May 29, 2018
PUBG: BATTLEGROUNDS - MephieKim


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UPDATE 3 (6/8/18)
We've pushed a hotfix to resolve some critical issues with footsteps not being heard properly:
  • Fixed an issue where footsteps from players not in view weren't heard.
  • Fixed an issue where player footsteps would continue to be heard, even once the player was outside the normal audible range for footsteps.
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UPDATE 2 (6/5/18)
We've pushed a small update to make the following changes:

Performance
  • Optimized character’s movement logic for a small boost in frames.

Bug Fixes
  • Fixed an issue where grass color was unnatural
  • Fixed an issue where characters were intermittently invisible in match replays and death cam.

Anti-cheat
  • Launcher version is updated
    • First game launch after this update will have security mode automatically enabled, allowing us to gather as much data as possible.
      • Following launches will allow you to enable/disable this service.
____________

UPDATE 1 (5/30/2018)
We removed one performance change that was causing problems with reloading and loot spawn load-in times.
____________

Hi everyone,

This patch we’re overhauling throwables, continuing to tune weapon and attachment balance, and shipping a whole mess of performance improvements.

First, let’s share a little context about the changes to throwables:

  1. Frag grenades: In a recent update we removed the frag grenade’s knockback effect, greatly reducing its potential impact. To restore the trusty frag’s killing power we’re buffing its effective range and its damage.
  2. Stun grenades: Stun grenades have never been the most popular pickups, and recent changes to frag grenade audio effects have made them feel a bit redundant. To make stun grenades more rewarding, they’ll now affect stunned players’ vision, hearing, and their ability to shoot accurately. We’re also bumping up the stun grenade’s effective radius and introducing new animations so it’s possible to tell when your grenades have stunned opponents.
  3. Molotovs: These have traditionally been among the least popular items in the game. To make molotovs more useful, we’re increasing their area of effect, introducing new properties that allow fire to spread along walls and wooden surfaces in houses, and imposing new debuffs on players who catch on fire. Molotovs will also now explode when shot mid-air.

One last thing before we jump into the patch notes: we’re nerfing the M24, removing it from care packages, and adding it into the world spawn loot tables. Our goal is to make it a viable alternative to the Kar98k (that players actually get to use). As always, we’ll keep an eye on all of these balance changes and continuously make adjustments and improvements.

https://youtu.be/G03DZunofT4

Now, onto the changelist.


Patch Notes

Gameplay
Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).



  • Increased frag grenade damage and effective range
    • Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
  • Stun grenades’ blinding effects have been improved
    • First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
    • The maximum effective range of stun grenade has been increased to 20m
    • Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
    • Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
    • Characters blinded by a stun grenade now cover their faces. This is a new animation.
    • Spectators are now also blinded when spectating someone hit with a stun grenade
    • Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
    • You’ll now be unable to ADS while blinded.
  • Molotov cocktails now have new effects and their damage has been increased.
    • Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage.
    • Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
    • After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
    • You’ll now be unable to ADS while taking burn damage.
    • Flames now spread further along wooden surfaces in houses
      Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
    • Molotovs will now explode when shot mid-air.
    • A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.
  • Adjusting some weapon and attachment balance:
    • Reduced vertical and horizontal recoil of the SCAR-L
    • Decreased basic damage of the M24 from 88 to 79
    • M24 will no longer dropped in care package. It spawns in the world
    • The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.
    • Adjusted light grip
      • Light grip no longer affects weapon basic recoil control or recoil recovery speed
      • Light grip now decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
    • To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
    • Increased world spawn rate of DMRs.

UI / UX
  • Added a UI message showing when healing items can’t be used.


New Anti-Cheat Tech


Note: The new anti-cheat tech is currently only on the test servers, once additional testing is complete, it will be added to live servers.

We’ve added a new anti-cheat solution, developed in-house at PUBG Corp. Before we implement this tech on live servers, we’d first like to see how it works out on the test server. For this, we’ll need your help!

Expect to see a new popup when you start the client. To help us refine our anti-cheat service it would be helpful for us if you play with the "Enable Anti-cheat" box checked, if you experience issues you can disable this.

The option to disable the anti-cheat service will not be available when this is moved to live servers.

Performance
In last week’s dev blog we wrote in detail about upcoming work we’ll be doing to increase performance holistically. Many of these fixes will take time to deliver, but we’ve already finished a handful of fixes that should make a positive difference:

  • We’ve improved the character model rendering process to prevent some small frame drop issues.
  • We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
  • We’ve made some improvements to our network code to reduce network latency.
  • We’ve improved some inefficient processes with the way the server updates certain frames on vehicles and character models. This should resolve resolve some abnormal physics affecting vehicles.

Sound
  • You can now toggle the new HRTF (Head Related Transfer Function) sound feature in the options menu (for opponent’s gunshot sounds only). The feature, which simulates fully three dimensional sound even for two-channel stereo headphones, was explained in greater detail in our dev blog last week.
  • Reduced the volume of the care package airplane.

UI / UX
  • Average swimming distance has been added to player stats, on the career screen

Leaderboard
  • The total rating points gained/lost per match has been increased, to better define the skill difference between players.

Bug fixes
  • Fixed some issues causing abnormal collisions in spots on Erangel and Miramar.
  • Characters should no longer get stuck while vaulting in particular spots around Erangel.
  • Fixed an issues allowing characters to pass through objects in certain locations on Miramar.
  • Improved the accuracy of the throwing trajectory indicator for stun grenades
  • Fixed a visual glitch in the inventory screen that occurred when attaching a choke to the sawed-off .
  • Fixed an issue that was resulting in some strange collisions if players ever jumped on top of a vehicle which had players in it.
  • Scope zeroing on the crossbow is no longer incorrectly enabled and set to an incorrect value by default.
  • Fixed an issue causing stun grenades to appear to bounce around for while after breaking a window.
  • Fixed an issue where the cheek pad’s vertical recoil control attribute was excluded in in-game tooltip.
  • Fixed an issue which prevented the cheek pad from adding 10% vertical recoil recovery when attached to the SLR.
  • Fixed an issue when hip-firing for an extended duration, the gun would appear to be lowered
  • Fixed an issue that caused the effect from stun grenades to appear differently depending on graphical settings
PUBG: BATTLEGROUNDS - MephieKim


As discussed in last week’s dev letter, we’ve been hard at work improving all the fine details of our newest map, Sanhok. This week, Sanhok is coming back once again for a fourth round of testing on the Experimental Server.

As before, everyone who owns a copy of PUBG will be able to play simply by downloading the updated version of the “PUBG: Experimental Server” found in your Steam library.

Full testing schedule below:

TESTING BEGINS:
May 31, 7pm PDT / June 1, 4am CEST / June 1, 11am KST

TESTING ENDS:
June 7, 4am PDT / June 7, 1pm CEST / June 7, 8pm KST

This will likely be the final Sanhok test on the Experimental Server. If everything goes according to schedule, Sanhok will come to live servers near the end of June. Even after it launches, we’ll continue making changes based on the feedback we get from you guys.

See you on the Experimental Server!
PUBG: BATTLEGROUNDS - MephieKim


Hi everyone,

Ever since we launched the 1.0 version of PUBG earlier this year, we’ve been focused on building our team so we can invest in the game’s ongoing development. We’ve been building new content (like Sanhok), quality-of-life improvements (like map selection and weapon balance), and a whole series of aggressive anti-cheat measures. We want PUBG to be the best game possible so players like you keep loving—and playing—it.

Although we’ve made some meaningful improvements to PUBG, we’ve fallen short in other ways. Players have rightfully called us out for failing to address complaints about performance, and recently we haven’t done the best job of communicating about the changes we’re making to the game. Today we want to change that by talking in-depth about the things we’re prioritizing. We’ll also tease some of upcoming content we plan to add to the game.

This Dev Letter is the first of many more to come. Without further ado, let’s get into it.

OUR TOP PRIORITIES

We look at feedback from players around the world when determining our priorities. We’ve heard your voices, and as a result we believe that the biggest issues which deserve our attention are performance, server-side optimization, and cheating.

Performance and Server-Side Optimization - Over the past few patches, we’ve seen a big increase in complaints about performance problems, including unpredictable FPS drops, visual stuttering, and overall sluggish performance. Some of the root problems are occurring client-side, and others are server-side.

First things first. We’ve identified a few simple fixes we can make to improve overall game performance:
  • We’ve discovered that when vehicles move over many different types of ground materials quickly, too many effects are produced, causing players’ GPUS to overload.
  • Another cause of GPU overloading (and FPS drops) has to do with the way lighting effects are processed.

We’re already working on fixes for both of the issues above.

We’re also changing the way we ship optimizations. We’re planning to push updates to live servers whenever fixes are ready, instead of simply waiting for major patches. We’ll announce each of these improvements in subsequent patch notes.

Looking more toward the future, we’ve identified quite a number of ways we can optimize different aspects of the game to improve performance holistically.

Upcoming Client-Side Optimization Work
Character optimization
  • We’ll optimize the way the game handles the movement of opponents who you can’t see.
  • The vaulting process and animations will also be improved—we believe this will address certain screen stuttering issues affecting low-powered PCs.
  • We’ll improve the character model rendering process to prevent some small frame drop issues.
  • We’ll optimize character movement and animation while skydiving to improve framerate when multiple characters are skydiving at the same time.
  • We’ll optimize parachute animations to cut down on frame drops near the start of the match

We expect the final three changes above will make the early stages of each match feel much smoother. War Mode will also benefit immensely from these changes.

Vehicle optimization
  • We’ll optimize the way the game handles unseen (far away) vehicle movement and the movement of player models inside faraway vehicles.
  • Currently stopped vehicles demand an unnecessary amount from your CPU. We’ll fix it.

Loading optimization/stabilization
  • We’ll optimize the core structures of Miramar and Sanhok to improve map loading speed.
  • We’ll optimize physical texture loading while level streaming, which should address screen stuttering issues.
  • There’s a crashing issue caused by some level-streaming processes that we’ll address.

Other optimization work
  • We’ll address the frame drop issue caused by high-magnification scopes
  • Certain other far-away objects will be rendered in a less taxing way
  • We’ll optimize the replay system to improve framerate for players who have the replay/death cam activated

Upcoming Server-Side Optimization Work
  • We’ll optimize network code and reduce network latency. As a result, basic player inputs will be revealed to other players much more quickly.
  • We’re going to increase the speed at which the server transfers data about objects (items, doors, fences), to address the fact that sometimes item spawn in late after players parachute in.
  • We’re going to eliminate some inefficient network code. Currently, some objects send updates to the server unnecessarily
  • Currently the server rapidly updates certain frames (on vehicles and character models) in an inefficient way. When we address this, we believe it will also resolve some abnormal physics affecting vehicles.

Obviously these are a lot of changes. Even once we implement every single one of the optimization opportunities listed above, we will keep looking for more chances to improve the game.

Cheating - Cheating is the area where we’ve made the most progress in recent months. We’ve introduced a variety of encryption based solutions to make it harder for hackers to exploit vulnerabilities. We’ve also banned hundreds of thousands of cheaters’ accounts and refined the process by which we identify cheaters—most cheaters are now banned within hours of using an exploit. We’ve also begun taking serious legal action against the people responsible for creating hacks and cheats.

All of this will continue, but there’s more we can do. We believe we’re winning the battle against cheating, but we won’t stop fighting until we’ve eliminated it. Look for more updates on this in future dev letters.


OTHER UPCOMING WORK

Of course, PUBG Corp. is made up of many different teams, and they’re each focused on improving the game in different ways. The people who work on maps, gameplay balance, or cosmetics aren’t going to stop making things simply because we’ve declared that our top priorities lie elsewhere.

The biggest content drop coming in the near future is Sanhok. We’re aiming to bring it to live servers before the end of June, and development on the map won’t stop there. We’re planning new exclusive vehicles and an exclusive weapon for Sanhok, each of which will drop sometime in the month after the map officially launches. Among these is a big fan request: a drivable three-wheeled vehicle we’re currently calling the Tukshai.




In many ways, Sanhok’s test servers have become a place for us to experiment with all sorts of changes and features, including dynamic weather, a variety of circle systems, and weapon spawn behavior. We’ll continue to test out changes during the upcoming test cycle.

We’re also excited to show off the work that our worldbuilding team has been doing to make Sanhok our most beautiful map yet.

For instance, one person on the team has spent countless hours touching up the island’s various rocks and cliffaces, adding moss to those near water:



Another member of the team has been carefully creating decorative items to make towns feel more like places which once hosted life. A massive pile of original art assets like this...



...will appear in game in places like the abandoned market below:



The team is focused on making literally every inch of Sanhok perfect for players, whether it’s the texture on a rock wall or little unique trimmings around each of the islands houses. Every detail matters, and the team is eager to get feedback from you guys during the latest test.

We’ll have a lot more to share about the other goodies coming to Sanhok in the coming weeks. And you can expect more letters like this from us going forward. There’s so much work we have to do to truly deliver on PUBG’s potential. We’ve teased just a few of the upcoming changes for this year in our Roadmap earlier this year, but the things contained there are really just the beginning.

We’ll talk again soon!

Thank you for playing,
The PUBG Dev Team
PUBG: BATTLEGROUNDS - RKRigney


READ THIS POST IN SPANISH

READ THIS POST IN PORTUGUESE

By now you’ve probably heard about the PUBG Global Invitational 2018 (PGI 2018), a global esports tournament that will pit 20 teams against each other in a contest for $2 million—and the ultimate PUBG bragging rights. We also have recently announced the PGI North America and the PGI Oceania Qualifiers.

Let’s talk about another regional qualifier: South America!

Beginning May 31st, 640 teams from South America will compete for $30,000 USD and a chance to represent the region at PGI 2018.

Full schedule and details below. To register your team for the PGI South America Qualifier, sign up using this link:

https://www.challengermode.com/Tournaments/Show/dfb2020a-265f-e811-80c2-000d3a22afbc

ONLINE QUALIFIERS SCHEDULE
Takes place in online custom server lobbies.

Round 1:
May 31 and June 1st - 640 teams
32 lobbies BO3 FPP
Top 10 teams from each lobby will advance.

Round 2:
June 2nd - 320 teams
16 lobbies BO3 FPP
Top 10 teams from each lobby will advance.

Round 3:
June 3rd - 160 teams
8 lobbies BO5 FPP
Top 5 teams from each lobby will advance.

Round 4:
June 5th and 6th - 40 teams
2 lobbies - BO6 - 3TPP and 3FPP
Top 9* teams from each lobby will advance.

*2 teams will be invited directly to live finals

Round 4 of the PGI South America Qualifier will be broadcast on our regional Portuguese and Spanish language Twitch and YouTube channels!


OFFLINE QUALIFIER FINALS SCHEDULE
Takes place live in São Paulo, Brazil

June 29th to July 1st

20 teams compete in 12 matches split across three days. The first place team will advance to the PUBG Global Invitational 2018 in Berlin!

The top eight teams will also earn prize money based on their performance in the final round.

PRIZE POOL BREAKDOWN

1st – 12,000 US$
2nd – 8,000 US$
3rd – 4,000 US$
4th – 2,400 US$
5th – 6th – 1,200 US$
7th – 8th – 600 US$

POINT SYSTEM (EACH MATCH)

Each kill is worth 15 points. Points are also awarded based on placement:

1st – 500 Points
2nd – 410 Points
3rd – 345 Points
4th – 295 Points
5th – 250 Points
6th – 210 Points
7th – 175 Points
8th – 145 Points
9th – 120 Points
10th – 100 Points
11th – 80 Points
12th – 65 Points
13th – 50 Points
14th – 40 Points
15th – 30 Points
16th – 20 Points
17th – 15 Points
18th – 10 Points
19th – 5 Points
20th – 0 Points

ADDITIONAL RULES
  • The roster must consist of four players from Latin America
  • Players are not able to participate in more than one PGI Qualifier—if you’re playing in the NA Qualifiers, you can’t also play in the SA Qualifiers.
  • You must be at least 18 years of age in order to participate.
PUBG: BATTLEGROUNDS - RKRigney


By now you’ve probably heard about the PUBG Global Invitational 2018 (PGI 2018), a global esports tournament that will pit 20 teams against each other in a contest for $2 million—and the ultimate PUBG bragging rights. You may have also heard the dirty details about the PGI North America Qualifier.

Today it’s time to talk about yet another regional qualifier: Oceania.

Beginning June 2nd, 80 teams from OCE will compete for 30,000 AUD and a chance to represent the region at PGI 2018.

Full schedule and details below. To register your team for the PGI Oceania Qualifier, sign up here;
https://play.eslgaming.com/playerunknownsbattlegrounds/oceania/pgi-2018-oceania

ONLINE QUALIFIERS SCHEDULE
Takes place in online custom server lobbies.

June 2 & 3 - 80 teams compete, split up into four lobbies of 20 teams each. After playing eight matches across two days, the top five teams from each lobby will advance to the offline qualifiers finals in Sydney, Australia.

Various PGI Oceania Qualifier matches will be officially hosted for viewers on the ESL PUBG Twitch channel;
https://www.twitch.tv/esl_pubg

OFFLINE QUALIFIER FINALS SCHEDULE
Takes place live in Sydney, Australia

June 22–24 - 20 teams compete in 12 matches split across three days. The first place team will advance to the PUBG Global Invitational 2018 in Berlin.

The top eight teams will also earn prize money based on their performance in the final round.

PRIZE POOL BREAKDOWN

1st – 12,000 AUD
2nd – 8,000 AUD
3rd – 4,000 AUD
4th – 2,400 AUD
5th – 6th – 1,200 AUD
7th – 8th – 600 AUD

POINT SYSTEM (EACH MATCH)

Each kill is worth 15 points. Points are also awarded based on placement:

1st – 500 Points
2nd – 410 Points
3rd – 345 Points
4th – 295 Points
5th – 250 Points
6th – 210 Points
7th – 175 Points
8th – 145 Points
9th – 120 Points
10th – 100 Points
11th – 80 Points
12th – 65 Points
13th – 50 Points
14th – 40 Points
15th – 30 Points
16th – 20 Points
17th – 15 Points
18th – 10 Points
19th – 5 Points
20th – 0 Points

ADDITIONAL RULES
  • The roster must consist of four players from OCE (Australia or New Zealand)
  • Players are not able to participate in more than one PGI Qualifier—if you’re playing in the NA Qualifiers, you can’t also play in the OCE Qualifiers.
  • All matches will be FPP on Erangel only.
PUBG: BATTLEGROUNDS - MephieKim


Hi folks!

This week’s event is for only the sneakiest of snakes. It’s a crossbows and melee weapons only, 100-man blowout on Erangel. While you’re looting for quivers and bolts, be sure to keep an eye out for ghillie suits—they’ll spawn randomly alongside the usual world loot.

Best of luck, and remember if archery isn’t your strong suit you can always just pan people to death.

Full event details below.

EVENT SCHEDULE
  • STARTS: May 24, 7pm PDT / May 25, 4am CEST / May 25, 11am KST
  • ENDS: May 27, 7pm PDT / May 28, 4am CEST / May 28, 11am KST

AVAILABLE QUEUES
  • 4-man squads on Erangel (All Regions)
  • NA/EU/AS/SA/SEA/OC: TPP & FPP
  • KR/JP: TPP

GHILLIE CROSSING EVENT RULES
  • World spawn weapons include only crossbows and melee weapons.
  • Ghillie Suits spawn alongside other world loot.
  • Blue zone damage increases exponentially as the endgame approaches.
  • No vehicles spawn.
  • The first safe zone always forms around the center of the map.

LOOT SPAWNS
  • Only 2x, 3x, and 4x scopes spawn (no larger scopes)
  • All other world spawn items—including bolts, grenades, consumables, and attachments like crossbow quivers and scopes—spawn at a normal rate

OTHER EVENT RULES
  • Weather is locked at “sunny.”
  • Redzones and care packages are disabled.
  • Killer spectating is enabled
PUBG: BATTLEGROUNDS - MephieKim


Hi everyone,

Some of you have noticed that we made some changes to the way sound works in PUBG’s most recent patch. First things first: We should have explained the change in the patch notes. We messed up here, and we hope you’ll accept our apology.

Many of you have called us out about not being thorough enough about documenting changes in the patch notes, and rightfully so. It’s something we’re going to try our best to fix going forward, and you guys should absolutely continue to hold us accountable when we miss something. We can and will do better.

With that said, we’d like to explain what’s changed with the game’s sound systems. We’ll also share how we plan to further improve the systems moving forward.

First, the primary audio changes have to do with the sounds other players’ gunshots make. The difference is due to some newly implemented functions of the HRTF (Head Related Transfer Function) plugin.

Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges—not opponents’ gunshots. You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below. Our new implementation of the HRTF plugin fixes both of these issues.

Below are a few before/after clips to help you understand the difference. Listen with headphones and check out the visualizer for the left/right audio channels at the top of the screen to see how things have changed. Please be aware in advance that PUBG test characters refuse to wear clothing—that’s just how they roll.


Opponent gunfire sounds from the same height:
Before:
https://youtu.be/NZNqCMCNIJE
After:
https://youtu.be/qIWq69_HtUg

Opponent gunfire sounds from below:
Before:
https://youtu.be/Xg3gPSHpLQM
After
https://youtu.be/AqZp1U_rGdY

Opponent gunfire sounds from above:
Before
https://youtu.be/-Nt-Q2GqMcc
After
https://youtu.be/Le22UALj6A4


We think these changes are a big improvement that should help you detect the location of enemies much more effectively than before. But we’ve also heard some early feedback that some sounds feel a little “weird” or even “garbled.”

We’re keeping tabs on feedback like this, and we’ll keep making updates to the sound system going forward. In addition, we intend to add some options that’ll let you customize your sound settings on a more granular level.

Again, we apologize for not sharing details about this change earlier. Going forward, we plan on doing dev letters like this before we make any major changes to game systems.

Thanks for reading,
The PUBG Team
PUBG: BATTLEGROUNDS - MephieKim


Hi everyone,

We’d like to share our thanks with all of you who filled out the weapon balance survey earlier this month.

We chose 1,000 players from around the world to receive a reward for taking the survey. Each of these winners will receive two early bird keys.

You can check the result of the winners in the link below.

[Reward player list link]

* Please note,
We’ll start sending out the keys beginning on 5/23. Please keep in mind that there may be delays.

To all of you who took the survey or otherwise give us feedback, thanks very sincerely for your help. We’ll continuously tune PUBG’s weapon balance with your feedback in mind.
PUBG: BATTLEGROUNDS - RKRigney


War Mode is back (for real this time). We’ve worked out all the kinks that were causing issues for us the last time around, so it’s finally time to battle it out on Miramar.

The mode is simple: You’ll enlist in one of 10 five-man squads and respawn in a plane after every death. The first team to get 200 points wins.

Check below for the full details, and let us know what you think!

EVENT SCHEDULE

STARTS: May 17, 7pm PDT / May 18, 4am CEST / May 18, 11am KST
ENDS: May 20, 7pm PDT / May 21, 4am CEST / May 21, 11am KST

AVAILABLE QUEUES

5-Man Squads on Miramar (All Regions)
NA/EU/AS/SEA/OC/SA: TPP & FPP
KR/JP: TPP

WAR MODE RULES
  • All players are grouped up in teams of five. Each game will have a maximum of 50 players (up to ten full teams).
  • Immediately after the plane gets into the air, the safe zone is visible on the map.
  • The safe zone is small—but slightly larger than the first iteration of War Mode—and never closes in or changes location throughout the duration of the game.
  • Getting kills and knocks (when your opponent is “down but not out”) earns points for your team. The first team to get 200 points wins.
    • Kill: +3 points
    • Knocks: +1 point
    • Own Team Kill / Own Team Knock: -5 points
  • If no team reaches 200 points before the 15-minute time limit, the team with the highest score will be declared the winner.
  • Each time you’re killed, you’ll respawn in planes that fly by every 40 seconds.
LOADOUTS, LOOT, AND CARE PACKAGES

This time around, players spawn with top-tier equipment that’s normally found only in care packages. This includes:
  • One random care package weapon (AWM, M24, Mk14, M249, Groza, or AUG)
  • A level three vest
  • A level three helmet
  • Two grenades

OTHER EVENT RULES

  • Weather is locked at sunrise.
  • Bleedout damage when knocked is increased.
  • Reviving knocked teammates takes only two seconds.
  • You can invite up to four players from your friends list to your party before jumping into game. Any remaining open team slots will be filled by the auto matching system.
  • Care package drops are disabled.
  • Killer spectating is disabled.
  • Redzone is disabled.
May 16, 2018
PUBG: BATTLEGROUNDS - MephieKim


_______________________

UPDATE 1: 5/20/2018
Some patch information has been corrected and added.
  • M16A4 change description has been corrected
  • One new bug fix affecting the DP28 and M249 has been added
  • The extra white mark near the plane on the minimap has been moved to “known issues” as it has not yet been resolved
_______________________


Hi everybody,

This week’s content drop is a smaller one: mostly bugfixes and minor balance tweaks to follow up on update #12’s massive gameplay changes. We’re keeping a close eye on statistics and the feedback you’re sharing with us regarding these balance changes. Based on what we’ve seen so far we’re exploring tweaks to the M16A4 that will come in a later update. Additionally, we’re considering adjusting drop rates for weapons, so please keep sharing your feedback with us.

We’ve seen a lot of concern from many of you about overall performance. Addressing FPS drops is our top priority, and we hope to have more updates to address performance improvements soon. For now, the team will be trying out fixes throughout this patch cycle. Thanks for staying patient with us in the meantime.

On to the changes!


Patch Notes

Gameplay
  • Both the Lightweight Grip and Half Grip can now be attached to the Vector.
  • Some minor weapon balance adjustments:
    • M16A4 recoil has been decreased when tapping and slightly increased when firing bursts.
    • Decreased the spread of shotgun pellets.
    • Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)

UI/UX
  • CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins.


  • Tooltips for weapon attachments have been edited to make them more intuitive.

Localization
  • Added support for Ukrainian. Thank you to all the Ukrainian players who participated in the translation process!
  • Game lobby now supports multiple languages.
    • Multiple languages will be applied to various lobby components such as lobby menus (Play, Customization, Store, etc.), the options menu, and crates
    • 19 different languages are supported

Bug Fixes
  • Resolved an issue preventing the recoil animation from triggering when firing the DP28 and M249.
  • Fixed an issue where certain buildings in Miramar were shown with default textures
  • Fixed some walls in Miramar that could be partially passed through
  • Scope reticle settings should no longer reset when weapons are dropped and picked up again
  • We’ve improved the holographic sight’s reticle. It’s now the same size as a character silhouette seen from 100m away
  • Certain animations on the buggy and minibus have been fixed
  • Fixed an issue that sometimes caused characters to sit at odd angles if entering into vehicles from a prone position on a sloped surface
  • Fixed an issue causing red dot and holo sight reticles to get smaller and blurry when swapping weapons
  • “Damage-received” sounds should no longer play after winning a game

Known Issue
  • A small white mark appears next to the image of the plane on the minimap

New Crate - Aviator
  • A new crate (Aviator Crate) with new outfits has been added. Find it in the STORE menu
    • Aviator Crate requires an Aviator Key to be opened
  • TEST SERVER ONLY: For testing purposes, we will provide 100K BP, 20x Weapon Skin Keys, 20x Early Bird Keys, 20x Aviator Keys, and 10x Aviator Crates to all test accounts.



  • Added new parachute skin
    • The "Bengal Tiger" parachute skin can be purchased separately as an individual item for $4.99(price will vary slightly in some regions, based on global exchange rates). It can be purchased only once per account.
      • Bengal Tiger is unable to trade in Steam market
    • It is purchasable in STORE > ITEMS menu
  • Remember that the Target Practice pan skin will no longer be available after the planned 5/17 update!
    Update 5/17:
    The availability period of the Target Practice pan skin has been extended until:
    May 18 2am PDT / May 18 11am CEST / May 18 6pm KST
    This is to compensate for a temporary issue which prevented purchases of the item.


    Both the Bengal Tiger and Target Practice pan skins are permanently added to your account upon purchase, but are only available within the in game store for a limited time. Time remaining is displayed within the in game store.

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