Dota 2

We all know that playing online with other random humans can be a pain, and apparently Ubisoft got plenty sick of watching players spew racist language in Rainbow Six: Siege. The developer instituted a system that automatically bans players who enter racial slurs into the game chat, which has resulted in plenty of outrage. 

If Ubisoft can make life tough for these people, what are the other major multiplayer games doing to combat racism in their games? We checked in with Blizzard, Valve, and other developers to see how they deal with racial slurs, and what they do to the players who use them.

League of Legends

How does Riot police harassment?

Of all the games on this list, League of Legends might have the most extensive code of conduct, known formally as the “Summoner’s Code.” League’s “Instant Feedback System” has seen some reforms, but it basically scours through the game’s chat logs after someone submits a player report, then doles out a verdict in 15 minutes or less, or your pizza is free. The first offense gets you a 10-game chat restriction, then a 25-game chat restriction, then a two week ban, and finally a permanent ban. Offending players even get a pleasant little in-game message about why they’re getting the hammer.

How do well-behaved players fight back?

Players can submit a report against someone at the end of a game, and the Instant Feedback System should get a verdict within 15 minutes. Sometimes, but not always, players will be notified if their report resulted in the punishment of another player, but Riot says that even if you don't get a message, that doesn’t necessarily mean the other player got off scot free.

“We want a future where League is wholly free of slurs and hate speech, but penalties alone won’t get us there," said Riot senior technical designer Kimberly Voll in a statement to PC Gamer. "In recent years, we’ve been focusing more on the establishment of norms. We believe if there aren’t clear, understood, and shared rules on what’s OK in gaming, like there are in sports, then we’ll just be enforcing the same nasty things forever. Like Jeff Kaplan mentioned on behalf of Overwatch last year, enforcement alone stretches budgets. We agree, and believe it limits our imagination and audience as well.”

Fortnite

How does Epic Games police harassment?

It’s unclear how extensive punishments for abusive players are in Fortnite. Search online and you’ll find far more forum posts about temporary or permanent bans for players who break the rules by teaming up in solo mode than for harassment. There’s no text chat, just a voice chat system that’s push-to-talk by default for communication with your squadmates. Epic’s primary focus seems to be on cheaters, going so far as to file a lawsuit against two more prominent players. Fortnite’s code of conduct page does warn players to “be graceful in victory and defeat." 

"Discriminatory language, hate speech, threats, spam, and other forms of harassment or illegal behavior will not be tolerated,” it reads. PC Gamer has reached out to Epic for a more thorough explanation of how their system works, but has yet to receive a reply.

How do well-behaved players fight back?

Fortnite has a typical system wherein you can report the player who killed you in the post-death menu. If you need to report another player or your own teammates, the report function is squirreled away in the “feedback” menu option, and you need to be able to supply that player’s username. Epic has also invited players to use their support center for bigger issues. 

Dota 2

How does Valve police harassment?

Valve operates on a typical system where more reports get you banned for longer periods of time. The lower rung of bans can be as short as 10 minutes to an hour. You’ll get a day-long ban if things get a bit more serious. And if you’re a real jerk, you’ll get a week, then a month or two, and finally a six month or permanent ban. Valve deliberately keeps this process vague, but it does warn abusive players ahead of time that continued bad behavior will result in longer bans.

How do well-behaved players fight back?

Valve has a pretty typical report system in place, but it’s basically only available at the end of a match. Players can pick from three categories (communication abuse, intentional ability abuse, and intentional feeding) and can leave a brief comment. You can leave up to three reports per week, and you’ll be notified if any action is taken against another player you reported.

PlayerUnknown’s Battlegrounds

How does PUBG Corporation police harassment?

If a PUBG player is caught harassing another player with racist or sexist language, they will first receive a three-day ban. A second incident will net a full week, and a third incident will net a full month. Any repeat offenses beyond that will earn a player a permanent ban. You can look at the comprehensive chart for a better idea of how other issues are tackled.

“It is unacceptable to disrespect or use offensive words towards others based on their race, gender, nationality, etc,” the code of conduct reads.

How do well-behaved players fight back?

There’s currently no way for someone to report another player who didn’t kill them, which makes reporting racist behavior a pain. PUBG representatives have said that players must submit a report on the PUBG forums that includes the reporting player’s username, the name of the player you’re reporting, the time and date of the incident, and a description of the incident. I wouldn’t want to be the guy sifting through all that footage.

PUBG allows you to directly report auser after they’ve killed you, although the closest category available for racial discrimination would be “improper nickname.” This feedback system is clearly not designed for combating harassment.

CS:GO

How does Valve police harassment?

Although CS:GO uses one of the most effective automated systems for shutting down cheaters, VACnet, it does not currently automatically ban or silence players who use racist language. VACnet and its accompanying "Overwatch" system are primarily focused on catching hackers and griefers. The Overwatch system recruits experienced players with good records, then gives them the tools to review footage of reported matches, and it’s up to them to give a collective verdict. If a player is caught being awful, they receive either a “minorly disruptive” or “majorly disruptive” designation. The first results in a ban of “at least 30 days,” but a second offense gets a lifetime ban.

A “majorly disruptive” designation automatically gets you a permanent ban, but Valve’s description only mentions cheating, not abusive behavior. There’s no mention of racism, sexism, or general verbal abuse in Valve’s descriptions of Overwatch or VACnet, so it’s unclear if the company has any major initiative against harassment other than the mute and report buttons.

We reached out to Valve for clarification on how its process works, but did not receive a reply by publishing time.

How do well-behaved players fight back?

Players can select another player during a match, which opens up an option to report or commend them. Abusive text and voice chat sit comfortably at the top of the list of options. You can also mute the player by checking the “block communications” box.

Rocket League

How does Psyonix police harassment?

Rocket League might be the closest to Rainbow Six: Siege in terms of automating bans for racial slurs. Back in 2017, Psyonix instituted a secret list of 20 words and variants that can trigger bans. Psyonix says each word has a certain threshold, and once that’s met, multiplayer bans will start at 24 hours, then 72 hours, a week, and finally a permanent ban.

Psyonix also has a chat ban system in place that, well, bans jerks from using the text chat window. It’s a little more lenient than the general language ban system, but players have to report the abuse (rather than the game auto-scanning), then the system scans the game that was just played for abusive language. If a reported player is found guilty, they're banned from chatting for 24 hours to one month. It’s not instant like Rainbow Six Siege’s. If a player insists on using abusive language after their initial chat ban is up, they “may” get a permanent overall game ban. Players who get chat bans are notified whenever it happens.

How do well-behaved players fight back?

Rocket League's reporting mechanism is straightforward. You just click on the offending player’s profile, select “mute/report,” and then select from the available categories. Verbal harassment sits at the top. If Psyonix takes action against a player, they’re notified later in the main menu.

Overwatch

How does Blizzard police harassment?

Blizzard is one of the most outspoken studios on toxicity and related issues. However, that outspokenness more often translates to support tools for well-behaved players than any sort of explanation for how bad players are punished.

Blizzard used to punish repeatedly abusive chat users in Overwatch by simply muting them, but still allowing them to play. That’s now changed, with those players receiving lengthier and lengthier bans for each successive offense. Blizzard is unclear on the rubric it uses, and unclear on how that’s balanced between automated systems and real humans banging the gavel, but it does say that a player with enough reports and punishments on their record will receive a permanent ban. Negative players are given warnings prior to an actual punishment, something director Jeff Kaplan has said has helped stop players from causing further trouble.

How do well-behaved players fight back?

Since launch, Blizzard has allowed PC players to report individual players via the report function, and added the function to consoles in mid-2017. Besides picking a category of bad behavior, players also have the ability to include a brief description of their experience with each individual report. Blizzard has also stated that it searches out recordings of toxic behavior on YouTube, Twitch, or other sites to find negative players and address them.

After/during each match, Overwatch players can also select up to two players to block with the “avoid as teammate” option. Players can deselect or replace one person with another, but Blizzard has stated that that number may rise if the program doesn’t cause any issues. There’s also the new “find team” function that lets players avoid the pitfalls of solo queuing into a match with nothing but Hanzo mains.

PC Gamer reached out to Blizzard to clarify how these punishments are determined, but has yet to receive a response.

PUBG: BATTLEGROUNDS

Over the past few weeks, PUBG players have accused developer PUBG Corp of being more focused on adding new content than fixing bugs in the game. The noise grew so loud that when Update #17 was released, PUBG Corp addressed the issue directly in its update notes, promising bug fixes would come in the future. And to be fair to PUBG Corp, it seems the developer has kept its word, for PC update #19 includes a wave of technical adjustments to solve some of the game's jankier moments.

The update notes, posted on Steam, show PUBG Corp has focused on fixing bugs and tweaking other technical aspects such as the game's sound and overall performance. On top of this, the developer has pleased players by improving the inventory mechanics: removed attachments will now simply drop onto the floor if a player's inventory is full.

Another long-anticipated feature, dynamic weather, has also been added in the update. Players dropping into Erangel and Miramar may have to pack some umbrellas along with their parachutes, as the two maps will now have overcast weather (rain and fog) which will change during the game. Now anyone can get soggy at any time. Hooray!

Read more…

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

After seven months of digital drought, the rains will finally return to Erangel in the next Playerunknown’s Battlegrounds patch. Now live on the test server and due on the main client soon, update #19 adds variants of Erangel and Miramar with the dynamic ‘overcast’ weather which drifts between cloud, fog, and rain. I’m so happy to see that return–and spread–after they were pulled for December’s v1.0 launch. The patch will also bring long-awaited features including bullets penetrating flimsy forearms, the ability to add a map marker on the point you’re looking at, and better colourblind options. But most importantly, rain and fog!

(more…)

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

After seven months of digital drought, the rains will finally return to Erangel in the next Playerunknown’s Battlegrounds patch. Now live on the test server and due on the main client soon, update #19 adds variants of Erangel and Miramar with the dynamic ‘overcast’ weather which drifts between cloud, fog, and rain. I’m so happy to see that return–and spread–after they were pulled for December’s v1.0 launch. The patch will also bring long-awaited features including bullets penetrating flimsy forearms, the ability to add a map marker on the point you’re looking at, and better colourblind options. But most importantly, rain and fog!

(more…)

PUBG: BATTLEGROUNDS

If hands blocked bullets in PUBG, I might have fared better in my quest for a bare-fisted chicken dinner. They don't, obviously, but PlayerUnknown's Battlegrounds' long-awaited bullet penetration system now targets forearms. Likewise, dynamic weather is coming to Erangel and Miramar. 

Both come with PUBG's PC 1.0 Update #19, the former of which allows bullets to penetrate targets' bodies "following its ballistic curve." 

A Steam Community post further explains: "The result will be different depending on whether the forearm is blocking more vulnerable body parts. When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. 

"In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only. If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied."

Developer PUBG Corp adds that bullet penetration is not applied to legs, forearm penetration is disabled for shotguns, and, as we've already determined, hands do not block bullets (they don't have hitboxes, see). 

Onto weather:

As explained above, rain and fog weather conditions were removed from PUBG's Erangel and Miramar maps when it left Early Access last year. Now, both return and are considered "random in-game events" that can create "opportunities for strategic decision making". Fog might let you get the drop on unsuspecting enemies, for example, while thunder might mask heavy footfall.  

PUBG's PC 1.0 Update #19 also introduces a number of UI tweaks, performance adjustments and bug fixes—the sum of which can be perused here

If you're yet to get into the ever-popular battle royale craze, the following article may be of some use. PlayerUnknown's Battlegrounds vs Fortnite: Which one is right for you?

Aug 1, 2018
PUBG: BATTLEGROUNDS - MephieKim

________________________

These patch notes have been updated.
Update 1 - 08/01/2018
Update 2 - 08/03/2018
Update 3 - 08/07/2018
Read the changes at the bottom of this post.
________________________

Hey everyone,

PGI has come and gone and while we’re thrilled with how our first ever world tournament went off, we’re also happy to be able to dive back into a normal schedule and implement some key changes.

Today’s improvements are the first step in a recommitment to improving quality of life, fixing bugs, and making PUBG the best game it can be. We’ll talk more about that next week. For now, thank you all for supporting PGI and be sure to read on for what’s coming up in patch 19!


Gameplay
  • Bullet penetration system is now applied to arms and hands.
    • When bullet hits the arm/hand of the character, it will penetrate following its ballistic curve. The result will be different depending on whether the arm/hand is blocking more vulnerable body parts.
      • When a bullet penetrates a arm/hand and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s arm/hand takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only.
      • If a bullet penetrates the arm/hand, but no vulnerable body part is behind it, only the arm/hand damage will be applied
    • Arm/hand penetration is disabled for shotguns
    • Bullet penetration is not applied to legs.
  • When exiting vehicles while pressing the sprint key, sprint now remains engaged. This way you won’t have to release and press the button again to start sprinting.
  • If a teammate disconnects, but is still alive in game, other teammates couldn't see the game reward (result) screen after all other teammates died. Now players can check even if there are disconnected players in their team.
    • If a disconnected teammate reconnects the game, and finishes the game with better result, teammates will receive any additional rewards earned by that player.
    • To prevent abuse, other teammates cannot see the Deathcam until all players, including the disconnected player, have died.
  • Adjusted the position of the QBZ to feel more natural and less obstructive when seen from FPP.
  • When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat).

Farewell PGI 2018!
  • Loading screen, lobby theme, and lobby music have reverted back to normal.
  • In-game PGI advertisements and team logo graffiti have been removed.

UI/UX

  • Dropping items in stacks has been improved.
    • Quantity can now be adjusted using a slider.
    • Alt key + left mouse button immediately drops the full stack.
    • Alt key + right mouse button now drops half the stack.
  • Weapon attachment management when replacing items has been improved.
    • Removed or replaced attachments will now drop onto the floor if there is no room in your inventory.
    • When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory.
    • When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor.
    • When detaching an attachment by right-clicking, the attachment will be dropped on the floor if there is no room in your inventory.
    • Pressing Alt while right-clicking a weapon now detaches all attachments on that weapon.
      • Attachments will be sent to the inventory or dropped on the floor if inventory is full.
  • Players may now mute individual teammates.(ESC > Options > Team Management Tab)

  • Colorblind settings have been improved.
    • The following colors now change according to the selected colorblind type.
      • Scope and reticle colors
      • Blood
      • Supply Crate Smoke
    • Markers placed on maps are now numbered, so color is not the only way to distinguish them.
  • Eliminated teammates can now place markers on the map.
  • Equipped weapons HUD now shows slot numbers for improved readability.
  • Kill feed now displays personal knock-outs.
  • Sharpening option has been added to graphics settings.
    • You may now enhance sharpness independently of post-processing options.
  • Added an option to set a maximum frame rate
    • Maximum lobby FPS: 30 / 60 / Unlimited
    • Maximum in-game FPS: Unlimited + Smooth Off / Unlimited + Smooth On / Display Based / Custom
    • “Smooth” is an Unreal Engine feature that’s explained in more detail in a response posted here.
  • Now you can move your mouse cursor to another monitor when the system menu, world map, or inventory is opened, if you use multi-monitors

World
https://youtu.be/Pv36ldHkunA
  • Dynamic weather has been added to Erangel and Miramar.
    • Erangel: Overcast
    • Miramar: Overcast, Sunset
      • Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game.
  • Erangel has received some improvements.
    • Small clusters of houses have been added to some areas of Erangel.

    • More tactical landscapes have been added near the river.

  • Added trees in the open area surrounding the Sosnovka Military Base.

  • Miramar has received some improvements.
    • More dirt roads have been added for better vehicle effectiveness.
    • Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness.

Custom Match
  • Additional Custom Match presets have been added.
    • 1 Normal Mode Setting: Early Access Setting
      • Lvl 3 Helmets and clothing spawns in world.
      • Item spawns are more scarce.
      • Blue Zone damage is weaker.
      • Jet skis do not spawn.
    • 1 Esports Mode: Gamescom Invitational 2017 Setting
      • Same as the Early Access Setting, but without the Red Zone and 1.5x AR spawn.
  • When Overcast weather is selected when hosting a Custom Match, the following dynamic weather settings may be adjusted in the Advanced options.
    • WeatherChange StartTime Min
    • WeatherChange StartTime Max
    • WeatherChange Duration Min
    • WeatherChange Duration Max
    • No Change Weight
    • Change to Rain Weight
    • Change to Fog Weight
  • Custom Match sessions are now listed in order of the number of players joined, instead of time created.
  • When creating eSports mode, redzone option is fixed to ‘off’
  • When you create a custom match, you must fill in the game title to proceed further
  • Added Bullet Tracer function to Observer
    • Backspace: toggle On/Off the function
    • Shift + Backspace: toggle On/Off team color
    • Ctrl + Backspace: change tracer effect
    • You can change the hotkey in Settings > Control > Observer Mode

Performance
  • Improved frame rate by optimizing weapons not currently held in hand.
  • Level streaming has been enhanced to increase performance.
  • Smoke and flames from vehicles have been optimized to improve frame rate.
  • Fixed an issue where frame rate hitches would occur when environment effects were created.
  • Server performance has been improved by adjusting the replication rate.
    • Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player.
  • Network code has been adjusted to slightly increase server performance.
  • Lessened the discrepancy between the aim of the spectated player and the moving target being shot at.
  • Optimized CPU performance by improving the graphic rendering function.
  • Optimized GPU resources to lower GPU burden and improve performance.
  • Optimized attachment related rendering resources to improve performance.
  • Optimized fog to increase performance.
    • Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance.
  • Optimized grass assets to reduce memory resources used and improve performance.

Sound
  • Decreased the volume of vehicle sounds for players inside vehicles in FPP mode

Replay
  • The replay system has now been updated to a newer version and past replay files cannot be played anymore
  • Fixed an issue where War Mode/eSports mode replays were not saved successfully

Bug Fixes
  • Fixed an issue where destroying doors with grenades or Molotovs did not display debris.
  • Fixed an issue where some free-falling characters appeared to be locked in default free-fall animation.
  • Fixed an issue where pausing in replay did not pause the sounds.
  • Fixed an issue where a frying pan and a firearm could be held at the same time.
  • Fixed an issue where the breath gauge did not appear in killer spectating, death cam, or replay.
  • Fixed an issue where spectating in FPP showed inaccurate character locations.
  • Fixed an issue where a player that had been disconnected and reconnected could voice chat with the player he/she is spectating through killer spectating, if his/her team was eliminated while the player was disconnected.
  • Fixed an issue where leaning was possible while in an emote animation.
  • Fixed an issue where two players moving in a small space could sometimes get stuck.
  • Fixed an issue where the reporting screen message in spectator mode was displayed in English only
  • Fixed an issue where player names weren’t displayed correctly in the death cam if the player had died by vehicle explosion or suicide.
  • Fixed an issue where the limb penetration system was not applied properly.
  • Fixed the issue which prevented players from changing the red dot reticle when using an SMG.
  • Fixed an issue where throwables could pass through character models
-

These patch notes have been updated:
________________________
Update 1 - 08/01/2018

Gameplay
  • Adjusted the position of the QBZ to feel more natural and less obstructive when seen from FPP.
  • When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat).
Bug Fixes
  • Fixed an issue where player names weren’t displayed correctly in the death cam if the player had died by vehicle explosion or suicide.
  • Fixed an issue where the limb penetration system was not applied properly.
Custom Match
  • Added Bullet Tracer function to Observer
    • Backspace: toggle On/Off the function
    • Shift + Backspace: toggle On/Off team color
    • Ctrl + Backspace: change tracer effect
    • You can change the hotkey in Settings > Control > Observer Mode
________________________
Update 2 - 08/03/2018

Bug Fixes
  • Fixed the issue which prevented players from changing the red dot reticle when using an SMG.
  • Fixed an issue where throwables could pass through character models
Performance
  • Optimized CPU performance by improving the graphic rendering function.
  • Optimized GPU resources to lower GPU burden and improve performance.
  • Optimized attachment related rendering resources to improve performance.
  • Optimized fog to increase performance.
  • Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance.
  • Optimized grass assets to reduce memory resources used and improve performance.
Removed from UI/UX:
  • If a player's nickname extends past the position of the marker icon, only up to 10 characters of the nickname will be shown, and the rest will be abbreviated with "...”.
    The above issue has now been fixed.
________________________
Update 3 - 08/07/2018

Bug Fixes
  • Fixed an issue where voice chatting UI would always be displayed when using killer spectating function under certain conditions.
  • Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times.
  • Fixed an issue where reticle settings would be reset when the weapon is dropped and picked up again.
  • Fixed an issue where replay-related text would be shown in report player UI after being killed.
  • Fixed an issue where the spectating camera would look through a character when the game finishes.
  • Reduced the chance of players encountering situations where opponent's weapon floats in the air.

Removed from UI/UX:
  • You can now place map markers without opening the map.
    • Right-clicking while pressing the Alt key places a marker on the map at the aimed spot.
      • Key bindings for this may be customized in the Options menu.
________________________
PUBG: BATTLEGROUNDS - RKRigney


Hi friends,

Now that PGI 2018 has concluded, a major patch is coming to test servers within the next 12 hours. The patch will include several fixes and quality-of-life improvements that you’ve been asking for.

Full patch notes will be made available when the patch is pushed to test servers. In the meantime, here’s a little preview of some of the changes:
  • Limb penetration will be implemented
  • Graphics “sharpening” will be added as separate toggle in the settings.
  • You’ll be able to mute individual teammates while in-game.
  • Quality-of-life improvements are coming to colorblind mode.
  • Quality-of-life improvements are also coming to loot stack splitting (more control).
  • Vehicle sounds will be reduced when driving in first-person perspective.
  • You’ll be able to adjust your FPS cap (including by setting it to “uncapped”).
  • You’ll also be able to set your in-game FPS cap and lobby FPS cap separately.
Once this patch hits live servers next week, we’ll have a lot more to announce about our plans to continue rolling out bug fixes, quality-of-life changes, and systemic improvements to PUBG.

Love,
The PUBG Team
PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Matt Cox)

I spent the past five days watching the Playerunknown’s Battlegrounds Global Invitational, looking on as people shoot at each other in showdowns that aren’t officially stag and hen dos gone wrong. But don’t listen to Brendan “Plunk” Greene. PUBG isn’t about winning, it’s about watching people get away with stuff that they shouldn’t and laughing when things go horribly wrong.

(more…)

Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

Imagine if games were really this pretty.

Words are ill-equipped to describe how dull this week’s Steam Charts truly are. Read on to see how I combat that. But also, thank goodness there’s at least the interesting feature that Plunkbat has, for the first time since it shot to the top of the charts on its release, dropped to third place. Its year-long grip on the top spot was beginning to waver in recent weeks, increasingly finding itself at #2 in the face of a big new release. Now its weakening dominance has seen it slip another spot down. Could Plunkles be seeing its rule coming to an end?

(more…)

PUBG: BATTLEGROUNDS - RKRigney


CHINA NUMBER ONE

The PGI 2018 FPP Tournament has concluded, and OMG simply couldn’t be stopped. The Chinese team destroyed the competition on Day 1 of the FPP Tournament, and on Day 2 they secured the win with 3,425 points.

OMG will walk away with $400,000 in winnings. Second-place finishers Team Liquid will take home $160,000, and third-place team Welcome To South Georgo have earned $100,000. The rest of the FPP Tournament’s $1 Million prize pool will be divided up among the other teams according to their ranking.

TEAM RANKINGS



PRIZE POOL BREAKDOWN

1st — $400,000
2nd — $160,000
3rd — $100,000
4th — $60,000
5th–6th — $35,000
7th–8th — $20,000
9th–12th — $10,000
13–16 — $5,000
17–20 — $2,500

INDIVIDUAL PLAYER RANKINGS

China’s OMG_lionkk absolutely dominated the FPP tournament, surviving longer than anyone else and racking up an insane 34 kills. For that, he took home an extra $20,000.



Thanks so much to the tens of millions of you who tuned in to watch. You made PGI 2018 successful beyond our wildest imagination. We can’t wait for the next competition, and we hope you’ll stay tuned.
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