Two years ago, we introduced the world to Erangel, the first map released for PLAYERUNKNOWN’S BATTLEGROUNDS and for many, their first ever Battle Royale map experience. Since then we’ve continued to evolve our game and release new maps, leaving Erangel stuck somewhere between the core PUBG experience and slightly outdated. Knowing this, we have been continuously collecting and analyzing your feedback, especially when it comes to loot and spawn rate issues. After serious consideration of all these factors, we have made the decision to remaster Erangel. We understand this task will be challenging. To somehow bring Erangel to the visual and tactical fidelity of more recent maps, while keeping the magic and nostalgia that made Erangel and PUBG popular in the first place will be no easy task. That’s exactly why we want to improve and test it alongside our players.
A project like this requires an immense amount of effort and will be completed in phases that will take place over several months. During the project, we will be releasing sections of the overall remaster for testing and feedback as we complete and apply the changes. For the first step in such a huge change, we will first be adjusting the loot and spawn rates of Erangel, which we plan to apply to the test server tomorrow. Today, we would like to share the direction and the intention of these changes to loot.
Before we begin…
As stated above, a project like this will require time, testing, and iteration. We want to stress that none of these phases deployed for public testing will be considered final until applied to live servers. Likewise, any tests, impressions, leaks, and data mining should be taken in the context that they are one piece of a whole puzzle. Each test will be accompanied by player feedback and internal data, so please keep an eye out for official communications on the status of Erangel testing.
Item Spawn Rates on Erangel
Our key goal with item spawn rates in PUBG is to balance the chaos of trying to survive in extreme circumstances with the fun of having the weapons players want to use. To add to the chaos portion of this goal, PUBG’s item spawn system is completely random and pulls from a master table that distributes the loot differently every single game. Being our first map, Erangel was designed to be highly random with a lower spawn rate.
As the time passed by and new maps came out, play patterns also began to evolve and progress from the early days of PUBG. This led to Erangel’s legacy loot system being much more noticeable. With community feedback on this topic growing all around the world, the development team started making attempts to solve the issue.
As you can see from the graph below, the spawn rate in Erangel overall has been steadily increased between Early Access and Now. In April of 2018, even after the patch to exclude clothing items from the map, we have continued adding new items and attachments to increase spawn rates. However, as the new map trends continued, we started to consider much more serious changes.
< Y-Axis Indicates Total Spawn Quantity>
Correlation between spawn rate and acquisition rate
We also conducted item pick-up experience tests with pro teams in esports mode to see if we could solve the balance issue by simply adjusting the spawn rate. We thought conducting the test in esports mode rather than normal mode would be much more effective in testing the impact of spawn rate adjustments since esports mode has higher item spawn settings.
<Loot Areas of Test (left) / Total Loot Items and Expected Value (right)>
<Detailed Data of Loot Efficiency>
The test included 15 areas and studied the efficacy of loot. Basically, we wanted to see which percentage of loot was picked up vs being left behind. Actual pick-up rate of items across all areas was 67.85%, which led to the conclusion that nearly 33% of items spawned were unnecessary or duplicate spawn items. More telling is the fact that one specific area had a loot efficiency of only 19.7%.
This test helped us realize that we should increase the value of the items as well as balance loot in areas where users weren’t finding good items compared to the importance and scale of the area they were in. We did also test loot without taking the popularity of different areas into consideration.
In addition to all this, we analyzed the types of items that can be looted in the major areas on the map, identified the characteristics of each area, and analyzed players’ preferred game patterns, including players’ preference of which areas to balance loot.
We could see that there was a clear difference in the item acquisition rate for each area on Erangel, and decided that we should also balance loot so that these are well distributed throughout the map.
Goal of Erangel Loot Balancing
Sanhok was a major comparison point for players when talking about the spawn rate of Erangel, and was characterized as smaller scale, plenty of loot, and faster-paced combat. Many players wanted a similar experience and loot balance on Erangel.
Actual data around this comparison shows that ARs are 4.75%, DMRs 0.69%, and SRs 0.26% on Sanhok, but 2%, 0.48%, and 0.12% on Erangel respectively, which shows that AR and SR ratios in Erangel are relatively low, especially considering the size difference of the map. We felt that Erangel represented our original Battle Royale experience as spawn rate of magazines, pistols, and grenades are high, while the spawn rate of major items is low on Erangel.
<Current Erangel/Sanhok Spawn Rate by Item Category>
For the upcoming test, we decided to adjust the spawn rate of Erangel a little more boldly, lowering the spawn amount of pistols, magazines, and grenades, while increasing the amount of weapons and equipment that play an important role in the gameplay by about 10-20%. In addition, we will adjust the amount of item spawns by item category to a ratio similar to that of Sanhok. While it may be a big change, we want to adjust the spawn amount to feel better while maintaining the unique characteristics of Erangel. The goal is to avoid Erangel being seen as a bigger Sanhok.
When we put all together of Erangel, players will have inconsistent item pick-up experiences as the map doesn’t provide loot balance in each area. In this regard, we are already aware of that this is not the only way to solve a fundamental problem in Erangel, but we plan to adjust spawn rate/spawn amount incrementally to provide 'consistent gameplay experiences of item acquiring and to emphasize the unique characteristics of the map'.
We’re looking forward to your feedback on these changes, but also know there is more to be done. For instance, more work needs to happen to balance loot across the various points of the map. Players will notice a slight gap in loot between some locations, but overall should experience better early-game looting and get equipment more quickly and easily. Just know that this is the first test, so the contents of this update are not set in stone. We’ll need your feedback to iterate on the changes and hope that together we can strike the right balance for Erangel.
Next Steps
As we mentioned earlier, spawn rate balance itself cannot fully fix the Erangel problem, so we will continue to change/adjust various elements as test progress. For example, if this increased spawn rate raises the frequency of early combat, the mid game might suffer due to fewer players in a larger safe zone. Of course, we will keep an eye on how play time and play style are affected and adjust if necessary.
This is a project very personal to us here at PUBG. Our goal, as always, is to make the best realistic Battle Royale game on the market. Remastering the map that started this amazing journey is our recommitment to that goal. As always, we thank you for taking the time to send us your feedback and are looking forward to your thoughts on the upcoming changes to Erangel.
A while back, we launched the Player Care Package as a way to distribute rewards for completing missions and logging in during special events. Unfortunately, the system had some issues that led to its temporary removal.
We've been hard at work updating it and we're now ready to run a stability test with the latest version. Starting March 14, players who login to the game will receive temporary items through the Player Care Package to stress test the updated system. Please see below for full specifics.
Thank you in advance and as always, your testing and feedback will be valuable in helping us make necessary improvements for the future return of this feature.
Test Schedule:
Start: Mar 14 3am PDT / Mar 14 11am CET / Mar 14 7pm KST
End: Mar 15 3am PDT / Mar 15 11am CET / Mar 15 7pm KST
To Claim:
Log into Lobby
Press the Player Care Package button at the top right corner of the screen.
If you experience any issues when claiming your rewards, please first restart your game and then contact Customer Support.
For PUBG esports fans, PUBG Europe League (PEL) is shaping up to be one of the marquee competitions of 2019. Before the first phase kicks off on March 21st, here’s everything you need to know about PEL.
PUBG Europe League is the top-tier professional PUBG esports league in Europe, organized by PUBG Corp. and StarLadder. PEL features three divisions including: PEL, PEL Contenders, and PEL Open. PEL is home to 16 of Europe’s best PUBG teams while PEL Contenders is the second division made up of 32 professional teams. Amateurs have a chance enter the European pro scene through the PEL Open.
Schedule
March 21 is the official start date of PUBG Europe League. Phase 1 Kick-Off will run for three weeks, with each match week consisting of four gaming days and five matches per day. The full schedule of Phase 1 Kick-Off is below.
PEL Phase 1 Kick-Off will have six directly invited teams selected for their performances in past PUBG tournaments, and ten teams who survived the PEL qualifiers. Below is the list of the PEL Phase 1 Kick-Off teams.
Unlike Phase 1 Kick-Off, all subsequent PEL phases will run for eight weeks. Teams in Phase 2 and Phase 3 will be competing for PEL points to help them secure seats at international tournaments held at the end of each phase. The best teams, based on the results of all three phases, will have a chance to compete at the PUBG Global Championship.
Since Phase 1 Kick-Off is shorter, no team will leave PEL and no one will join PEL after the three-week phase. Beginning in Phase 2, the rules of promotion and relegation will be applied. The four lowe st-ranked teams in Phase 2 and Phase 3 will participate in the PEL Promo, where they’ll battle with the 12 best PEL Contenders teams. The top four teams from the PEL Promo tournament will advance to the PEL in the next Phase, while the remaining teams will be relegated to the PEL Contenders.
PUBG's latest content release, Update #26, is now available on live servers.
You can take a look at some of what Update #26 has to offer in the Patch Report Video below. For full patch notes, check out this link. https://www.youtube.com/watch?v=r0U9KlKp7nE This update features two new vehicles for Vikendi, the Zima and Snowbike, improved Replay Editor functionality, and of course - the long awaited return of the Flare Gun, which will now spawn on all maps as rare loot.
There's also a number of smaller system and UI updates, rich presence support for Steam and Discord, along with a handful of bug fixes.
Survivor Pass: Vikendi has now come to a close, but you've still got two weeks to claim any unclaimed rewards earned during the pass!
Jump in, try all the new changes and please share your feedback.
As part of our commitment to keep you posted on our anti-cheat solutions, we wanted to give you a quick update on what we've been doing the last few months. There’s a lot in the works on the anti-cheat front and while we can’t get into specifics on everything, as doing so could actually harm progress, we wanted to go over a few categories to show where we’re at and where we intend to go.
Reinforcement of Technical Measures
Improvement of Anti-cheat Solutions
Unauthorized Program Detection Improvements
Addressing Vulnerabilities in the Steam System
Increased Legal Action
Reinforcement of Technical Measures
There have been various types of attacks made by cheat programs over PUBG’s lifetime, and while we have taken action and added multiple security measures to improve efficiency and respond to each type of attack, this will always be a never-ending battle. First, let’s go over how these cheat programs operate in general and the technical reinforcement we’ve have made based on this.
When a cheat program (exe) and the game (exe) launch, relevant data loads onto system RAM simultaneously.
A default protection from the game process or a 3rd party anti-cheat solution gets activated.
This is a preliminary protection phase to block other processes from accessing this process.
The cheat program process attempts to make the protection technology from #2 ineffective and successfully gains access to the game process memory.
Being able to access memory means being able to change game related info.
The most notorious cheats used for this are DKOM, Process Hollowing and SSDT hooking.
The cheat program with game process memory access can collect various data and modify or copy it to provide illegal features that are not provided in the game. The most representative technique used here are DLL injection and Code injection.
DLL injection: Injects the DLL file to a certain process. Uses LoadLibrary() API from Windows.
Code injection: Injects execution in the target process. Uses CreateRemoteThread() from Windows.
Memory space obtained can be read freely or falsified/modified to provide features that are not actually provided in-game.
DLL injection is the oldest and most widely used hack method. DLL injection places a certain DLL file into the game process forcefully. When this attack is done successfully, this DLL code will be trusted as if it is the original game code. Consequently, the game process can be modified as the hacker wants by using this DLL for hooking into and hijacking data.
Blocking DLL injection attacks has been a high priority for the anti-cheat team. In the early development phase of PUBG, there were also compatibility issues where programs such as Steam and Discord were incorrectly recognized as attempting to inject DLLs or had DLLs recognized as malicious code.
Kernel driver attacks are another type of hack we’ve experienced. Kernel driver is a file needed for communication between hardware and comes up with a process that operates under a certain authority. As the kernel driver can bypass most anti-cheat solutions and is executed with an authority higher than the general user authority, it is much more difficult to detect.
In addition, despite Windows OS blocking unauthorized kernel driver internally, there are many cases where unauthorized kernel drivers are sold as if they are legal by exploiting security breaches and illegally traded certificates.
We could defend against this type of attack using the same method used to block DLL injections, but it would not be very effective because new vulnerabilities in the Windows OS are constantly being found, and most anti-cheat solutions employ methods similar to those used by malignant code, meaning it is difficult to tell them apart. The anti-cheat team therefore is currently protecting the memory area, which can be abused by hackers, with the highest priority using encryption to effectively respond to attacks using kernel drivers, and is doing its best to apply this method to a wider scope of areas.
We are also strengthening various technical responses by encrypting the communication protocol between the client and server or re-verifying the result value in the client, for example, so we can stay ahead in our fight against hack programs.
Improvement of Anti-cheat Solutions
In addition to the technical protection explained above, PUBG also utilizes external anti-cheat solutions to protect the game process area. As previously announced via press releases, etc., we currently use two anti-cheat solutions: BattlEye and Uncheater. They protect the game process area and detect various attempts used to circumvent the anti-cheat solution at the same time.
On top of these protective anti-cheat solutions, we have also applied a machine learning technique that analyzes our players' usage patterns and have built a system that can detect abnormal game patterns or actions that interrupt the normal operations of the game coming from hack users. In the process of building these systems, we collaborated with numerous experienced anti-cheat solution companies and top-tier engineers, which has helped us strengthen our game's security.
We will continue to work with more anti-cheat solution companies to study new attack techniques and develop technology that can protect against these attacks.
Unauthorized Program Detection Improvements
Even with the various protections we’ve set in place, it is virtually impossible to block all unauthorized programs. For hack programs that try to go around our solutions, we are currently trying to detect whether such programs are used in-game and have them blocked right away.
The anti-cheat team analyzes around 3TB of game logs, 60 or so types of cheat logs, and over 10 million reports on average on a daily basis. Out of this sea of data, we pick out users who show abnormal patterns and after a verification process, such accounts are banned. Also, we periodically update patterns of unauthorized programs to ensure programs we’ve blocked before haven’t been modified to work again.
At the same time as all of this, we’re trying to improve our methods of sharing relative updates to our users. One example is the report feedback system which was introduced in the August 23rd update. Since this was implemented, over 100 million reports have been sent to users. 83% of users that received multiple reports in a single session were permanently banned, so if anyone ever thinks their report doesn’t matter, your reports are going a long way towards a fair battleground.
Below shows the weekly report feedback data from August 23rd to November 30th.
On the topic of hardware bans, we began these back on November 19th. This is a very sensitive method of banning, so we take extra precautions to ensure that PC cafes or public PCs are not impacted unfairly. We are very carefully picking out which machines are to be banned in order to prevent innocent PCs from being hit. When a hardware ban is performed, the message shown in the screenshot below will pop up and that piece of hardware will not be able to play PUBG anymore. Alongside hardware bans, we also started to ban macro mice. The plan is to expand this effort to all devices to prevent the unfair advantage of using macro devices.
<Hardware ban message(above) / Macro mouse ban message(below)>
We currently have over 100 people monitoring the places that sell these hacks (websites, messengers, discord etc.) all over the world 24/7. Various communities that exchange information on hack programs are also being monitored closely so any elements that threaten PUBG's security can be detected and dealt with as quickly as possible.
The end goal is to ramp up preemptive action so these hackers are no longer active within the game.
We also recently added a system message that sends real-time alerts to players in a game if someone from the same session is banned. Whenever an abnormal gameplay pattern is detected in real-time or a user is proven to be a hacker mid game, that account will be banned as the game is still going on and announced to all other players in the kill feed.
Addressing Vulnerabilities in the Steam System
In addition to the methods applied within the game, we have also helped improve vulnerabilities in external platforms. As you know, PUBG uses the Steam platform. There were instances where some weak spots in the platform were exploited for illicit gain, and we improved on this with Steam and addressed the vulnerabilities so that hack program users would be punished as per normal procedure. Below are some examples of actual instances.
Using a weak point in the Steam Family Sharing system to circumvent Steam and PUBG's restrictions
If an account that purchased PUBG used Family Sharing to share the game with an account that didn't purchase PUBG, the account that the game was shared with can no longer play the game.
Tampering with the game's playtime on Steam to meet Steam's minimum refund requirements and refunding the game despite having played it for a long period of time, thus playing the game free of charge
We worked with Valve (Steam) to reinforce their PUBG playtime calculation method and Steam user software refund requirements to stop this from happening again.
Using an account that was banned on the Live Server to access the Test Server and use hacks, abusing the fact that the Beta and Test Servers are considered to be in separate environments due to the way the Steam platform is structured
We have changed the system so ban records are now checked across all servers. Ban records are now shared among the Live Server, Test Server, and other servers so that a player banned on one server cannot use the other servers as well.
We are continuously improving the system through close cooperation with Steam against these abuses of the system's vulnerabilities.
Increased Legal Action
Hack programs that hinder a fair game environment are important to block, but those who develop, promote, and sell hack programs should always be a primary target as well. To prevent the spread of hack programs, we are working with law enforcement authorities and overseas offices to take strong legal actions both at home and abroad. Below is the outcome of the legal actions taken in 2018, and for the CN region, it is a result of close cooperation with Tencent.
Arrested 41 in Lianyungang, China in January, 2018
Arrested 3 in Huai'an, China in February, 2018
Arrested 11 in Xiangyang, China in February, 2018
Arrested 141 in Nanjing, China in April, 2018
Arrested 1 in Huai'an, China in April, 2018
Arrested 6 by Daejeon Metropolitan Police Agency, Korea in August, 2018
Arrested 1 in Wenzhou, China in September, 2018
Arrested 3 in Tangshan, China in October, 2018
Arrested 34 in Wenzhou, China in October, 2018
Arrested 11 by Yangcheon Police Station, Korea in October, 2018
In addition to the outcomes mentioned above, we are currently investigating hack programs sales with The Korean National Police Agency, law firms, and copyright protection agencies along with tracking the hack developers themselves. We will keep you updated as new investigation results become available.
In Closing
Each game of PUBG sees up to 100 users trying to beat already incredible odds. We understand that even one person playing unfairly can severely impact the fun of so many people, and thus we need to maintain a much higher level of security than other games.
We will continue to devote ourselves to this task and while what we have shared today are still early steps in this battle, we will not stop researching and developing new anti-cheat technologies to eliminate as many hack programs, and their developers, as possible.
We appreciate the patience and trust of all of you and will do all we can to repay that trust. Thank you for your continued support and reporting.
Recently, the community has raised an issue where, in several games including PUBG, the firing rate of weapons was being affected by the frames per second of a player’s PC. Today, we wanted to take a moment to talk about the cause of this issue and what we’re doing to help alleviate it in PUBG.
The current implementation of shooting in burst or full-auto mode relies on the use of timers, or triggers if you will. A timer executes a function after a certain, preset time has passed. On the current live server, this fixed delay is taken directly from rate of fire. After the time set in this timer has passed, it is executed on the next possible frame, as it cannot occur between frames. Should the weapon continue to fire, a new trigger is set automatically with the same fixed delay.
As such, there could sometimes be errors and discrepancies between expected time of fire vs the timer’s execution. This error can be anywhere between 0 and the total frame time (DeltaSeconds). The less FPS you have, the longer the frame time and thus the bigger possible error. Additionally, PUBG does not allow for more than one bullet per frame. During full-auto bursts, those errors can accumulate over time increasing the scope of the problem. Logically, fast firing weapons tend to be more affected by this than the slow firing weapons.
Solution
We implemented a solution in the recent test server update to help alleviate the above issues and hopefully provide better game play environment. Without going into too much technical detail, it aims to mitigate the problem related to the discrepancy between expected time of fire and the execution of the timer. This happens by modifying the timer delay by a portion of the frame time. We expect this will minimize discrepancies between the timer and the rate of fire.
This doesn’t mean there won’t be any errors, but on average they should be closer to 0 and those that are accumulated into a buffer will decay on each shot in an effort to keep the expected rate of fire consistent.
Because rate of fire is now steady and independent of frame rate, some players may notice a more difficult to control recoil, especially in high rate of fire weapons on low FPS settings. Those weapons will still have to be capped by the game’s 1 bullet per frame rule, so in conditions of sub 20 FPS, the actual rate of fire for a weapon such as Micro UZI will still be slower.
Future Plans
We hope the changes in the recent test server patch will at least improve the discrepancy between those with ultra high FPS and players with more of an average set up. This solution will be applied to the test server first, but will not be implemented in the live server just yet. We will review the data and your feedback while on the test server and determine an appropriate time to bring it to live based on those findings.
As always, we welcome and look forward to your feedback on the results of these fixes.
This update features two new vehicles for Vikendi, improved Replay Editor functionality, and the long awaited return of the Flare Gun, which will now spawn on all maps as rare loot.
There's also a number of smaller system and UI updates, rich presence support for Steam and Discord, along with a handful of bug fixes.
Read on for all the details of what Update #26 has to offer!
New Vehicle: Zima
Added a new Vikendi exclusive vehicle, Zima.
The Zima replaces UAZs on Vikendi.
It won't have perfect control on Vikendi's snowy plains, however the 4x4 Zima is much easier to maneuver compared to other vehicles.
While the Zima is relatively slow, it has high durability making it ideal for combat situations.
New Vehicle: Snowbike
Added a new Vikendi exclusive vehicle, Snowbike.
The Snowbike replaces motorbikes on Vikendi.
What the Snowbike lacks in durability, it makes up for with high speed and great maneuverability.
New Item: Flare Gun
Added a new item, Flare Gun.
Flare Guns are now available in public matches and can be found as a rare item spawning in the world.
If you're lucky enough to find a Flare Gun, fire it directly into the air after the initial blue zone has closed to call in a special care package.
When firing the Flare Gun inside the current safe zone, you'll call in a special care package with lots of loot, or an armored UAZ when fired while outside the current safe zone.
Based on your feedback through our public Flare Gun tests, we've made changes to improve the gameplay experience with this item.
Flare Guns used in the early phase of the game often give a great advantage with little risk, therefore, the Flare Gun will only deliver a care package when used after the first blue zone phase.
A message will be shown on the UI when a nearby player successfully calls in a special care package with the Flare Gun and an icon indicating the location of the drop will be displayed on the map.
Calling in an armored UAZ will not display a message on the UI, or be indicated on the map.
The Flare Gun spawn rate is different on each map.
Please let us know your feedback and how the Flare Gun spices up the mid-game!
Survivor Pass: Vikendi
Survivor Pass: Vikendi will end at 26 Feb 18:00 PST.
The sale of level-up items (5Lv, 20Lv, 50Lv) will end.
There will be a grace period to claim any unclaimed rewards once the Survivor Pass ends, up until the live server maintenance on March 12.
Enter the Survivor Pass menu to check out the result screen showing your progress from Survivor Pass: Vikendi.
Item rewards and missions completed during the Survivor Pass can be claimed during the grace period. Click "Claim All" on the result screen to claim all applicable rewards.
The coupon store will expire once the grace period ends, so make sure to use them before then!
Check out all rewards earned in the rewards tab.
View all completed missions in the missions tab.
Survivor Title System Beta Season 2
Season 2 was planned to end in February, but has been extended to Mar 19, 2019 PST in order to give more time to allow players more time to hit milestones to receive season rewards.
Challenge yourself and earn higher rewards during the extended season period.
The beta season 2 item rewards are now shown on the Season > Overview page after clicking Season Rewards.
Seasonal rewards will be granted based on the Survivor Title held at the end of beta season 2.
Beta season 2 rewards will be granted to players who hold the title of Novice or higher.
You can receive multiple unique rewards and will be granted all rewards up to your highest title.
Rewards will be granted with the start of the new season which will be announced at a later date.
Rewards delivery will be completed within 1 day of new season starting.
If you have not successfully received your rewards 24 hours after the new has begun, please contact Customer Support.
Any players who are found to have obtained a Survivor Title by violating operation policies may be subject to restriction and/or removal of seasonal rewards.
Gameplay
We have applied a new experimental mechanism to the test servers to test a solution to an issue related to rate of fire changing based on FPS. We appreciate all players who have given feedback regarding this issue. This won't be applied to live servers in the next update, as we want to monitor player feedback to ensure this doesn't negatively impact the player experience.
This will be only updated to the test server during Feb 19th - 26th PST.
This solution will be not updated with the live server update on Feb 26th PST.
We will be collecting player feedback and doing data analysis during the testing period, as we work towards applying this improvement to live servers in the future.
Improved reflective effects on the lens of scopes.
Added a visual lens to scopes to prevent players from seeing the empty inside of the scope in certain situations, improving the look and realism.
Vehicle tires will now be destroyed immediately when a vehicle explodes.
Modified conditions to prone, to prevent going prone on very rugged terrain.
While prone and moving into a position where the character shouldn't be able to prone, the character will automatically change to crouched position.
UI/UX
Improved the preview feature in the store.
When using the preview feature, head, eyes, masks, and outer wear items will automatically unequip to prevent obstructing the view of the item being previewed.
When previewing head, eyes, masks, hair and makeup, the camera will zoom to better preview the items.
Crate and Set previews will now show the most recently selected item at the upper right corner
In Set item preview, characters will equip all of the items from the selected set.
Weapons/gear skins can now be previewed by themselves without the character by clicking the view detail button to the right side of the preview.
The emotes preview will play the emote automatically upon pressing preview. Emotes can be replayed using the play buttonat the left top corner of the screen. The play button cannot be pressed while the emote preview is being played.
The Key Guide page showing default key bindings on the loading screen will not appear if the player has customized their key bindings to prevent confusion.
Added Rich Presence for Steam and Discord clients (displayed on the friends list) which allows players to share their own and view their friends' game status with detailed information.
You can check 'Game State Status', 'Mode', 'Match Time Elapsed'.
For example: PLAYERUNKNOWN'S BATTLEGROUNDS - Playing, War Mode, 00:20 elapsed.
Replay
Improved the Replay Editor features.
Added Multi keyframe set save feature which enables multiple edits in a single replay file.
Added 'Delete all' feature which erases all key frames in selected multi key frame.
Added detailed items such as color correction, free camera lean angle, detailed setting for depth of field etc.
Improved the Replay Editor so post-corrections and depth of field settings can be applied immediately.
Improved the performance of character and object display in the Replay Editor
Improved the UI of the Replay Editor.
The replay version has been updated and replays recorded prior to Update #26 will no longer be playable
Performance
Optimized character animations to improve performance.
Improved the game loading speed by optimizing the character loading process.
Improved FPS by optimizing the in-game foliage rendering process.
Optimized the hit criteria for Molotov when calculating character's damage.
Optimized certain elements of the HUD UI which were causing decreased performance.
Skins & Items
Added the new Guerrilla Bizon skin to the store.
Added a countdown timer to display time remaining to purchase East Erangel Police Crates individually, before they are moved to the pool of random crates on March 26 PST.
Custom match
System improvement: The result screen of a match has been separated from the session.
When a custom match finishes, players will now be able to review the results screen for 10 minutes. The next custom match can be launched 1 minute after the exiting the previous match.
Vikendi is now available in Esports Mode custom matches.
The number of vehicles in Esports mode has been increased in all maps.
Improved observer system animation when moving in to the safe area.
Bug fixes
World
Fixed an issue with buildings rendering late while freefalling on Vikendi
Fixed an issue where some buildings could not be seen at certain distances on Vikendi
Fixed an issue which prevented Dacia speed from being reduced when driving on snow.
Fixed some terrain/structure related bugs on Erangel and Miramar.
General
Fixed an issue where Erangel’s initial bluezone settings were being applied to other maps in custom matches.
Fixed an issue where Vikendi’s bluezone settings were being applied to Erangel in custom matches.
Fixed an issue where the season reward text was displaying incorrectly.
Fixed a issue where in extremely rare circumstances, players were passing through walls.
Fixed an issue where hands would not render properly when specific gloves and jackets were equipped.
Fixed the issue where molotov's flame sound could be heard over a 1km radius.
Fixed the issue of reticle brightness getting reset when switching scopes or picking up dropped weapons.
Fixed the issue of dead bodies making footstep sounds.
Fixed an issue which could cause grenades to deal damage through floors in certain buildings.
Fixed an issue which could cause grenades to deal damage through walls of certain buildings.
Fixed the issue which could cause the remaining number of rounds in a magazine to be displayed incorrectly when reloading.
Fixed an issue which in specific situations could allow players to move while floating in air by moving around tight terrain while prone.
Fixed an issue where the muzzle of an SMG would be cutoff on the inventory screen with 3D character render turned on.
Fixed the issue which prevented switching helmets, vests and weapons when the inventory is full.
Fixed the issue with the name of two skins being identical.
Fixed the issue where the S686 could sometimes be fired 3 times in a row due when a player had poor network connectivity.
Fixed the issue with characters attacking with fists instead of throwing throwables when a player had poor network connectivity.
Fixed the issue with loading screen image being cropped on 21:9 monitors.
Fixed the issue with Yes/No button in the team invite pop-up screen not functioning in certain situations.
Fixed the issue of the loading screen image occasionally remaining in the lobby.
Fixed the issue with moving to the mode selection screen instead of session list when entering or leaving a custom match session.
Fixed the issue where the minimap is not properly zoomed in while pressing N (default) during the death cam.
Fixed the issue in observer mode which showed characters moving in a landing animation incorrectly in certain situations.
Fixed the issue of parachute icon not shown properly when viewing a map in observer mode.
Fixed the issue where care package item list does not appear on care packages in the Vikendi cave.
Fixed the issue with character animation not being shown properly in certain situations while swimming
Fixed the issue of a character and its shadow not displaying some swimming animations in FPP mode.
Fixed the issue of being unable to switch weapons when pulling out the safety pin of a grenade.
Fixed the issue where a smoke grenade's fuse starts to go off when touching the ground instead of when the pin is pulled out.
Fixed the issue of throwables becoming invisible after being thrown and switching to a different weapon.
Fixed the issue of interaction highlight and button being shown for destroyed motorbikes and scooters.
Fixed the issue of an abnormal character animation being shown when grabbing a Flare Gun in a specific position.
Fixed the issue of an animation being displayed backwards when the character is armed with melee weapons and walking backwards.
Fixed the issue of raining effects being shown indoors.
Fixed the issue of prone key acting as 'toggle' when it is set to 'hold'.
Fixed the issue of care package being stuck in an abnormal motion when obstructed from landing.
Thank you for your continued support. - The PUBG Team
PUBG's latest content release, Update #25, is now available on live servers.
You can take a look at some of what Update #25 has to offer in the Patch Preview Video below. For full patch notes, check out this link. https://www.youtube.com/watch?v=AHPIQ3AkgQA This update brings a loot rebalance to Vikendi, increasing AR spawn rates while reducing SMG spawns, Level 3 helmets, and Level 3 Vests.
In addition, a brand new SMG, the Bizon, will now spawn on Vikendi and Erangel, and players can now experience PUBG's wintry map under the colorful Aurora Borealis with the "Moonlight" weather setting for Vikendi.
Update #25 also features a number of quality of life improvements including the ability to pre-set the firing mode of any firearm you pick up.
Unfortunately, the Snowbike will not be making its appearance this update due to some gameplay issues that need to be fixed. This new Vikendi exclusive vehicle will become available in a future update once the issues have been resolved.
We hope you enjoy Update #25 and as always, remember to share your feedback!
We’re already a month into the launch of Vikendi and we’ve been poring over the data and community feedback about our latest map. On top of loot balance changes, we’re introducing some great new content to Vikendi as well including a new weapon, vehicle, attachment, and the long-awaited Moonlight weather setting for Vikendi. There are also some great quality of life updates and bug fixes, so dig in below to check out all the changes!
Thank you for all of your bug reports and feedback while this update was on the test server. With your help, we identified and resolved many bugs to improve the rollout and overall experience of Update #25.
* Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25. The Snowbike won't be added to live servers until these issues are resolved.
New Weapon: Bizon
Added new SMG weapon- the Bizon
Bizon is an SMG exclusive to Vikendi and Erangel
Uses 9mm ammunition and holds 53 rounds by default
Can only take muzzle and sight attachments
Does not take grips or magazines
New Attachment: Canted Sight
Added Canted Sight as a new attachment
Canted sight is a new scope for weapons with a secondary scope slot
The main scope you see when you aim will be different depending on which slot you attach the canted sight and scope
If you equip Canted Sight only, your primary sight will be the Canted Sight.
If you equip Canted Sight after scope, your primary sight will be your scope.
If you equip scope after canted sight, your primary sight will be the Canted Sight.
With the Canted Sight update, the weapon's position and view of angle might feel slightly different than before while in ADS. However, any features which might affect gunplay, such as scope's position in ADS, FOV, and recoil, were not changed.
Players using ‘Hold to ADS’ will be unable to switch to the Canted Sight while ADS due to conflicting keybindings (Alt + RMB). If you’re using ‘Hold to ADS’, we recommend changing the key binding for the Canted Sight hotkey
New Vehicle: Snowbike
Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25.
The Snowbike won't be added to live servers until these issues are resolved. We apologize for any disappointment caused.
World
Added new weather setting on Vikendi
Moonlight: Although the setting is at night, the big glowing super moon and bright aurora borealis will help you to detect enemies
Added 'secret location` to Vikendi
Gameplay
We have decreased the damage transferred to helmets and vests
This means your armor can sustain more damage before being destroyed
Damage given to the player will remain the same
The previous damage calculation used to transfer 100% of damage to the armor durability
Modified the damage system of throwable weapons
Damage and effects are now applied correctly to players hiding behind very small obstacles such as thin poles
Trajectory guideline is now shown properly until the throwable weapon leaves a player’s hand
Reduced the delay when opening a parachute
This will make players able to change directions much earlier
Vikendi - Bluezone Modifications
Bluezone will be generated further away from the center
Damage of the last zone has been increased
Vikendi - Item spawns have been modified
Decreased the number of SMGs and increased the number of ARs
Improved the colorblind implementation for blood, reticles and care package smoke
The colors have been changed to better suit players with color blindness
Custom Match
Added Vikendi to the custom match options
Vikendi is available on Normal mode, Zombie mode, War mode, and War mode: Conquest
Esports mode for Vikendi won’t be available on release and will be implemented at a later date
Known issue: Motorbikes are not spawning on Vikendi in custom matches
Improved and added new observer features
Improved damage indicator UI
This feature is ON by default and can be toggled with Alt + D.
The enemy's nickname, team logo, damage amount and direction will be displayed once the player receives enemy damage
If there is no team logo, the team color and number will be displayed instead.
When taking damage from multiple players, the UI will display a maximum of 3 player names which will disappear gradually.
The direction of the damage source will be displayed in the center of the screen
Hit direction is displayed with a directional red radial hitmarker pointing to the North, East, South or West.
A unique icon will appear when players are headshot.
The damage indicator UI will display if damaged by the following:
Gun/Melee/Punch/Zombie Punch/Frag/Molotov
Improved multiple kill message UI
Added a new animation and visuals
Player name and kill count will be displayed
When a player gets a certain number of kills
When a team gets a certain number of kills
Improved care package item list
Added a background to the inventory list of care-packages to increase the visibility of item list
Replay
The replay version has been updated and replays recorded prior to Update #25 will no longer be playable
Performance
Vikendi - Optimized performance by modifying the number of footprints shown around the player
Improved frame drops in the lobby and inventory.
Survivor Pass: Vikendi
You can now redeem all “drop in supply” rewards at once
You can now redeem all claimable rewards from the pass reward screen at once
Click "Claim All" on the lower left to receive all claimable rewards
Changed the number of times you can swap daily missions from 1 to 3 missions per day
High difficulty mission balance
Adjusted several highly difficult missions from daily and weekly mission lists
Missions that had previously been announced are excluded from the balancing
UI/UX
Improved team invite settings and status system
You can now control where you receive invites from by using the team invite settings
Receive All: Accept team invites from all players
Friends Only: Accept invites only from players added to your friends list
Block All: Block all team invites
You can also set your status to online or offline from the friend system menu
If you are set to offline, your status will be shown as offline to all other players, and you will not receive team invites
Deleted the new item notice marker from the left menu of the items page on the store menu
When selecting 'new' in the sorting tab on the items page, crates will have priority over individual items if they share the same release date
Improved UI widget visibility, which is located on the bottom center of the game screen
Added additional game options
Added an option to set default firing mode for weapons
Added a keybind option for (Alt + Right Click by default) Canted Sight, a new attachment
Added a keybind option (J by default) to inspect your weapon
Purchase failure message will pop up when a purchase fails due to a Steam issue
Skins & Items
Added BattleStat weapon skin
With a BattleStat weapon skin applied, the number of players killed with that weapon is recorded/displayed on the skin.
Press J in-game to instantly view the number of kills made with that weapon.
The tag [BATTLESTAT] appears in front of the item's name, and the number of kills made with that skin can be seen in the weapon skin page's preview screen as well
Kills are recorded only when the original owner of the skin is using the skin
If a player other than the skin's owner picks up a weapon with the BattleStat weapon skin applied to it, the panel that shows the number of kills will be locked and new kills will not be recorded
The panel is also locked where the owner of the BattleStat item is unclear, such as in the marketplace or store.
The item can be traded in the marketplace, and once ownership goes to a different player, the number of kills recorded on the skin will be reset.
The count will be reset if you exchange the weapon skins for BP
Added 'EAST ERANGEL POLICE CRATE' as a new crate
This crate can be unlocked using the East Erangel Police Key
The '[BATTLESTAT] Industrial Security - AKM' item can be gained from the 'EAST ERANGEL POLICE CRATE' at a very low chance
Drop rates of each item for the 'EAST ERANGEL POLICE CRATE' ar as follows:
The composition of random crates and their drop rates have been adjusted with the addition of the EAST ERANGEL POLICE CRATE.
Added 2018 Fall crate as a random crate
Random crate drop rate
Item grades for event items have been adjusted so they have a more appropriate value
Item settings have been changed so they can be exchanged for the appropriate amount of BP according to their grade
Bug Fixes
General
Fixed the issue with explosion sounds of throwables not being played at a certain distance
Fixed an issue where the character model did not rotate while using Hold to ADS in TTP mode.
Fixed an issue where the character model did not rotate while using healing items.
Fixed an issue which caused the firing mode to automatically switch to single after being set to full-auto.
Fixed an issue where players could exceed their maximum inventory capacity by rapidly picking up items.
Fixed an issue preventing a message from being displayed when adjusting an item quantity to pick up as another player takes the item stack
Fixed an issue where a full ammo stack would be picked up even if the quantity was adjusted
Fixed an issue with fully-loaded guns which caused them to unload all bullets after firing 1 round
Fixed an issue which caused the displayed ammo count to change to an incorrect amount
Fixed an issue which prevented the head from leaning left with the body when using the Canted Sight
Fixed suppressed Bizon sounding identical to the suppressed Vector
Fixed an issue where the Bizon firing and reload sounds could be heard from further distances than intended
Fixed an issue which prevented players from receiving grenade damage or effects behind small objects
Fixed an issue where throwables were not dealing damage to certain vehicles
Fixed an issue where players could bandage while on a motorbike submerged in water
Fixed the issue of only changing the POV of third person when pressing ALT key while moving the screen
Modified blood effects not working properly in certain service modes.
Fixed an issue where emote wheels were sometimes shown differently in in-game and out-game
Fixed an issue where you could occasionally hear a footstep when the UZI was empty
Fixed an issue where care packages would sometimes dig into the ground and before coming back up when landing
Fixed an issue with vehicle locations sometimes being shown differently
Fixed an issue where a teammate’s UI was still being shown even if they left the game before the match started
Fixed an issue where the kill feed would sometimes not show properly when a player was downed/killed by fists
Fixed an issue where a character would sometimes not use health items if the key is pressed during melee attacks
Fixed an issue where the nickname and report message was sometimes not showing when spectating a player driving a vehicle.
Fixed an issue where the camera sometimes showed the opposite direction when in death cam/replay
Fixed an issue where the 'No throwables' UI message was sometimes being shown when the unequipped throwable weapon was selected [using smart key/use designated weapon key]
Fixed an issue where the motorbike engine would sometimes not turn off after the player has left the vehicle
Fixed an issue where a character was sometimes not able to loot even though they had the space to
Fixed an issue where the scooter would sometimes shake severely when in spectator/deathcam/replay
Fixed an issue where item use was sometimes interrupted when the crouch/lean key was pressed when crouch/lean and change seats are set to the same key
Fixed an issue where a player’s character would sometimes not receive damage when the character left a vehicle at the right moment while crashing onto an object
Fixed an issue where you’d sometimes see a flickering afterimage when coming out of ADS mode with a scope attached in FPP
Fixed an issue where a vehicle would sometimes disappear when a player exits the client and re-enters the game while in the vehicle
Fixed an issue where the lobby screen was not always shown properly in 32:9 resolution
Fixed an issue where characters would sometimes have an excessive amount of instantaneous velocity when a character and vehicle collide with each other
Fixed an issue where the lobby screen would sometimes overlap each other when in low FPS
Fixed an issue where the weapons UI would sometimes overlap if you promptly change weapons twice
Fixed an issue where the marker would sometimes not be removed using 'Delete' key in Spectate mode
Fixed an issue that sometimes caused the rear wheel of the motorbike to lift up easily and flip over when lowering speed and changing direction
Fixed an issue where doors could sometimes be opened from an unreachable distance in TPP mode
Doors will now only be opened when in reachable distance
World
Fixed an issue with certain stairs in Cosmodrome which players were able to see through
Fixed an issue which could cause grenades to deal damage through floors in certain buildings on Vikendi
Fixed an issue where vehicles could get stuck on a certain structure in Erangel
Fixed an issue where boulders in a specific area could not be seen from far distances on Erangel
Fixed an issue where bullets only went through one side of the fence on a certain bridge in Sanhok
Fixed an issue where objects in a certain location on Sanhok were missing
Fixed an issue where characters could pass through or get stuck in a certain structure in Sanhok
Fixed an issue where characters could pass through the ground in a certain location in Sanhok
Fixed an issue where characters could not get up when close to a specific boulder in Sanhok
Fixed an issue where characters could go through or get stuck in a certain location in Vikendi
Fixed an issue where bullets would not go through a certain fence in Vikendi
Fixed an issue where items could not be picked up from a specific location in Vikendi
Fixed an issue where characters could open doors from behind the wall of a certain structure in Vikendi
Fixed an issue where foliage in certain areas would look like they are floating in Vikendi
Fixed an issue that footprints would not be displayed when you jump and move on the snowfield in Vikendi
It's already been a month since we released our snow-themed map, Vikendi. First of all, we'd like to thank you for all the feedback on the new map. We’ve seen a lot of praise for Vikendi, from the visuals, to the map layout, to the tracking aspect and we’re thrilled that so many of you are enjoying what we consider to be our best map to date. During this time, we’ve also been collecting your bits of feedback, analyzing in-game data, and making our plan for the best way to address it all. Now that the snow dust has settled, it’s time for us to unveil our findings and plan for Vikendi.
Adjusting balance is a critical task that can greatly impact the game, so thorough review and detailed analysis of feedback in crucial, especially with such new content. Even though changes aren’t always made immediately, the dev team continuously reviews possible improvements based on your feedback.
As a result of these analyses and reviews, we’re deploying a rework to the item spawn balance on Vikendi based on your feedback and our internal data. In this dev letter, we'd like to share more details about our initial design intentions as well as information on the adjusted loot spawn rate that is planned to deploy to the test server later today.
*The modified ratios will first be applied to the tests servers on 1/22 PDT.
Original intention of the Vikendi item spawn balance
When we first designed Vikendi, our goal wasn’t to just have the same characteristics as every other map and just add snow, but rather to pursue the core elements that make PUBG fun. In other words, the ultimate goal is to make each map distinct while maintaining a balance between survival and combat throughout different environments, thus offering a wide variety of experiences to our players.
Vikendi was specifically designed with a focus on SMGs, and maximized their usability. Statistically, the spawn rate of SMGs and SMG attachments were set so they would spawn at a 7:3 ratio to ARs. This was so players could quickly arm up for combat and still allow players with SMGs to fight players with ARs on equal footing by having sufficient attachments and ammunition in early-stage combat.
Details on Vikendi item spawn rebalancing
As stated before, Vikendi was designed to focus on SMG gunplay, so our loot solution isn’t to just flood the map with ARs and call it balanced. Rather, we’ll be introducing our new SMG, the Bizon, while significantly reducing the spawn rate of the Tommy Gun. However, we understand that ARs are strong and versatile guns in the current state of PUBG, so we’ll also be boosting the AR spawn rate a bit so they don’t feel so rare. You can see our spawn balance plans for these guns below.
Decreased SMGs, increased ARs
AR (Total) | +20%
Bizon | +New Weapon
Tommy Gun | -52%
In addition to the loot changes above, we are also increasing the spawn rate of some SMG attachments so that SMGs can still be highly effective in the early game, while remaining a solid choice mid to late.
Decreased DMR, Maintaining the number of SR
DMR (Total) | -16%
DMRs are arguably the most powerful weapon in PUBG and it is no exaggeration to say that they have high utility value on the wide open snow planes of Vikendi. Therefore, with the increase in AR spawns and with the intention to try and keep close range combat a staple of Vikendi, we’re slightly decreasing the amount of DMR spawns. Sniper Rifles will maintain their current spawn ratio.
Increased 4X scopes
<Indicator on scopes acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>
We’ve also received feedback that we should increase the spawn rate of high powered scopes. However, especially with the increase in ARs, we’d like to keep the rate of high powered scopes where they’re at for now. As an alternative, we are increasing the spawn rate of 4X scope spawns to improved medium range combat situations while not warping the maps focus on short ranged fights.
Decreased level 3 helmets
Lv3 Helmet | -49%
Lv3 Armor | -36%
One factor that received a lot of varied feedback was the addition of Level 3 Helmets to the world loot tables instead of just in crates, making them significantly more common on Vikendi. The level 3 helmet is the only thing that can block a map-spawned SR from killing you with a single headshot, so it makes sense that the decision to make them a world spawn item was met with both equally positive and negative responses.
With the helmet being available within the map, there were fewer cases of players dying from a single sniper shot. However, towards the end of a game a large amount of surviving players would be wearing level 3 helmets. Both sides of feedback in mind, we’re taking a middle-of-the-road approach and keeping level 3 helmets a world spawn for now, but cutting their drop rate in half. We’re also lowering the spawn rate for the level 3 military vest by 36% to better balance out all level 3 equipment. We’ll monitor these changes and keep a close eye on how they impact all phases of the game.
<Indicator on helmets acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>
Additional feedback showed that backpacks needed to be a little more common throughout the map, while certain SR/DMR attachments were dominating loot locations too much. The original intention of the Dev team was to let players use their weapons immediately when they looted them by making sure attachments were in abundance, since SRs and DMRs are so rare on Vikendi. With all the changes this patch, we wanted to also reduce these attachment drop rates and watch the new loot ecosystem for a while. Each has been adjusted as indicated below.
Increased backpacks, decreased SR attachments
Backpacks | +11%
SR (muzzle, magazine) | -40%
<Indicator on backpacks acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>
<Indicator on SRs and DMRs acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>
<Indicator on SR and DMR attachments acquired in the first circle, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>
We’re thrilled so many of you have been willing to share your Vikendi feedback with us. We know these adjustments sometimes aren’t as fast as you’d like, but we hope you understand that many factors go into the decision to make changes like this. Our next step is to define and reinforce the characteristics that make each map unique and special using many of the same methods we used here. As always, we thank you for taking the time to send us your feedback and are looking forward to your thoughts on the new balance changes. Jump into the test server, play a few matches, and let us know how it feels!