PUBG esports finale of the year, PUBG GLOBAL CHAMPIONSHIP 2021 is soon approaching!
32 teams from four different regions that have gone through a year-long of fierce competition have finally made their way to the final battlegrounds to battle out the global number one team.
Read on for full details of the tournament and more
PGC 2021 Tournament Structure
The PUBG Global Championship (PGC 2021) will begin its journey with a Rank decision match on Nov 19th and ending with a Grand Final ending on Dec 19th. Just like PGI.S earlier this year, PGC 2021 will be a LAN/Online hybrid tournament. The 32 qualified teams from around the globe will be invited to Paradise City in Incheon, Korea to compete for a prize pool of over 2 Million USD. Teams will also benefit from the sales of PGC store items, with 30% of the profit being added into the event prize pool.
Now, let's get into the details of the tournament structure.
Tournament Structure
Rank Decision
PGC 2021 starts with Rank Decision matches on Nov 19th as teams fight for entry positions 1st through 32nd for the upcoming Weekly Survival.
Prior to the Rank Decision matches, teams will be divided into four groups. Group selection will take place once teams invited to Korea have completed their quarantine. The results will be announced via the PUBG Esports website approximately a week before the Rank Decision.
After the group selection, teams will go through a full league to compete with other groups for 3 days, 6 matches per day. Based on the outcomes of the Rank Decision, teams will be lined up from 1st to 32nd to prepare for the Weekly Survival series.
Weekly Series: Weekly Survival & Weekly Final & BOTTOM 16
Weekly Survival Now things get serious.
Weekly Survival matches are 16 matches played over 3 days. The objective here will be to battle against 16 teams and become the last team standing. Each match, the team which wins the Chicken Dinner will advance through to the Weekly Finals. The remaining 15 teams will be joined by the next team from the BOTTOM 16 list and another match begins until all 16 slots are all filled in the Weekly Finals.
*As an exception, Weekly Survival matches and the Grand Survival will feature WWCD format and not use SUPER Point Rule.
Weekly Final
The 16 winners of the Weekly Survival matches will compete in a 10 match tournament over the weekend.
Here, the tournament will follow the traditional PUBG Esports tournament structure and SUPER Point Rule. Teams will be competing to earn points which will be crucial for advancing onto the Grand Finals.
The winner of each Weekly Final will be granted with GUARANTEED slot at Grand Final
The winner of each Weekly Final will be granted with a special Weekly Winner prize of $30,000.
BOTTOM 16
The remaining 16 teams which failed to advance onto the Weekly Finals will compete in the BOTTOM 16 matches which take place on the upcoming Monday, after the Weekly Final.
The BOTTOM 16 is composed of a total of 5 matches to determine the next lineup for next week's waiting list for Weekly Survival.
The Grand Final & Grand Survival
Last but not least, the Grand Finals. Top 16 battle-hardened veterans will be pushed to their limits in the final battle for the PGC throne.
Winner of Weekly Finals
The winner of each Weekly Finals (3 teams) will earn a slot at Grand Final
Top 9 teams
The top 9 teams with the highest overall points from the Weekly Finals will advance to the Grand Finals
If the same team manages to win more than a week, the next team in line will advance to the Grand Finals.
E.g. Team A wins W1 & W2 → Top 10 teams will advance to Grand Finals
The Grand Survival
A day before the Grand Finals, Grand Survival will be held with the remaining 19 teams, excluding the teams already qualified for the Grand Finals, to select the winners of the remaining seats.
Grand Survival consists of 4 matches
The winner of each match will secure their spot in the Grand Finals.
*As an exception, Weekly Survival matches and the Grand Survival will feature WWCD format and not use SUPER Point Rule.
The Grand Final
The 16 teams successfully advanced to the Grand Finals will be challenged to compete in the final battle to claim the throne.
The Grand Final will take place over 3 days with 5 matches per day.
PGC 2021 final rankings will be decided based on the final placements from the Grand Final
Remaining teams that have failed to advance to the Grand Final will be ranked based on their accumulated points from Weekly Finals.
Prize Pool
The total prize pool of the PGC 2021 starts with 2 Million USD which will be distributed by the participating teams final results of the tournament. Similar to previous events, 30% of all PGC 2021 item sales contribute towards the total prize pool via crowdfunding.
Special Prizes
Weekly Series Winner ($30,000 per Week)
KILL LEADER ($10,000)
Prize granted to the player with the most kills
Prize will be distributed evenly in the case of a tie
ALL-PGC TEAM ($20,000)
Prize granted to the 4 best performing players in the Series ($5,000 per player)
INSANE SQUAD ($20,000)
Prize granted to the team which showed the most impressive moment in the tournament
PGC 2021 Item sales profits All participating teams will benefit from 30% of the profits earned from the sale of PGC 2021 store items. Profits will be distributed to the teams based on their final tournament rank. Picking up some PGC 2021 exclusive gear will not only help support your favorite teams directly, but also will provide you with voting coupons for the upcoming Pick'em Challenge. More information on PGC 2021 Pick'em Challenge will be available soon!
The focus of the Under Siege update was to fix as many bugs as possible and make some changes based on player feedback after the early access launch. We managed to pack a lot of improvements in and even managed to add the new Vault block that lets you build taller towers. In the last update pathfinding was still having some problems but we managed to track them down and fix them. Enemies should no longer randomly get stuck and pathfinding should be more stable overall. Besides that is a new level - Crater, and a new block - Vault as well as several features requested by players. In November the focus will be on adding melee combat and the Discord voted block - the Moat!
Changes:
New level - Crater.
New block - Vault. Vaults can only be placed on the ground but they enable you to build 1 higher in that tile, letting you get a 6 block high tower.
Added a confirmation for returning to the map.
Added a vertical camera view to make it easier to place blocks in the middle of your castle. You can switch by pressing the corresponding button or using the hotkey 'c'.
Adjusted the campaign difficulty. For each level the early waves are now a bit easier and the later waves are a bit harder.
Slightly improved the look of section damage and made the sizing consistent across all the blocks.
Added some new idle animations for defenders to make them less static.
Caltrops block now has as many displayed caltrops on the ground as the uses remaining. When damaging an enemy that walks into range one of them will be removed. This should make it slightly clearer when they deal damage and allows the player to see how many uses are left before the caltrops are gone.
Balanced Archer blocks - Set their fire rate back to the intended rate so they shoot faster than battlements, increased their range bonus from height slightly and added a corresponding accuracy bonus from height.
(Player suggestion) Added a replay button when you lose a level so you can restart without having to return to the map first.
(Player suggestion) Added an FPS limit setting to options, defaults at 60fps.
(Player suggestion) Added a button to clean up the level, removing any killed enemies from the map.
(Player suggestion) Added a control in options to change the scroll wheel sensitivity for those who find zooming the camera using the scroll wheel either too fast or too slow.
Fixes:
Major pathfinding fix. Enemies will no longer get stuck when trying to pass through a tile where a block was removed or destroyed.
Fixed - Several uncommon pathfinding issues have been fixed.
Fixed enemies sometimes spawning near the keep instead of where they were supposed to.
Fixed - Damage to alchemist now shows properly.
Fixed - The game speed controls in the options window now correctly adjusts when using the hotkeys and when starting a new level.
Fixed an issue where siege towers and rams could have trouble hitting ground level battlements.
Fixed - When purchasing an action in endless that can only be used during a wave it now properly shows the card as being currently unusable.
Fixed - Purchasing the longbow tech in endless now properly updates the range of archers.
Fixed a minor pathfinding issue on the River Delta level where some enemies would walk part way around the top of the keep before going inside.
Fixed - Chevals, Caltrops, and Pitch will no longer count towards raising the keep height.
Adjusted the look of the ocean cliffs level to improve the aesthetics.
Fixed an issue where the card info panel on the right of the screen could remain up when playing endless mode.
This one has a lot more going on under the hood than might be apparent on the surface. It's more efficient in how it allocates RAM (which you can see in certain logs mainly), and it is also safer in how it allocates that RAM (thus avoiding some deadlock situations that I had introduced in the last few weeks). So that's very pleasing, but not exactly a marquee feature for people playing. Deadlocks are a special sort of bug that I particularly hate, though, so I'm glad to have it gone.
While I was doing that, Tom has added a new cheat (grantalltechs), and a number of ui improvements and bugfixes.
For DLC3, Zeus has been adding yet more orbital stuff, and the DLC3 testers can now properly test that, too. These orbital bits are suuuuper cool. There's also a new general rare "nasty pick" that is an orbital inertial battery. Playing with DLC3 simply enabled is one of those things that won't make the game harder (that's always important), but just like DLC1 makes it so that there are so many more turret types all over the place (thanks to Democracy and Puffin), DLC3 makes things come alive more with various orbitals here and there even amongst non-orbital AIs.
The galaxy-wide caps are now properly shown thanks to Tom, and Zeus made the super fortress a lot more super.
[Version 0.8.4019 Update] 5 November 2021 at 14:00
Fixed the problem that the sect could not promote true disciples.
[Version 0.8.4018 Update] 5 November 2021 at 03:00
1. Added the function of Wayborne Path Durability.
2. Added the option to humiliate NPCs after defeating them (can lower the opponent's Wayborne Path Durability).
3. Fixed the problem that the realm requirement for joining a sect was incorrect after a sect move.
4. Fixed the problem where the contribution of a sect would be cleared when joining a sect with a sect pass. 5. Fixed a problem where the sect's territory could cross regions when expanding.
6. Fixed the problem where NPCs would not be promoted to become sect leaders.
7. Optimised the AI of NPCs picking the Destiny when breaking through.
8. Fixed the problem where NPCs would repeatedly express the same annoyance to players.
9. Adjusted the rewards of some sect quests.
10. Fixed the problem that the number of resources captured during sect war looting was always 0.
11. Optimised the text of the log where the resources looted in a sect battle were actually 0 (the looted sect no longer had resources to loot).
12. Fixed the problem that when looting resources in a sect battle, the reward given to disciples did not consume resources.
13. Optimised the plot dialogue when a friendly sect comes to support in a sect battle.
14. Optimised the close button on the send disciple agent to participate in the sect battle.
15. Optimised the position of all disciples in the sect to return to their sect after the sect war.
16. Optimised the issue where a character with Last Breath may appear in some episodes of the sect battle.
17. Fixed the issue where the resource limit on the Select Resources screen was incorrectly displayed when a sect was declared war at a branch.
18. Optimised the time interval between a sect's headquarters or remnant disciples counter-attacking after a sect has been destroyed.
19. Fixed an issue where NPCs and players might have the same name during sect war.
20. Fixed the problem that the death of both the legendary beast and the defending sect master during the sect war may cause the defending sect master to not appear in the summit battle.
21. Optimised the behaviour of NPCs on flying boats during sect war.
22. Optimised the issue that NPCs may walk outside the flying boat during the award ceremony of the sect war.
23. Optimised some of the plot dialogues of the sect battle.
24. Optimised the hint of successful sect war declaration.
25. Optimised the log text of sect wars.
26. Optimised the problem that in some cases, the disciples who came back to report after the sect war were enemy disciples.
27. Fixed the issue that when sending a disciple on a looting mission, the effect of a disciple receiving a serious injury was not applied correctly.
28. Fixed the issue where the same disciple could be sent to perform a resource point looting mission repeatedly within a month.
29. Fixed the issue where it was possible to loot the resource points of your own sect.
30. Fixed the issue where stamina could be 0 after returning to the large map at the end of a resource battle.
31. Fixed the issue where clicking on an occupied resource point might be invalid under certain circumstances.
32. Optimised the plot of sending disciples on resource point looting missions.
33. Fixed the issue where the ring master's use of elixirs might have no effect during the sect tournament.
34. Fixed the problem that the ring master's stamina was not updated in the preparation screen of the sect tournament.
35. Added a new scenario for the sect competition in Muxian.
36. Fixed the issue where characters might drift after the sect Tournament.
37. Fixed the issue where players could not supervise some of the disciples in the Tournament when they were leading the sect as the Grand Elder of the branch.
38. Optimized the operation of assigning disciples in the sect Grand Tournament (you can pre-select the next disciple to be assigned to the stage).
39. Optimised the layout of the sect competition interface.
Classic Rip divers apart and explode fearsome sharks like it's November 2014! We've used a time machine to restore the balance and gameplay from the original Launch of Depth.
Classic mode replaces Hide And Seek for a limited time.
As an additional seventh Depth Anniversary surprise in collaboration with Makeship, we can reveal you can purchase your own adorable shark plush the Son of Zippy!
Recently, the game has surpassed over 300 Downloads! And to celebrate, how about some info about level 2?
If you have played Everlife, you might be aware that the game is currently really short. Thankfully, more levels are on the way, and chapter 2 will contain levels 2 and 3 (which still is nowhere near what the full game will be, but we're taking little steps here)
Today, I would like to inform you a little about level 2.
So, what is level 2 of Everlife? And what are some of it's features?
-The level is called Tsundere Terror, which you may have seen in the "Load Game" Menu (After beating Murky Mansion) -Tsundere Terror introduces the detector ability -Tsundere Terror introduces hidden traps -Tsundere Terror is the first level to introduce "Damned Soul" Enemies -Tsundere Terror has 3 unique enemies with unique abilities. -As you might be able to tell from the level name, the level is themed around Love.
Now, I can imagine some of you may be skeptical of the thought that the next level is love themed. As such, I will answer a few questions you might have, and if you have any others, feel free to ask in the comments.
Q: How prevalent is the theme of love in Tsundere Terror?
A: The High School itself presents itself as a valentines-looking location with a couple of love related messages within (And a lot of pink, lol). The characters will also say some love-related lines, but regarding the actual gameplay of the level, the theme affects almost nothing.
Q: Will there be any explicit scenes in the level?
A: No, Besides the usual non-family friendly stuff that stems from a horror game (scary or not), the level will be family friendly. Some of you may be aware of some questionable trends in anime that I can not discuss here. They aren't present in Tsundere Terror, don't worry!
Q: Will there be romance-type scenes? Like characters making out?
A: Not really, for the majority of the time playing the level, the enemies will act in a manner as in "We're going to find the player and kill them". They might act a little bit flirty in a couple of voice lines or in their death animations, but nothing you will usually see in media such as romantic movies.
Q: Will the characters be portrayed as generic tsunderes like you see in anime?
A: Funny story, I have actually never really watched anime, though I am aware of the stereotype from a couple other games (Like Natsuki from DDLC or Osana from Yandere Simulator). It's questionable if Everlife's Tsunderes are really "Tsunderes" at all. The name is more metaphorical than anything (They are technically in "love" with the player character (Dere Dere), but they all want to kill the player (Tsun Tsun). The characters are going to have more realistic personalities than what you would see from normal anime-type media.
That's all I can think of, if you have any other questions, feel free to ask them! I want to make sure the level can get it's theme across while still providing an enjoyable experience for you, Assuming you aren't a fan of love themes, which is obviously subjective.
Small preview for the new solar system module being added to Bullet Hell ADVANCED. The new order of map progression will be Celestial Body > Solar System > Sector > Galaxy.
Players will be able to choose which celestial body in a solar system the want to warp to; Space stations, Moons, Planets, asteroid belts and more!
A few bugfixes and balancing updates, primarily to shadow. One major change, however, is that the paths units take now have a random component, and so heroes and armies won't all move exactly the same paths as each other when trying to reach the same destination. This has had the odd effect of changing the course of history, as armies move differently during world-gen, so expect new maps to be ever so slightly different.
Bugfixes:
-Danger no longer impacts your agents -Bugfix to First Daughter's portrait for Human Soul
Gameplay:
-Armies now attack if they move onto a location, rather than waiting for next turn, to reduce kiting -Added random influence to pathing, so units will randomly select between equivalently long paths to allow heroes/armies to surround pursued agents -Exploration events now occur faster for agents in shadow -Added challenge to desecrated holy sites to raise god power, at cost of raising menace on holy site -Vinerva gains an extra point of enthrallment to compensate for lack of Supplicant