Mar 26, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players,

We are always working towards improving the gameplay environment. This includes providing stable network experience for our players. You all know that we have implemented ping based matchmaking system that has shown great results but we didn't want to stop there.

One of the solutions we are considering is operating servers so that only those players who reside in that region can connect and play. These servers will be made invisible to players residing in other regions. But, at the same time, if a player in an exclusive server region forms a team with a player from another region, they can connect to and play on any of the servers available to either of them.

Through this new approach we are aiming to provide a better gameplay experience as it will improve network issues and help with linguistic barriers. We are going to run a limited test of this approach as more detailed research and analysis should come before global application.

After the updates made to this test build are proven to be stable, they will be applied to the live servers. We will announce the timeline for the live server update soon.

Please leave your feedback in the relevant section on our Official Forum : LINK



Weapon Skin System

  • Players can select skins for each weapon
  • Weapon skin system UI
    • Each weapon category is arranged in alphabetical order
    • Weapons can be categorized as follows:
      • Acquired: arranged in chronological order of acquisition
      • Equipped: arranged in chronological order of last time equipped
      • Tier: arranged according to skin tier (descending order)
    • You can check details about the equipped skin using VIEW MORE button
  • How to equip weapon skins
    • You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
  • The ways to acquire weapon skins
    • You can acquire weapon skins either through paid crate (“Triumph Crate”), which is a weekly random crate or “Raider crate”, which is a free non-random crate
  • When you pick up a weapon during a match that has a weapon skin applied, it will keep the skin
    • Pressing Alt+LMB will switch the current skin to the one you applied in Customization menu
    • Pressing Alt+Shift+LMB will switch the current skin to the default one


New Crates

  • New free/paid weapon skin crates are added
    • We will be providing 100,000 BP, 20x Weapon Skin keys, 20x Early Bird keys, 10x Triumph Crates to all test accounts to test the stability of the system
    • New paid crate “Triumph” is a weekly random crate, and the drop rate is 20%.
      • Triumph Crate can be unlocked using Weapon Skin Key, which can be purchased through Steam market
      • There are 2 rare bonus sets that can also be an acquired alongside single skins
      • The drop rate of each crate is as follows
        • Survivor: 10%
        • Wanderer: 10%
        • Biker: 20%
        • Desperado: 10%
        • Militia: 20%
        • Fever: 10%
        • Triumph: 20%

      • Players can get the new free crate (“Raider”) separately with 100% drop rate
        • "Raider" doesn't need a key to unlock

      • The drop rate for the new free/paid crate are as follows:
        • Drop rate of each items for the new paid crate “Triumph”
          • Desert Digital - R45: 15%
          • Rugged (Orange) - UMP9: 15%
          • Rugged (Orange) - SCAR-L: 10%
          • Rugged (Orange) - M416: 10%
          • Rugged (Orange) - AKM: 10%
          • Rugged (Orange) - Kar98k: 10%
          • Gold Plate - Win94: 5%
          • Trifecta - P92: 5%
          • Desert Digital - Mini14: 4.5%
          • Trifecta - Micro UZI: 4.5%
          • Gold Plate  - Sawed-Off: 4.5%
          • Desert Digital - Kar98k: 2.5%
          • Trifecta - SCAR-L: 1.3%
          • Desert Digital - M416: 1.3%
          • Gold Plate - SKS: 0.6%
          • Glory - UMP9: 0.32%
          • Gold Plate - S12K: 0.32%
          • Glory - AKM: 0.16%

        • Drop rate of each items for the new free crate “Raider”
          • Rugged (Beige) - Crossbow: 20%
          • Rugged (Beige) - M16A4: 20%
          • Rugged (Beige) - S686: 20%
          • Rugged (Beige) - SKS: 20%
          • Rugged (Beige) - Kar98k: 6.5%
          • Rugged (Beige) - S12K: 6.5%
          • Silver Plate - R1895: 3%
          • Jungle Digital - P18C: 1.4%
          • Silver Plate - DP-28: 1.4%
          • Silver Plate - S1897: 0.4%
          • Jungle Digital - SKS: 0.28%
          • Silver Plate - Vector: 0.28%
          • Turquoise Delight - P1911: 0.08%
          • Silver Plate - SCAR-L: 0.05%
          • Jungle Digital - AWM: 0.05%
          • Turquoise Delight - Tommy Gun: 0.028%
          • Turquoise Delight - Kar98k: 0.0128%
          • Turquoise Delight - M16A4: 0.0128%
          • Gold Plate - S686: 0.0064%

    Bug Fixes
    • Fixed an issue where the refresh button on the friends list would take you to the team tab when players are in a team
    • Fixed an issue where when players leave the vehicle and the vehicle is positioned right next to the window of a building, players would go into the building through the window when getting out off the vehicle
    • Fixed an issue where during server instability, when exiting a slow moving vehicle, the players would be treated as if they were hit by their own vehicle


    Thank you,
    The PUBG Development & Community Team
Mar 26, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players,

We are always working towards improving the gameplay environment. This includes providing stable network experience for our players. You all know that we have implemented ping based matchmaking system that has shown great results but we didn't want to stop there.

One of the solutions we are considering is operating servers so that only those players who reside in that region can connect and play. These servers will be made invisible to players residing in other regions. But, at the same time, if a player in an exclusive server region forms a team with a player from another region, they can connect to and play on any of the servers available to either of them.

Through this new approach we are aiming to provide a better gameplay experience as it will improve network issues and help with linguistic barriers. We are going to run a limited test of this approach as more detailed research and analysis should come before global application.

After the updates made to this test build are proven to be stable, they will be applied to the live servers. We will announce the timeline for the live server update soon.

Please leave your feedback in the relevant section on our Official Forum : LINK



Weapon Skin System

  • Players can select skins for each weapon
  • Weapon skin system UI
    • Each weapon category is arranged in alphabetical order
    • Weapons can be categorized as follows:
      • Acquired: arranged in chronological order of acquisition
      • Equipped: arranged in chronological order of last time equipped
      • Tier: arranged according to skin tier (descending order)
    • You can check details about the equipped skin using VIEW MORE button
  • How to equip weapon skins
    • You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
  • The ways to acquire weapon skins
    • You can acquire weapon skins either through paid crate (“Triumph Crate”), which is a weekly random crate or “Raider crate”, which is a free non-random crate
  • When you pick up a weapon during a match that has a weapon skin applied, it will keep the skin
    • Pressing Alt+LMB will switch the current skin to the one you applied in Customization menu
    • Pressing Alt+Shift+LMB will switch the current skin to the default one


New Crates

  • New free/paid weapon skin crates are added
    • We will be providing 100,000 BP, 20x Weapon Skin keys, 20x Early Bird keys, 10x Triumph Crates to all test accounts to test the stability of the system
    • New paid crate “Triumph” is a weekly random crate, and the drop rate is 20%.
      • Triumph Crate can be unlocked using Weapon Skin Key, which can be purchased through Steam market
      • There are 2 rare bonus sets that can also be an acquired alongside single skins
      • The drop rate of each crate is as follows
        • Survivor: 10%
        • Wanderer: 10%
        • Biker: 20%
        • Desperado: 10%
        • Militia: 20%
        • Fever: 10%
        • Triumph: 20%

      • Players can get the new free crate (“Raider”) separately with 100% drop rate
        • "Raider" doesn't need a key to unlock

      • The drop rate for the new free/paid crate are as follows:
        • Drop rate of each items for the new paid crate “Triumph”
          • Desert Digital - R45: 15%
          • Rugged (Orange) - UMP9: 15%
          • Rugged (Orange) - SCAR-L: 10%
          • Rugged (Orange) - M416: 10%
          • Rugged (Orange) - AKM: 10%
          • Rugged (Orange) - Kar98k: 10%
          • Gold Plate - Win94: 5%
          • Trifecta - P92: 5%
          • Desert Digital - Mini14: 4.5%
          • Trifecta - Micro UZI: 4.5%
          • Gold Plate  - Sawed-Off: 4.5%
          • Desert Digital - Kar98k: 2.5%
          • Trifecta - SCAR-L: 1.3%
          • Desert Digital - M416: 1.3%
          • Gold Plate - SKS: 0.6%
          • Glory - UMP9: 0.32%
          • Gold Plate - S12K: 0.32%
          • Glory - AKM: 0.16%

        • Drop rate of each items for the new free crate “Raider”
          • Rugged (Beige) - Crossbow: 20%
          • Rugged (Beige) - M16A4: 20%
          • Rugged (Beige) - S686: 20%
          • Rugged (Beige) - SKS: 20%
          • Rugged (Beige) - Kar98k: 6.5%
          • Rugged (Beige) - S12K: 6.5%
          • Silver Plate - R1895: 3%
          • Jungle Digital - P18C: 1.4%
          • Silver Plate - DP-28: 1.4%
          • Silver Plate - S1897: 0.4%
          • Jungle Digital - SKS: 0.28%
          • Silver Plate - Vector: 0.28%
          • Turquoise Delight - P1911: 0.08%
          • Silver Plate - SCAR-L: 0.05%
          • Jungle Digital - AWM: 0.05%
          • Turquoise Delight - Tommy Gun: 0.028%
          • Turquoise Delight - Kar98k: 0.0128%
          • Turquoise Delight - M16A4: 0.0128%
          • Gold Plate - S686: 0.0064%

    Bug Fixes
    • Fixed an issue where the refresh button on the friends list would take you to the team tab when players are in a team
    • Fixed an issue where when players leave the vehicle and the vehicle is positioned right next to the window of a building, players would go into the building through the window when getting out off the vehicle
    • Fixed an issue where during server instability, when exiting a slow moving vehicle, the players would be treated as if they were hit by their own vehicle


    Thank you,
    The PUBG Development & Community Team
Mar 21, 2018
PUBG: BATTLEGROUNDS - MephieKim

(23rd Mar. Update - Live server event mode schedule is updated)


Event Mode Schedules (live server)
  • PDT: March 23rd 07:00PM - March 25th 07:00PM
  • CET: March 24th 03:00AM - March 26th 03:00AM
  • KST: March 24th 11:00AM - March 26th 11:00AM
※ Please note these schedules can change at any time and we will provide relevant notice once we make any changes.


Players,

We are very excited to announce a new system coming to PUBG – the Event Mode. You can think of the Event Mode as a periodically changing preset Custom Game where we will be trying new things and experimenting with different game parameters.

Using the Event Mode, players will be able have Battle Royale experiences otherwise not available in the public matches. But it’s designed to be much more than just a preset Custom Game, as Event Mode will feature new content, much of it available in the game only for a limited time.


The first iteration of the Event Mode will be a very simple one, as the system was only recently put together and we need to test the basics first.

This week you will be able to play with up to 8 players in a team and the rifle drop rate will be doubled. We know it’s not a huge change from the public matches but as mentioned above, this is just to get things rolling. The future of the Event Mode holds exciting things!


Please keep in mind that the first iteration will only feature TPP on Erangel to ensure effective matchmaking. Anyone who owns a copy of PUBG can enjoy the Event Mode. To play in the Event Mode, please use the relevant UI in the bottom left of the main menu




The Event Mode will be unranked but you will receive BP at the end of each match.

Lastly, we would like to reveal one of the features that will be included in our next iteration.




Once we see that the current test build is in a stable state, we plan to move it to the live server soon. We will inform you on the detailed schedule later on.

We hope you enjoy this new system!

Thank you
Mar 21, 2018
PUBG: BATTLEGROUNDS - MephieKim

(23rd Mar. Update - Live server event mode schedule is updated)


Event Mode Schedules (live server)
  • PDT: March 23rd 07:00PM - March 25th 07:00PM
  • CET: March 24th 03:00AM - March 26th 03:00AM
  • KST: March 24th 11:00AM - March 26th 11:00AM
※ Please note these schedules can change at any time and we will provide relevant notice once we make any changes.


Players,

We are very excited to announce a new system coming to PUBG – the Event Mode. You can think of the Event Mode as a periodically changing preset Custom Game where we will be trying new things and experimenting with different game parameters.

Using the Event Mode, players will be able have Battle Royale experiences otherwise not available in the public matches. But it’s designed to be much more than just a preset Custom Game, as Event Mode will feature new content, much of it available in the game only for a limited time.


The first iteration of the Event Mode will be a very simple one, as the system was only recently put together and we need to test the basics first.

This week you will be able to play with up to 8 players in a team and the rifle drop rate will be doubled. We know it’s not a huge change from the public matches but as mentioned above, this is just to get things rolling. The future of the Event Mode holds exciting things!


Please keep in mind that the first iteration will only feature TPP on Erangel to ensure effective matchmaking. Anyone who owns a copy of PUBG can enjoy the Event Mode. To play in the Event Mode, please use the relevant UI in the bottom left of the main menu




The Event Mode will be unranked but you will receive BP at the end of each match.

Lastly, we would like to reveal one of the features that will be included in our next iteration.




Once we see that the current test build is in a stable state, we plan to move it to the live server soon. We will inform you on the detailed schedule later on.

We hope you enjoy this new system!

Thank you
PUBG: BATTLEGROUNDS - MephieKim


Hello players!

We know the last week has been rough. We had problems over the weekend, and our login servers were down today. We’re trying to move faster to solve important problems that negatively impact your experience, but sometimes when you move fast, you break things. This is not an excuse, but rather an attempt to explain why there has been some turbulence over the last week. But we have also seen some great results.

In our recent update, PUBG has added a feature that splits the matching pool based on players' ping and players with similar pings end up playing in the same match instance. The results of this addition were positive. Some servers saw more than 30% decrease in network problems, as compared to the pre-update figures, allowing for a more stable and enjoyable network environment. However, this doesn't mean that our work is done. Our team is continuing their efforts to implement further improvements.

Despite the ping-based matchmaking, we have seen that some regions are still experiencing a gameplay environment that isn't as enjoyable as it could be. We are looking into various measures that we could use to alleviate the issues players are experiencing in these regions. We’ll let you know when we have more results to share.

Please know that when we break things, it’s not because we don’t care. It’s because we care enough to move fast, and take risks that are intended to improve your experience. Thank you so much for the patience and understanding that you give us, especially when we break things.

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


Hello players!

We know the last week has been rough. We had problems over the weekend, and our login servers were down today. We’re trying to move faster to solve important problems that negatively impact your experience, but sometimes when you move fast, you break things. This is not an excuse, but rather an attempt to explain why there has been some turbulence over the last week. But we have also seen some great results.

In our recent update, PUBG has added a feature that splits the matching pool based on players' ping and players with similar pings end up playing in the same match instance. The results of this addition were positive. Some servers saw more than 30% decrease in network problems, as compared to the pre-update figures, allowing for a more stable and enjoyable network environment. However, this doesn't mean that our work is done. Our team is continuing their efforts to implement further improvements.

Despite the ping-based matchmaking, we have seen that some regions are still experiencing a gameplay environment that isn't as enjoyable as it could be. We are looking into various measures that we could use to alleviate the issues players are experiencing in these regions. We’ll let you know when we have more results to share.

Please know that when we break things, it’s not because we don’t care. It’s because we care enough to move fast, and take risks that are intended to improve your experience. Thank you so much for the patience and understanding that you give us, especially when we break things.

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

(13th Mar. Update - Additional patch notes are marked with *)

Players,

With this patch, we are bringing various optimizations to our server and client. We have mitigated lag and stutter instances and alleviated frame drop and lag occurrences happening when players are pushed together, starting from the second half of a match, or in dynamic situations, like intense firefights. This has allowed for a smoother environment to play in, than before.

As you are all aware, we were also going to introduce and test our new limb and vehicle penetration system this month. Unfortunately, there’s been an alteration in our plans, but we will be sure to give an update on this at a later time.

In regards to today’s test server patch, you can read the patch notes below for further details. Please leave any relevant feedback in our Test Server feedback section on our forum.

Once we see that the current test build is in a stable state, we plan to move it to the live server later next week. We will inform you on the live server update schedule later on.

Client optimization
  • Improved real-time response by reducing input lag
  • Mitigated the frame drop issue caused by the map loading process
  • Reduced burden on GPU by optimizing buildings in Erangel
  • Optimized the beginning and the end of effects
  • Optimized vehicle physics when driving under a certain speed
Server optimization
  • Optimized server network performance
  • Optimized vehicle physics when driving under a certain speed
Lobby
  • Added PUBG friends list
    • Up to 50 people can be added as PUBG friends
    • Players with PUBG accounts can search and add friends freely regardless of the platform they are using (including Steam, Mail.ru and DMM)
      • Friend list is a one-way follower concept, not a mutual acceptance between players
      • PUBG friends list is independent of the Steam friends list. You don't have to be friends on Steam to be friends in PUBG
    • Up to 30 players you were recently in a team with will be shown on RECENT
  • Added main menu voice chat
    • You can chat with the players in your team while still in the main menu
    • When using the voice chat, a speaker icon will be displayed on the right of the player's name
  • *Removed the function of being able to invite a player from their career screen due to a technical issue
World
  • Made holes in the ceiling and floor of some high buildings, so that it is easier to move between different levels, to improve the gameplay experience on Miramar
Gameplay
  • Added 37 achievements on Steam
  • Added emote system
    • 12 default emotes will be provided now, and more emotes will be added in the future
    • While holding the emote menu key (default is ~), emote can be activated by left-clicking the emote or hot key of emote you want to use
  • Fixed the blue blood effect being more visible than the red blood effect when player gets shot
  • Added material for crops, rubber, cloth, paper and cactus
    • When shooting or attacking with a melee weapon, the right effect for each material will be displayed
  • Changed the gun scope view to be more realistic
    • Expanded the field of view through the scope
    • Added a parallax effect when moving weapons fast
    • Added color, vignetting (darker edges), chromatic aberration (color difference caused by light refraction) and distortion effect on the edge of scopes
  • *Player can no longer lean while jumping
  • *Increased the radius of explosion effect considering the actual effective radius
UX/UI
  • Redesigned the 9 vehicle status icons to work better with 4K resolution
  • Replaced the red cross icon with a red tire icon for a broken tire
Sound
  • Added a hit sound effect for crops, rubber, cloth, paper and cactus material
  • *Removed ambient noise and lowered the overall volume
  • *Implemented the Doppler effect for the airplane engine sound - the pitch of the airplane engine sound is now different depending on the distance and the direction of movement of the airplane
Bug Fixes
  • Fixed a square-shaped border on the sea that could be seen when flying in the airplane
  • Fixed an issue where a player could die instantly when vaulting and climbing
  • Improved problems where characters would get stuck or die during vaulting, and be able to look through walls.
  • Fixed some incorrect UI and in-game text
  • Improved problematic character animation where the character would move abnormally if multiple actions were performed in sequence
  • Fixed abnormal appearance of some clothes, such as costumes overlapping or missing
  • Adjusted the locations of items that would spawn in places that players cannot reach
  • Fixed an issue where the mouse sensitivity option could not be set to 59
  • Fixed an issue that allowed a character to crawl quickly through a certain combination of controls
  • Fixed the issue of overlapping footstep sounds in FPP mode
  • Improved an issue where three-wheeled motorbikes would suddenly flip whenever the server performance deteriorated
  • Fixed an issue where a player would have a slower falling speed when switching seats on a three-wheeled motorcycle mid-air
  • Fixed an issue where underwater bullet penetration effect was not being applied sometimes
  • Fixed an issue where a player was unable to cancel fueling up a vehicle, even though cancel was clicked
  • Fixed an issue where throwables that had already exploded mid-air would still make a popping sounds on the ground
  • Fixed an issue where sometimes a downed player was able to drive a vehicle
  • Fixed an issue where after reconnecting a vehicle was intermittently invisible or the character and camera were misaligned
  • Fixed an issue where the character of a player with a new account would not show up in the main menu when forming a team
  • Fixed an issue where the shadow of a character was too sharp regardless of the distance
  • Fixed an issue where when jumping out of the airplane, the character fell to a fixed position, no matter the flying direction
  • Fixed an issue where when player tried to ADS with scope attached weapon, some of the scope exterior parts were shown late
  • Fixed an issue where the adjusted zoom level in 8x scope reset after swapping to your other weapon(s)
  • Fixed an issue where the item quantity adjustment popup window displays automatically when picking up/discarding items from the Inventory screen
  • Fixed an issue where sometimes the lung capacity gauge was not in sync between being in the water and out of water
  • *Mitigated an issue where when exiting the parachute mode, player could take excessive fall damage
  • *Fixed an issue where the relaxed state gun animation was not shown properly


Thank you,
The PUBG Development & Community Team
PUBG: BATTLEGROUNDS - MephieKim

(13th Mar. Update - Additional patch notes are marked with *)

Players,

With this patch, we are bringing various optimizations to our server and client. We have mitigated lag and stutter instances and alleviated frame drop and lag occurrences happening when players are pushed together, starting from the second half of a match, or in dynamic situations, like intense firefights. This has allowed for a smoother environment to play in, than before.

As you are all aware, we were also going to introduce and test our new limb and vehicle penetration system this month. Unfortunately, there’s been an alteration in our plans, but we will be sure to give an update on this at a later time.

In regards to today’s test server patch, you can read the patch notes below for further details. Please leave any relevant feedback in our Test Server feedback section on our forum.

Once we see that the current test build is in a stable state, we plan to move it to the live server later next week. We will inform you on the live server update schedule later on.

Client optimization
  • Improved real-time response by reducing input lag
  • Mitigated the frame drop issue caused by the map loading process
  • Reduced burden on GPU by optimizing buildings in Erangel
  • Optimized the beginning and the end of effects
  • Optimized vehicle physics when driving under a certain speed
Server optimization
  • Optimized server network performance
  • Optimized vehicle physics when driving under a certain speed
Lobby
  • Added PUBG friends list
    • Up to 50 people can be added as PUBG friends
    • Players with PUBG accounts can search and add friends freely regardless of the platform they are using (including Steam, Mail.ru and DMM)
      • Friend list is a one-way follower concept, not a mutual acceptance between players
      • PUBG friends list is independent of the Steam friends list. You don't have to be friends on Steam to be friends in PUBG
    • Up to 30 players you were recently in a team with will be shown on RECENT
  • Added main menu voice chat
    • You can chat with the players in your team while still in the main menu
    • When using the voice chat, a speaker icon will be displayed on the right of the player's name
  • *Removed the function of being able to invite a player from their career screen due to a technical issue
World
  • Made holes in the ceiling and floor of some high buildings, so that it is easier to move between different levels, to improve the gameplay experience on Miramar
Gameplay
  • Added 37 achievements on Steam
  • Added emote system
    • 12 default emotes will be provided now, and more emotes will be added in the future
    • While holding the emote menu key (default is ~), emote can be activated by left-clicking the emote or hot key of emote you want to use
  • Fixed the blue blood effect being more visible than the red blood effect when player gets shot
  • Added material for crops, rubber, cloth, paper and cactus
    • When shooting or attacking with a melee weapon, the right effect for each material will be displayed
  • Changed the gun scope view to be more realistic
    • Expanded the field of view through the scope
    • Added a parallax effect when moving weapons fast
    • Added color, vignetting (darker edges), chromatic aberration (color difference caused by light refraction) and distortion effect on the edge of scopes
  • *Player can no longer lean while jumping
  • *Increased the radius of explosion effect considering the actual effective radius
UX/UI
  • Redesigned the 9 vehicle status icons to work better with 4K resolution
  • Replaced the red cross icon with a red tire icon for a broken tire
Sound
  • Added a hit sound effect for crops, rubber, cloth, paper and cactus material
  • *Removed ambient noise and lowered the overall volume
  • *Implemented the Doppler effect for the airplane engine sound - the pitch of the airplane engine sound is now different depending on the distance and the direction of movement of the airplane
Bug Fixes
  • Fixed a square-shaped border on the sea that could be seen when flying in the airplane
  • Fixed an issue where a player could die instantly when vaulting and climbing
  • Improved problems where characters would get stuck or die during vaulting, and be able to look through walls.
  • Fixed some incorrect UI and in-game text
  • Improved problematic character animation where the character would move abnormally if multiple actions were performed in sequence
  • Fixed abnormal appearance of some clothes, such as costumes overlapping or missing
  • Adjusted the locations of items that would spawn in places that players cannot reach
  • Fixed an issue where the mouse sensitivity option could not be set to 59
  • Fixed an issue that allowed a character to crawl quickly through a certain combination of controls
  • Fixed the issue of overlapping footstep sounds in FPP mode
  • Improved an issue where three-wheeled motorbikes would suddenly flip whenever the server performance deteriorated
  • Fixed an issue where a player would have a slower falling speed when switching seats on a three-wheeled motorcycle mid-air
  • Fixed an issue where underwater bullet penetration effect was not being applied sometimes
  • Fixed an issue where a player was unable to cancel fueling up a vehicle, even though cancel was clicked
  • Fixed an issue where throwables that had already exploded mid-air would still make a popping sounds on the ground
  • Fixed an issue where sometimes a downed player was able to drive a vehicle
  • Fixed an issue where after reconnecting a vehicle was intermittently invisible or the character and camera were misaligned
  • Fixed an issue where the character of a player with a new account would not show up in the main menu when forming a team
  • Fixed an issue where the shadow of a character was too sharp regardless of the distance
  • Fixed an issue where when jumping out of the airplane, the character fell to a fixed position, no matter the flying direction
  • Fixed an issue where when player tried to ADS with scope attached weapon, some of the scope exterior parts were shown late
  • Fixed an issue where the adjusted zoom level in 8x scope reset after swapping to your other weapon(s)
  • Fixed an issue where the item quantity adjustment popup window displays automatically when picking up/discarding items from the Inventory screen
  • Fixed an issue where sometimes the lung capacity gauge was not in sync between being in the water and out of water
  • *Mitigated an issue where when exiting the parachute mode, player could take excessive fall damage
  • *Fixed an issue where the relaxed state gun animation was not shown properly


Thank you,
The PUBG Development & Community Team
Mar 8, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players,

Today, I finally get to talk to you about our vision and roadmap for 2018. We have come a long way over the past 2 years and have learned so much. We’ve done a lot of planning over the last two months, and today we reveal how we want PUBG to evolve in 2018. We’ve worked hard over the past 2 years to build a good foundation for the most realistic Battle Royale experience out there. This year we plan to build on that foundation and really start to polish our features, squash the remaining bugs and expand the game even further.

When we came out of Steam Early Access, we told you that it was just the beginning of our journey. This year we’re committing to a major content delivery cycle every two months, the first of which is planned for this month. Each of these major updates will bring changes to specific systems and/or introduce new content. Smaller updates between the major ones will also continue throughout the year.

This year we want to involve our players in the ongoing development of PUBG even more than before. To aid with this we plan to open an Experimental Test Server so we can get your valuable feedback on our feature/content development cycle sooner and for you to have a real impact on how our game changes and develops going forward.

It is also our aim to continually upgrade the game’s aesthetic side, and today we want to share some before/after images showing work the art team has been doing to improve the way houses are rendered in the game.





Now onto the Roadmap proper. Please keep in mind that everything below is subject to change, and is still very much a work in progress. With that in mind, let’s get into the specifics!


New Content and Gameplay

Next month we will be deploying a new, 4x4km island map on our Experimental Test Server for you to try out. It’s a much smaller map and should give you all a much more intense and faster paced Battle Royale experience. It will offer a higher player density and shorter matches and we want to get it into your hands early this time around so we can use your input to make it a great experience for everyone.






We’re also ready to begin testing our Emote System. You will be able to check it out on our Test Servers very soon. We’re looking forward to receiving your feedback on this new system and we will continue to expand on the range of emotes available throughout the year. For now, here is a brief preview of some of the work we have been doing on this system.



<Click HERE to see GIF image>


<Click HERE to see GIF image>



I’ve been working with our amazing game design team to plan some new and interesting Game Modes for PUBG. We’re still early days when it comes to hammering out all the kinks and details, so I’m unfortunately not yet at a place where I can share specifics.

We plan to add new vehicles in the first half of the year and want to continue expanding our weapon set and also add new weapon attachments this year. Here is a peek at one of the new weapons coming soon.





Another new map that we’re working on is planned to be 8x8km in size. As with the smaller map coming to the Experimental Test Servers, we want to get this into your hands early in its development, so you can help us make the gameplay great on this new map.

We’re ready to begin testing Achievements, in-game friends list and squad voice chat in the main menu! We also want to further allow you to customize your character, and both parachute and weapon skins will be added in the future to help with this.

We will also be testing limb and vehicle bullet penetration on the test servers later. This will add new depth to our ballistic system, and increase the realism of gameplay. We, of course, will listen closely to your feedback on these new systems, and if you have concerns, please head over to our forums and leave your feedback there.

In 2018, we will be looking at overhauling our entire TPP and FPP animation systems to make them smoother and more reactive to the environment. This will include animations for getting inside vehicles and changing seats while in the vehicle. We also want to improve how the character moves to allow our 3D replay to deliver some truly great content.

Also on our roadmap is an overhaul for the parachuting system, to make it more responsive and polish the overall look of the animations. We are also working to improve our armed and unarmed melee combat systems.





Stability, Optimization, Security

We have not forgotten about our core responsibility to our players - to provide a stable, smooth and secure environment for enjoying a great Battle Royale experience. We are continuing our daily work to combat cheaters, improve server stability and further optimize our servers and clients. It is impossible to solve these problems once and for all, but our goal is to continuously improve in this regard.

Due to the sensitive nature of this subject and to maximize the impact we can have, I won’t be able to go into specific plans. However, we’re planning to keep you more up-to-date about our efforts as we have major victories to share.


Sound

In the first half of 2018, we intend to increase the detail of vehicle sounds, which means introducing suspension sounds and more skidding sounds. We also want to work with surfaces that would reflect different weather conditions and add rain sounds to vehicle surfaces. Also in the first half of the year, we’re looking at making the gun sounds more distinctly different depending on POV.

In the second half of the year, we plan to change the sound that the player produces while moving so that it corresponds to the equipment they are carrying. We also plan to introduce different breathing sounds when the player is, for example, running, aiming down sight or holding breath.





Esports

Seriously, we are not there yet, but we will be. Thanks to the amazing feedback coming from the player community and professional scene we believe we’re moving in the right direction. We truly want to build a great foundation for Battle Royale esports, and while we have seen some great events already using our game, we have much work to do, especially with the observing side of things.

We believe our 3D replay system is the key to allowing orgs to provide much better coverage of a match. This year we want to further improve the live spectator tool, but also integrate a replay system for spectators to use during live matches. Our data analytics team has been pouring over ranking and player performance data for the past 3 months, and they are now working on improving MMR and the overall ranking system.

We have great teams working on these systems, and along with our new Play Data API toolset, we think 2018 will be a great year for us to further strengthen our esport foundation.


Custom Games

The Custom Game System will itself be further expanded to allow more fine grain control and quality of life features like saving presets. We’re also planning to distribute access to a wider audience of players so that there are more custom games available to join at any given time.

We can’t thank you enough for your patience thus far and we will soon share more details with you regarding our successes and future challenges in this regard.


Community Developer Support




This year we will be introducing the PUBG Developer Portal. Our Developer Portal will introduce the PUBG Developer API, a development blog, and technical notes regarding game updates. The API Service will support developers in the community by providing player and match data around gameplay performance. It will also provide match-level, season-level, and lifetime-level data for developers to create compelling resources for players.

Another interesting and useful application of our API will allow esports groups and other third parties to create custom games within PUBG. This will enable esports groups to effectively manage games while minimizing ongoing technical work on the part of PUBG Corp.

So that’s it for the 2018 PUBG Roadmap. Please keep in mind that this list of new features and systems is not exhaustive as far as 2018 is concerned. There are other things we plan to introduce that we were not yet ready talk about, so stay tuned!


<Click HERE to see GIF image>


As always, thank you for your tremendous support over the past year!

See you in-game,

PLAYERUNKNOWN
Mar 8, 2018
PUBG: BATTLEGROUNDS - MephieKim


Players,

Today, I finally get to talk to you about our vision and roadmap for 2018. We have come a long way over the past 2 years and have learned so much. We’ve done a lot of planning over the last two months, and today we reveal how we want PUBG to evolve in 2018. We’ve worked hard over the past 2 years to build a good foundation for the most realistic Battle Royale experience out there. This year we plan to build on that foundation and really start to polish our features, squash the remaining bugs and expand the game even further.

When we came out of Steam Early Access, we told you that it was just the beginning of our journey. This year we’re committing to a major content delivery cycle every two months, the first of which is planned for this month. Each of these major updates will bring changes to specific systems and/or introduce new content. Smaller updates between the major ones will also continue throughout the year.

This year we want to involve our players in the ongoing development of PUBG even more than before. To aid with this we plan to open an Experimental Test Server so we can get your valuable feedback on our feature/content development cycle sooner and for you to have a real impact on how our game changes and develops going forward.

It is also our aim to continually upgrade the game’s aesthetic side, and today we want to share some before/after images showing work the art team has been doing to improve the way houses are rendered in the game.





Now onto the Roadmap proper. Please keep in mind that everything below is subject to change, and is still very much a work in progress. With that in mind, let’s get into the specifics!


New Content and Gameplay

Next month we will be deploying a new, 4x4km island map on our Experimental Test Server for you to try out. It’s a much smaller map and should give you all a much more intense and faster paced Battle Royale experience. It will offer a higher player density and shorter matches and we want to get it into your hands early this time around so we can use your input to make it a great experience for everyone.






We’re also ready to begin testing our Emote System. You will be able to check it out on our Test Servers very soon. We’re looking forward to receiving your feedback on this new system and we will continue to expand on the range of emotes available throughout the year. For now, here is a brief preview of some of the work we have been doing on this system.



<Click HERE to see GIF image>


<Click HERE to see GIF image>



I’ve been working with our amazing game design team to plan some new and interesting Game Modes for PUBG. We’re still early days when it comes to hammering out all the kinks and details, so I’m unfortunately not yet at a place where I can share specifics.

We plan to add new vehicles in the first half of the year and want to continue expanding our weapon set and also add new weapon attachments this year. Here is a peek at one of the new weapons coming soon.





Another new map that we’re working on is planned to be 8x8km in size. As with the smaller map coming to the Experimental Test Servers, we want to get this into your hands early in its development, so you can help us make the gameplay great on this new map.

We’re ready to begin testing Achievements, in-game friends list and squad voice chat in the main menu! We also want to further allow you to customize your character, and both parachute and weapon skins will be added in the future to help with this.

We will also be testing limb and vehicle bullet penetration on the test servers later. This will add new depth to our ballistic system, and increase the realism of gameplay. We, of course, will listen closely to your feedback on these new systems, and if you have concerns, please head over to our forums and leave your feedback there.

In 2018, we will be looking at overhauling our entire TPP and FPP animation systems to make them smoother and more reactive to the environment. This will include animations for getting inside vehicles and changing seats while in the vehicle. We also want to improve how the character moves to allow our 3D replay to deliver some truly great content.

Also on our roadmap is an overhaul for the parachuting system, to make it more responsive and polish the overall look of the animations. We are also working to improve our armed and unarmed melee combat systems.





Stability, Optimization, Security

We have not forgotten about our core responsibility to our players - to provide a stable, smooth and secure environment for enjoying a great Battle Royale experience. We are continuing our daily work to combat cheaters, improve server stability and further optimize our servers and clients. It is impossible to solve these problems once and for all, but our goal is to continuously improve in this regard.

Due to the sensitive nature of this subject and to maximize the impact we can have, I won’t be able to go into specific plans. However, we’re planning to keep you more up-to-date about our efforts as we have major victories to share.


Sound

In the first half of 2018, we intend to increase the detail of vehicle sounds, which means introducing suspension sounds and more skidding sounds. We also want to work with surfaces that would reflect different weather conditions and add rain sounds to vehicle surfaces. Also in the first half of the year, we’re looking at making the gun sounds more distinctly different depending on POV.

In the second half of the year, we plan to change the sound that the player produces while moving so that it corresponds to the equipment they are carrying. We also plan to introduce different breathing sounds when the player is, for example, running, aiming down sight or holding breath.





Esports

Seriously, we are not there yet, but we will be. Thanks to the amazing feedback coming from the player community and professional scene we believe we’re moving in the right direction. We truly want to build a great foundation for Battle Royale esports, and while we have seen some great events already using our game, we have much work to do, especially with the observing side of things.

We believe our 3D replay system is the key to allowing orgs to provide much better coverage of a match. This year we want to further improve the live spectator tool, but also integrate a replay system for spectators to use during live matches. Our data analytics team has been pouring over ranking and player performance data for the past 3 months, and they are now working on improving MMR and the overall ranking system.

We have great teams working on these systems, and along with our new Play Data API toolset, we think 2018 will be a great year for us to further strengthen our esport foundation.


Custom Games

The Custom Game System will itself be further expanded to allow more fine grain control and quality of life features like saving presets. We’re also planning to distribute access to a wider audience of players so that there are more custom games available to join at any given time.

We can’t thank you enough for your patience thus far and we will soon share more details with you regarding our successes and future challenges in this regard.


Community Developer Support




This year we will be introducing the PUBG Developer Portal. Our Developer Portal will introduce the PUBG Developer API, a development blog, and technical notes regarding game updates. The API Service will support developers in the community by providing player and match data around gameplay performance. It will also provide match-level, season-level, and lifetime-level data for developers to create compelling resources for players.

Another interesting and useful application of our API will allow esports groups and other third parties to create custom games within PUBG. This will enable esports groups to effectively manage games while minimizing ongoing technical work on the part of PUBG Corp.

So that’s it for the 2018 PUBG Roadmap. Please keep in mind that this list of new features and systems is not exhaustive as far as 2018 is concerned. There are other things we plan to introduce that we were not yet ready talk about, so stay tuned!


<Click HERE to see GIF image>


As always, thank you for your tremendous support over the past year!

See you in-game,

PLAYERUNKNOWN
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