied a blur effect to the background of the game result screen
  • Changed death icon of kill log into a skull shape icon


(Previous Patch Notes)

Optimization
  • Optimize character animations
  • Added LODs to further optimize weapon rendering for long distance
  • Optimized various world effects
  • Optimized various UI elements
  • Optimized the sea by reducing wave effects
  • Decreased terrain loading time
  • Decrease memory usage of characters

Animation
  • Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key)
  • Greatly reduced jacket/coat clipping issue when moving in ADS while leaning

Gameplay
  • Reduced the hit damage for hands and feet and increased the hit damage on thighs and arms.


  • The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds. The casting time and the amount of health restored are the same as before.
  • Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island
  • Added markings for zeroing distances on 15x scope reticle texture
  • Added new 4x reticle for 7.62mm weapons
  • Added new 4x reticle for sniper and SMG weapons
  • Added blur effect on the outside of scopes
  • Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration)
  • Lowered camera position when proning in third-person
  • Decreased firing rate of SKS and Mini-14
  • Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles)
  • Decreased recoil for Mk14
  • 8x and 15x scopes cannot be attached to an M16A now


Item




  • Added 2 new weapons.
    - Added DP-28. DP-28 will be spawned in world. It has a 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage
    - Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 5.56mm 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil.
  • Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same

UI/UX



  • Applied a new font for English
  • Improved designs for in-game HUD, option window, inventory, menu screen, and system message box
  • Improved Solo/Team Play UI
    - Moved health bars of team member(s) from the top left corner to the bottom left corner
    - Changed colors and markings in the mini map, world Map, and team list UI
    - Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.)
  • Improved interaction HUD
    - If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up
  • Improved the mini map and the world map
    - Decreased the saturation of the mini map to further emphasize information of team members
    - Adjusted the colors of the world map to increase visibility of markers and other information
    - Players can check team members’ FOV direction through the world map and the mini map
    - When team members get on the same vehicle, a single indicator will appear
  • Moved the kill log from the bottom left corner to the top right corner
  • Modified the design of the health bar to show the point for 75%. The bar will not turn red when health is below 75%
  • Added killcam feature that can be found in Settings. Now players can check killcams in the result screen
    - For Duo and Squad modes, killcam can be checked after all team members have died

Sound
  • Changed the lobby music
  • Improved vehicle engine sounds
  • Added a sound that will be played around the edge of the blue zone
  • Added three different sound effects for the red zone
    - Sounds of bombs being released
    - Sounds of bombs falling
    - Sounds of bombs exploding
  • Added sounds when character jumps into water. Sound will be different based on the speed

Language
  • Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional)

Bug fixes
  • Fixed camera jittering for passenger sitting on the back of a motorcycle with sidecar
  • Fixed the issue where animations are not played when bandages are used consecutively
  • Removed the pink circle that appeared on certain buildings when parachuting
  • Fixed the issue where shooting was possible when vaulting
  • Greatly reduced blurriness of the reticle while in ADS mode


We hope to get a lot of feedback on our second PC 1.0 test build!

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


(27th Nov. Update - The 2nd week test schedule, patch notes)

Players,
Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week.

Test Schedule
[1st week]
  • PST: November 21st 11:00PM - November 23rd 11:00PM
  • CET: November 22nd 08:00AM - November 24th 08:00AM
  • KST: November 22nd 04:00PM - November 24th 04:00PM
[2nd week]
  • PST: November 27th 06:00PM – December 1st 02:00AM
  • CET: November 28th 03:00AM - December 1st 11:00AM
  • KST: November 28th 11:00AM - December 1st 07:00PM

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

On this test build, you will be able to try out vaulting & climbing again and test other features. You will also notice the changes we made to some mechanics to make them more balanced.
Below are the patch notes for the second PC 1.0 test build.


(Updated Patch Notes)

Bug Fixes
  • Fixed the issue of the boost icon not showing up on the health bar when a player uses a boost item

Kill Cam
(Note: please enable the kill cam in Options before you enter a match)
  • Fixed some of the crashes related with the kill cam function
  • Fixed the client freezing issue right after recording the kill cam
  • Fixed the issue of weapon images overlapping in the inventory slot
  • Fixed the delay on weapon swapping animation when watching a kill cam

Sound
  • Improved the red zone bomb sound effects and modified the volume of the explosions

UI/UX
  • Changed the font for game HUD, inventory item names, etc.
  • Improved the design of the compass
  • Improved the back panel colors and transparency for all game HUD elements
  • Improved the back panel colors and transparency for kill log icons
  • Applied a blur effect to the background of the game result screen
  • Changed death icon of kill log into a skull shape icon


(Previous Patch Notes)

Optimization
  • Optimize character animations
  • Added LODs to further optimize weapon rendering for long distance
  • Optimized various world effects
  • Optimized various UI elements
  • Optimized the sea by reducing wave effects
  • Decreased terrain loading time
  • Decrease memory usage of characters

Animation
  • Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key)
  • Greatly reduced jacket/coat clipping issue when moving in ADS while leaning

Gameplay
  • Reduced the hit damage for hands and feet and increased the hit damage on thighs and arms.


  • The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds. The casting time and the amount of health restored are the same as before.
  • Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island
  • Added markings for zeroing distances on 15x scope reticle texture
  • Added new 4x reticle for 7.62mm weapons
  • Added new 4x reticle for sniper and SMG weapons
  • Added blur effect on the outside of scopes
  • Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration)
  • Lowered camera position when proning in third-person
  • Decreased firing rate of SKS and Mini-14
  • Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles)
  • Decreased recoil for Mk14
  • 8x and 15x scopes cannot be attached to an M16A now


Item




  • Added 2 new weapons.
    - Added DP-28. DP-28 will be spawned in world. It has a 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage
    - Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 5.56mm 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil.
  • Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same

UI/UX



  • Applied a new font for English
  • Improved designs for in-game HUD, option window, inventory, menu screen, and system message box
  • Improved Solo/Team Play UI
    - Moved health bars of team member(s) from the top left corner to the bottom left corner
    - Changed colors and markings in the mini map, world Map, and team list UI
    - Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.)
  • Improved interaction HUD
    - If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up
  • Improved the mini map and the world map
    - Decreased the saturation of the mini map to further emphasize information of team members
    - Adjusted the colors of the world map to increase visibility of markers and other information
    - Players can check team members’ FOV direction through the world map and the mini map
    - When team members get on the same vehicle, a single indicator will appear
  • Moved the kill log from the bottom left corner to the top right corner
  • Modified the design of the health bar to show the point for 75%. The bar will not turn red when health is below 75%
  • Added killcam feature that can be found in Settings. Now players can check killcams in the result screen
    - For Duo and Squad modes, killcam can be checked after all team members have died

Sound
  • Changed the lobby music
  • Improved vehicle engine sounds
  • Added a sound that will be played around the edge of the blue zone
  • Added three different sound effects for the red zone
    - Sounds of bombs being released
    - Sounds of bombs falling
    - Sounds of bombs exploding
  • Added sounds when character jumps into water. Sound will be different based on the speed

Language
  • Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional)

Bug fixes
  • Fixed camera jittering for passenger sitting on the back of a motorcycle with sidecar
  • Fixed the issue where animations are not played when bandages are used consecutively
  • Removed the pink circle that appeared on certain buildings when parachuting
  • Fixed the issue where shooting was possible when vaulting
  • Greatly reduced blurriness of the reticle while in ADS mode


We hope to get a lot of feedback on our second PC 1.0 test build!

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


Players,

Today, we would like to give you an update about the test servers. Many players were disappointed that the first test server schedule was delayed last time. Right before opening the test servers, we concluded that the test build was not stable enough and decided to postpone the test. Although the current test build is not completely stable as of now, we still would like to open the test servers this week even for a short period of time and allow players to test the long-awaited feature - vaulting & climbing. We were planning to run test servers for about three days but this week’s test will be shorter because of the build’s current state.

Please note that you may experience client crashes on the test servers. This is normal as the build we are using for this test is not completely stable. This may not be the best condition to test all the features. At this time we ask for your understanding as we continue to fix the issue.

The test will begin tomorrow and last for about a day. If we decide to extend the test schedule, we will make an announcement on our official social media channels.


Test schedule
  • PST: November 13th 06:00 PM – November 14th 06:00 PM
  • CET: November 14th 03:00 AM – November 15th 03:00 AM
  • KST: November 14th 11:00 AM – November 15th 11:00 AM
Region & Modes
  • NA SOLO First-person / Third-person
  • ASIA SOLO First-person / Third-person


Two major changes were made this time. We added vaulting & climbing and overhauled the ballistics system. To read more about vaulting & climbing, please read our previous blog post.

Regarding ballistics, we made changes to bullet drag effect, accuracy and hit areas to give them a more realistic touch as well as improve the balance of weapons. We have described the changes in detail below. We will be using a more advanced equation to calculate damage which will be shared in detail after this test.


Ballistics overhaul

We are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch. As a consequence, we are now working on a ballistics balance pass. We have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized.

The overhaul consists of multiple elements. The most essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect the bullet now loses its velocity over time - similar to what happens to it in real life. As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of 300 meters.

Secondly, we’ve tweaked the MOA (accuracy) of the weapons basing the new numbers on their IRL counterparts. While some weapons may experience slight accuracy nerf, others will become more accurate than before.

Following the changes to the trajectory of the bullet, we have looked into the usability of iron sights and sight attachments. To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle (by default using the Mouse Wheel). 4x's tip of the chevron is zeroed in on respectively 50 and 100 m for submachine guns and other weapons. Bigger scopes will additionally allow you to change the zoom level (by default using the Mouse Wheel).
* Zeroing for 4x is the same as before in the 1st test servers and will be updated in the next test build.

Finally we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players. With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class.

These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and we are still working on more features to be included in the game.






Client Optimization
  • Optimized terrain data to reduce memory usage
  • Reduced the lag issue when terrain is loading
  • Reduced the lag issue when multiple players are in sight

Server Optimization
  • Optimized server performance by adjusting network throughput

Action
  • Added vaulting & climbing action

Game Play
  • Vehicle driving balance is modified
    * We are adjusting driving sounds to be more realistic. Sources of vehicle sounds will be improved.
  • Vehicle driving is adjusted to be more realistic
    *This is an early stage of balancing. We need your feedback to improve driving.
  • Improved the vehicle and passenger animations

Ballistics overhaul
  • Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
  • Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
  • Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
  • Hit areas have been modified
    - Neck is now protected by the helmet
    - Damage to the chest area is increased
  • Base damage is now modified by weapon class
    - The actual damage is now taking into account following multipliers
    -- Base damage stat of the weapon
    -- Distance traveled by the projectile (damage decreases over distance)
    -- Hit area damage multiplier
    -- Weapon class multiplier

  • Fixed the excessive aim-punch while leaning in ADS mode
  • Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode

Vehicles
  • Unified the sizes of all UAZ models, the number of seats decreased to 4

UI/UX
  • Improved the backpack capacity UI in the inventory screen


When we prepared to release the first Early Access version of PUBG earlier this year, we were not fully prepared to respond to the issue of cheating. Since then, our traffic grew exponentially and it became an even bigger issue.

Earlier this month, we noted that we have been adding new measures and detection methods to address the cheat issue more effectively. To provide a healthy environment to our players, addressing this issue is now our top priority. We are constantly improving our anti-cheat measures and adding new ones.

With our recent efforts to strengthen the measures, the volume of players who use cheats has been reduced by 25% overall, and the volume of malicious, extreme cheaters has been reduced by 50%.

However, we know that this is not enough, which is why we are approaching this in multiple ways - monitoring 24 hours a day, strengthening security systems and applying additional anti-cheat solutions. Regarding other measures that our players have suggested, we are looking into a few that may be quite effective.

The battle against cheats may be endless. But we will do our best to create a healthier, better environment for everyone and take strong actions against distributors and sellers of cheats as well as those who use them.

Lastly, we would like to again ask for your understanding regarding client crashes you may experience during this test. We’d like to also thank the players who have been patiently waiting for an update. Although we may not leave comments on every piece of feedback we see, we are always monitoring and reflecting on it. We appreciate it very much. In one of the subsequent dev blogs, we will be addressing the issues that are being discussed in the community, bugs that are not fixed in this test build and issues that were not mentioned in today’s dev blog. We are also preparing to share more about the damage equation later as we noted above.

We are looking forward to getting your feedback on our first PC 1.0 test build.


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


Players,

Today, we would like to give you an update about the test servers. Many players were disappointed that the first test server schedule was delayed last time. Right before opening the test servers, we concluded that the test build was not stable enough and decided to postpone the test. Although the current test build is not completely stable as of now, we still would like to open the test servers this week even for a short period of time and allow players to test the long-awaited feature - vaulting & climbing. We were planning to run test servers for about three days but this week’s test will be shorter because of the build’s current state.

Please note that you may experience client crashes on the test servers. This is normal as the build we are using for this test is not completely stable. This may not be the best condition to test all the features. At this time we ask for your understanding as we continue to fix the issue.

The test will begin tomorrow and last for about a day. If we decide to extend the test schedule, we will make an announcement on our official social media channels.


Test schedule
  • PST: November 13th 06:00 PM – November 14th 06:00 PM
  • CET: November 14th 03:00 AM – November 15th 03:00 AM
  • KST: November 14th 11:00 AM – November 15th 11:00 AM
Region & Modes
  • NA SOLO First-person / Third-person
  • ASIA SOLO First-person / Third-person


Two major changes were made this time. We added vaulting & climbing and overhauled the ballistics system. To read more about vaulting & climbing, please read our previous blog post.

Regarding ballistics, we made changes to bullet drag effect, accuracy and hit areas to give them a more realistic touch as well as improve the balance of weapons. We have described the changes in detail below. We will be using a more advanced equation to calculate damage which will be shared in detail after this test.


Ballistics overhaul

We are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch. As a consequence, we are now working on a ballistics balance pass. We have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized.

The overhaul consists of multiple elements. The most essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect the bullet now loses its velocity over time - similar to what happens to it in real life. As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of 300 meters.

Secondly, we’ve tweaked the MOA (accuracy) of the weapons basing the new numbers on their IRL counterparts. While some weapons may experience slight accuracy nerf, others will become more accurate than before.

Following the changes to the trajectory of the bullet, we have looked into the usability of iron sights and sight attachments. To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle (by default using the Mouse Wheel). 4x's tip of the chevron is zeroed in on respectively 50 and 100 m for submachine guns and other weapons. Bigger scopes will additionally allow you to change the zoom level (by default using the Mouse Wheel).
* Zeroing for 4x is the same as before in the 1st test servers and will be updated in the next test build.

Finally we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players. With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class.

These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and we are still working on more features to be included in the game.






Client Optimization
  • Optimized terrain data to reduce memory usage
  • Reduced the lag issue when terrain is loading
  • Reduced the lag issue when multiple players are in sight

Server Optimization
  • Optimized server performance by adjusting network throughput

Action
  • Added vaulting & climbing action

Game Play
  • Vehicle driving balance is modified
    * We are adjusting driving sounds to be more realistic. Sources of vehicle sounds will be improved.
  • Vehicle driving is adjusted to be more realistic
    *This is an early stage of balancing. We need your feedback to improve driving.
  • Improved the vehicle and passenger animations

Ballistics overhaul
  • Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
  • Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
  • Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
  • Hit areas have been modified
    - Neck is now protected by the helmet
    - Damage to the chest area is increased
  • Base damage is now modified by weapon class
    - The actual damage is now taking into account following multipliers
    -- Base damage stat of the weapon
    -- Distance traveled by the projectile (damage decreases over distance)
    -- Hit area damage multiplier
    -- Weapon class multiplier

  • Fixed the excessive aim-punch while leaning in ADS mode
  • Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode

Vehicles
  • Unified the sizes of all UAZ models, the number of seats decreased to 4

UI/UX
  • Improved the backpack capacity UI in the inventory screen


When we prepared to release the first Early Access version of PUBG earlier this year, we were not fully prepared to respond to the issue of cheating. Since then, our traffic grew exponentially and it became an even bigger issue.

Earlier this month, we noted that we have been adding new measures and detection methods to address the cheat issue more effectively. To provide a healthy environment to our players, addressing this issue is now our top priority. We are constantly improving our anti-cheat measures and adding new ones.

With our recent efforts to strengthen the measures, the volume of players who use cheats has been reduced by 25% overall, and the volume of malicious, extreme cheaters has been reduced by 50%.

However, we know that this is not enough, which is why we are approaching this in multiple ways - monitoring 24 hours a day, strengthening security systems and applying additional anti-cheat solutions. Regarding other measures that our players have suggested, we are looking into a few that may be quite effective.

The battle against cheats may be endless. But we will do our best to create a healthier, better environment for everyone and take strong actions against distributors and sellers of cheats as well as those who use them.

Lastly, we would like to again ask for your understanding regarding client crashes you may experience during this test. We’d like to also thank the players who have been patiently waiting for an update. Although we may not leave comments on every piece of feedback we see, we are always monitoring and reflecting on it. We appreciate it very much. In one of the subsequent dev blogs, we will be addressing the issues that are being discussed in the community, bugs that are not fixed in this test build and issues that were not mentioned in today’s dev blog. We are also preparing to share more about the damage equation later as we noted above.

We are looking forward to getting your feedback on our first PC 1.0 test build.


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