Dec 25, 2017
Getting Over It with Bennett Foddy - contact@rockpapershotgun.com (RPS)

RPS-calendar-header

The calendar’s doors have been opened and the games inside have been eaten. But fear not, latecomer – we’ve reconstructed the list in this single post for easy re-consumption. Click on to discover the best games of 2017. (more…)

PUBG: BATTLEGROUNDS

UPDATE 2PM: Despite months of testing, the combined excitement of everyone trying to log into PUBG has melted the servers. PC servers in all regions are down. The team is doing what it can but for the moment you'll have to, I don't know, go Christmas shopping for a couple of hours instead.

ORIGINAL STORY 11.30AM: A speedy nine months after arriving on Steam Early Access, this year's multiplayer smash hit - PlayerUnknown's Battlegrounds, or PUBG - has launched. Our PUBG review went up this morning in case you missed it.

Full patch notes for the PUBG version 1.0 update, which introduces the new desert Miramar map, can be found on Steam (they're too lengthy to post here). To celebrate the occasion, everyone will receive a free Winner Winner Chicken Dinner t-shirt in the game when they log in.

Read more…

PUBG: BATTLEGROUNDS - MephieKim


Players, we would like to briefly talk about changes made to a current crate key to avoid any confusion.

The crate key you may know by the name of Gamescom Invitational Key has changed it's name. This doesn't meant that it is no longer available, in fact soon it will be more widely used than before. The purpose of the change is to accommodate an introduction of a new crate that will also accept the very same key. In view of the above, purchasing the keys has been suspended temporarily to to allow us to implement all the required changes. We hope for your understanding. You will be able to buy the keys again within a week's time.

We hope that you will enjoy the new cosmetic content. We will update you as soon as we have more to share.

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


Players, we would like to briefly talk about changes made to a current crate key to avoid any confusion.

The crate key you may know by the name of Gamescom Invitational Key has changed it's name. This doesn't meant that it is no longer available, in fact soon it will be more widely used than before. The purpose of the change is to accommodate an introduction of a new crate that will also accept the very same key. In view of the above, purchasing the keys has been suspended temporarily to to allow us to implement all the required changes. We hope for your understanding. You will be able to buy the keys again within a week's time.

We hope that you will enjoy the new cosmetic content. We will update you as soon as we have more to share.

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

Let's start at the top: in PlayerUnknown's Battlegrounds, 90 to 100 players parachute from a cargo plane on to one of two islands - either temperate Erangel, which has been in the game since its early access launch, or the desert Miramar, which is new. Once on the ground these players, clad only in whatever rags that loot chests have granted them, raid abandoned buildings for weapons and scramble to kill each other while avoiding a vast forcefield that slowly closes in on a narrow area of a map. Die and you are kicked back to the title screen: survive and, er, you won. That's it. Battlegrounds can be played solo or with a team, in first or third person, but this weaponised form of hide-and-seek is what it amounts to.

This formula has made Battlegrounds one of the biggest games in the world, with a seemingly universal appeal: it is both the game that boosted Steam's presence in China and the game that my friends who play one game every five years are playing. It's a truth apparently unacknowledged that what the world really wanted was paintball-on-demand, and the rewards for the first game to successfully render this experience outside of ArmA mods and H1Z1 spinoffs are apparently limitless.

Battlegrounds is not, on the surface, a particularly elegant game. Its strengths are in scale, not detail, and it has not quite risen above the sterility shared by most games with military sims in their DNA. There are vague gestures at this being some sort of edgy TV show, a flame motif logo that looks like a bad tattoo and a cast of appallingly-dressed mute weirdos. Theme and atmosphere don't matter much here however because these things are provided by the scenario itself and, crucially, by your friends.

Read more…

PUBG: BATTLEGROUNDS - Valve
PLAYERUNKNOWN'S BATTLEGROUNDS is Now Available on Steam!

PLAYERUNKNOWN'S BATTLEGROUNDS is a last-man-standing shooter being developed with community feedback. Players must fight to locate weapons and supplies in a massive 8x8 km island to be the lone survivor. This is BATTLE ROYALE.
PUBG: BATTLEGROUNDS

"For us, the release of PUBG 1.0 is not the end to anything," CH Kim, CEO of PUBG Corp, told me over the phone (through a translator) earlier this week. "It's just one of the many milestones that we looked forward to accomplishing. We've seen a lot of Early Access games stay in Early Access for a very long amount of time. That's why we made a promise early on that we would get out of Early Access and make our 1.0 release within this year."

That day has come, as PUBG is now officially out of Early Access. The new desert map, Miramar, is live on servers along with the new weapons, vehicles, and vaulting and climbing systems that a lot of players have already been experiencing on the test servers for the past couple of weeks.

If you're diving into Miramar for the first time, we've got a guide to the new desert map here. And, while PUBG has only just left Early Access today, it's natural to wonder what might be in store for it over the upcoming year.

CH Kim told me that, apart from continuing to work on better optimization and performance, one main focus would be on making improvements to PUBG as a budding esport, both for players and viewers.

"We are in the process of discussing with a lot of different production companies around the world to see [what] we could work together on, but we'll be putting in the effort to figure out what different tools and functions we can add to make the process itself more attractive and enjoyable," Kim said.

"When it comes to the in-game rules we are doing a lot of experimenting right at this moment, we've been gathering some of the top [ranked players] in Korea and trying to test out the speed and the size of the blue zone. We tried removing the red zone for certain games, and those are some of the experiments that have taken place so far. And when it comes to the scoring system, because with battle royale you can't just have one match and be over with it, there needs to be a series of matches in order for us to get a winner, we're making tweaks and we're further fine-tuning what to do with the scoring system as well. 

"While the core game mechanic itself will remain the same, we feel that throughout this experiment we could have some sort of more established tournament for PUBG next year.

"Or, like, a PUBG league next year," Kim added.

We are the first game that showed the world that this is a genre that could gain wide popularity

CH Kim, PUBG Corp CEO

I also asked Kim about the sudden rush of battle royale games and modes that have been appearing over the past few months, as well as his take on Brendan "PlayerUnknown" Greene's recent comments about needing stricter IP protection in the gaming industry.

"For us, we feel like it's very natural for the genre itself to expand," Kim said. "Brendan commented for some companies that were specifically copying some of [PUBG's] game-specific features. I think he expressed his concerns toward that, but the fact that the last man standing battle royale genre itself is expanding, its something that we feel is very natural. And for us, we feel like [ours is] the first game that showed the world that this is a genre that could gain wide popularity within the gaming industry."

If you're not one of the 25 million people who have already bought PUBG, the price of $30 on Steam hasn't changed as it leaves Early Access.

PUBG: BATTLEGROUNDS - MephieKim


This is the day we’ve all been waiting for and working towards, and it’s finally here. Today we come out of Early Access and everyone can enjoy the PC 1.0 version of our game. To celebrate this event, everyone who boots up PUBG in the next few weeks will get a new free in-game Winner Winner Chicken Dinner tshirt. It will be dropped in your inventory after logging in. Do not miss this chance to get this limited edition tshirt, let your PUBG squadmates know too.




The 1.0 launch marks the end of the first chapter of our development team’s effort to bring forth the best battle royale experience for our players. But this is just the beginning. After 1.0 is out, we will continue to uphold our open development principles and keep listening to your feedback, as we have done through Alpha, Beta and Early Access stages of the process. Reaching version 1.0 for us means establishing the basic structure for the smooth Battle Royale gameplay of our game. Balancing and polishing in terms of gunplay, sound, animations and other features and systems will continue after launch.

We’ve been working hard to address some of the most important issues for our community members and have seen some improvements recently that we wanted to share with you.

We’ve implemented two waves of adjustments to deal with server stability issues since PC 1.0 test build #3 hit our test servers. We estimate that there was around 50% decrease in stability issues experiences by players. However, we understand that this is not enough. We have identified various causes for the stability issues and are expecting progressive improvements going forward.

As we announced earlier, we are considering limiting maximum ping depending on user network status in order to establish a smooth gameplay environment and enhance server stability. Before applying the measure to all regions, we will need to fully investigate its feasibility and analyze the outcome, so we will be running a limited test. After implementation, players with a high ping difference from average ping range for the region or players connecting over long distance will not be able to connect to a match. As a result, only players in a certain ping range would be able to enjoy the game together in the same server which leads to a more stable and smooth environment. We will keep you updated on our progress as we continue looking into this method and analyzing our results.

We’ve strengthened cheat prevention measures and continue to reinforce them. We’ve also implemented various automatic and manual anti-cheat measures and thanks to all these actions have seen an estimated reduction of 65.7% in the number of players trying to use cheats. We are also continuing to actively remove banned players from our leaderboards. No online multiplayer game can remove all cheaters but we will continue to direct our best efforts towards reducing the number of cheaters as much as possible and maintaining a fair play environment.

Without you none of this would be possible. You, the person reading this. You may have been with us since the first alpha test or maybe you started playing PUBG only a few days ago. You may have had over 100 chicken dinners or maybe you’re still hunting for your first one. What matters is that you’ve stuck with us through good times and rough patches alike. You’ve seen some crazy stuff in-game. You’ve had defeats, near triumphs and brilliant victories. Thank you for your feedback, your reports, your thoughtful criticism. Thank you for cheering us on. Thank you for being there for us. Thank you, and see you in the next chapter.

You can find the full PC 1.0 release patch notes Here


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


This is the day we’ve all been waiting for and working towards, and it’s finally here. Today we come out of Early Access and everyone can enjoy the PC 1.0 version of our game. To celebrate this event, everyone who boots up PUBG in the next few weeks will get a new free in-game Winner Winner Chicken Dinner tshirt. It will be dropped in your inventory after logging in. Do not miss this chance to get this limited edition tshirt, let your PUBG squadmates know too.




The 1.0 launch marks the end of the first chapter of our development team’s effort to bring forth the best battle royale experience for our players. But this is just the beginning. After 1.0 is out, we will continue to uphold our open development principles and keep listening to your feedback, as we have done through Alpha, Beta and Early Access stages of the process. Reaching version 1.0 for us means establishing the basic structure for the smooth Battle Royale gameplay of our game. Balancing and polishing in terms of gunplay, sound, animations and other features and systems will continue after launch.

We’ve been working hard to address some of the most important issues for our community members and have seen some improvements recently that we wanted to share with you.

We’ve implemented two waves of adjustments to deal with server stability issues since PC 1.0 test build #3 hit our test servers. We estimate that there was around 50% decrease in stability issues experiences by players. However, we understand that this is not enough. We have identified various causes for the stability issues and are expecting progressive improvements going forward.

As we announced earlier, we are considering limiting maximum ping depending on user network status in order to establish a smooth gameplay environment and enhance server stability. Before applying the measure to all regions, we will need to fully investigate its feasibility and analyze the outcome, so we will be running a limited test. After implementation, players with a high ping difference from average ping range for the region or players connecting over long distance will not be able to connect to a match. As a result, only players in a certain ping range would be able to enjoy the game together in the same server which leads to a more stable and smooth environment. We will keep you updated on our progress as we continue looking into this method and analyzing our results.

We’ve strengthened cheat prevention measures and continue to reinforce them. We’ve also implemented various automatic and manual anti-cheat measures and thanks to all these actions have seen an estimated reduction of 65.7% in the number of players trying to use cheats. We are also continuing to actively remove banned players from our leaderboards. No online multiplayer game can remove all cheaters but we will continue to direct our best efforts towards reducing the number of cheaters as much as possible and maintaining a fair play environment.

Without you none of this would be possible. You, the person reading this. You may have been with us since the first alpha test or maybe you started playing PUBG only a few days ago. You may have had over 100 chicken dinners or maybe you’re still hunting for your first one. What matters is that you’ve stuck with us through good times and rough patches alike. You’ve seen some crazy stuff in-game. You’ve had defeats, near triumphs and brilliant victories. Thank you for your feedback, your reports, your thoughtful criticism. Thank you for cheering us on. Thank you for being there for us. Thank you, and see you in the next chapter.

You can find the full PC 1.0 release patch notes Here


See you in-game,
The PUBG Development and Community Team
PUBG: BATTLEGROUNDS - MephieKim
* Please note that when the deathcam and replay function is activated, performance can be lowered on some PCs.


Client Optimization
  • Optimized terrain data to reduce memory usage
  • Optimized texture to reduce memory usage
  • Optimized the sea by reducing wave effects
  • Reduced the lag issue when multiple players are in sight
  • Optimized character animations
  • Decrease memory usage of characters
  • Added LODs to further optimize weapon rendering for long distance
  • Optimized various world effects
  • Optimized various UI elements
  • Reduced the lag issue when terrain is loading
  • Decreased terrain loading time

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

Lobby
  • Redesigned the lobby background and UI
  • Added Replays menu
    • Added replay function which can record up to 1km around the character
    • Please enable the replay saving in Options before you enter a match
    • When the game ends, the replay will be saved and can be played on “Lobby – Replays” menu
    • Up to 20 replays can be saved. They will be automatically deleted in the oldest order when the number exceeds 20
    • You won’t be able to watch the replays made in the previous client version.

    • Control Guide
      • J: Time line ON / OFF (Player can move to desired time, pause)
      • P: Pause
      • ↑, ↓: Play speed change
      • B: Back to own character
      • W, A, S, D: Camera move
      • E, Q: Camera height change
      • Holding Shift, Ctrl: Camera move speed change
      • TAB: Open the player list (If you click the ID, camera moves to that player’s view)
      • V or LMB: Observing camera (You can see the view of the selected player)
      • C or RMB: Following camera (The camera follows selected player and you can control the camera angles and zoom)
      • F or SPACE: Free camera (Move to the camera view which can freely move on the map)
      • L: Open the battle list (You can check engagements with and around the currently selected player)
      • M: Map (If you LMB click the player’s icon on the map, you can move to the observing camera of the selected player. If you RMB click any empty area of the map, you can move to the free camera at that position)
  • Added a character control function. Now you can allocate a number to a currently observed character with Ctrl+0~9, and move to the previously marked character by pressing 0~9
    • This function is unavailable if the allocated character is over 1km away from own character
  • Added a position control function. Now you can allocate a number to an area of the map at current position with Ctrl+0~9 (Numpad), and move to the previously marked area by pressing 0~9 (Numpad)
    • The camera will be moved to the location below, if a number isn’t allocated

    • "0"Key : Novorepnoye / Prison
    • "1"Key : Severny / La Cobreria
    • "2"Key : Georgopol / Torre Ahumada
    • "3"Key : Rozhok / Campo Militar
    • "4"Key : Yasnaya Polyana / EL Pozo
    • "5"Key : Pochinki / San Martin
    • "6"Key : Lipovka / El Azahar
    • "7"Key : Mylta / Valle del Mar
    • "8"Key : Primorsk / Los Leones
    • "9"Key : Military Base / Puerto Paraiso
World
  • Added a new map - Miramar
    • Miramar will temporarily have a higher chance of being selected
  • 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
  • Which map is played will be selected randomly when a match begins
  • Removed rainy and foggy weather from Erangel

Items
  • Added 5 new weapons:
    • Added DP-28 which is Erangel exclusive. 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.
    • Added R45 which is Miramar exclusive. 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 which is Miramar exclusive. 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 except bullet loops and is mid-range effective with slow reload speed but high damage
    • Added Sawed-Off which is Miramar exclusive. 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
  • Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same

Vehicles
  • Added 3 new vehicles:
    • Added Van. Van is a six-seat vehicle and Miramar exclusive. 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 Miramar exclusive. It is 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.

Animation
  • Added vaulting & climbing action
    • 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
  • Added the missing firing mode switching animations (and sounds) to UZI
  • Transitions between sprinting and running animations are now smoother
  • Leaning animations have been improved to ensure consistency between ADS/FPP and TPP
  • The position of the gun in FPP will be lowered depending on the scope or other attachment that is mounted on the firearm
  • 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

Gameplay
  • 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
    • 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
    • Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration)
    • Improved water penetration particle effects



  • Weapon balance
    • SR
      • Decreased firing rate of SKS and Mini-14
      • Increased damage of Kar98k and M24 and reduced damage of AWM.
      • Increased slightly the drag effect of M24
      • Increased the drag effect on Kar98k
    • Win94
      • Added red tip for Win94 ironsights for easier aiming
      • Increased the zoom level on Win94 in ADS while holding breath
      • Increased recoil
    • Attachment
      • Added markings for zeroing distances on 15x scope reticle texture
      • Added new 4x reticle for sniper, SMG, 5.56mm and 7.62mm weapons
      • 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
      • Deleted M16A4 from the tool tip of 8x and 15x scopes
      • Added blur effect on the outside of scopes
    • Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles)
    • Decreased recoil for Mk14
    • Decreased duration of camera shake while firing Vector (Vector should now be slightly easier to handle while shooting)
  • Vehicles
    • Vehicle driving balance is modified
    • Vehicle driving is adjusted to be more realistic
    • Improved the vehicle and passenger animations
    • Added the ability to bandage and boost while in a vehicle (only for the passengers)
    • Unified the sizes of all UAZ models, the number of seats decreased to 4
  • Others
    • 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
    • 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
    • Lowered camera position when proning in third-person
    • Increased the vertical aiming range in prone stance

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
  • 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 reverb for the character’s voice when getting hit indoors

UI/UX
  • Improved the backpack capacity UI in the inventory screen
  • Moved the kill log from the bottom left corner to the top right corner
  • Applied a new font for English
  • Improved designs for in-game HUD, option window, inventory, menu screen, and system message box
  • 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%
  • Helmet, vest, bag HUD UI elements will now be on by default
  • 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
  • Added deathcam feature that can be found in Settings.
  • Applied a blur effect to the background of the game result screen
  • Added two new keybindings to enable toggle/hold action for Aiming and ADS on separate keys
  • Added an option to remap the replay function keys (Timeline on/off, Play/Pause, Play Speed)

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