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PLAYERUNKNOWNS BATTLEGROUNDS Early Access Thread: This Is Battle Royale

luulubuu

Junior Member
Bluehole only announced that there would be a new map after leaving early access, or marking the leave of early access. The only other things to come for early access is vaulting, this current new weapon this week, revamped ballistics with penetration, FPP leaderboards and weather effects.

Noted, thanks.
 

Not Spaceghost

Spaceghost
Thanks for the info.I'm really inclined to buy it, but for the amount of money spent on my PC,i want to play my games with all the quality i can, without major losses on the frame rate.

Eh PUBG isn't a looker even at max lol, I feel like most of the difficulty in running it comes more from poor optimization than it being actually demanding.
 

luulubuu

Junior Member
Thanks for the info.I'm really inclined to buy it, but for the amount of money spent on my PC,i want to play my games with all the quality i can, without major losses on the frame rate.

PUBG is ugly and choppy but hot damn. You should totally play it if not, refund
 
Jeeeeeesus

Nothing like starting a game off with phenomenal loot and then literally spending the rest of the round chasing the circle that keeps spawning on the literal opposite end of the map.


God the circle mechanic is such poorly thought out t r a s h . Defend it all you want. It's shit. Count the number of times you die because someone genuinely outplays you vs the number of times you die because you got dicked over by the circle RNG.

Piss poor design
 

Vipu

Banned
PATCHNOTES


Players,

As we noted in our previous dev blog, we have changed our patch and update schedule to increase the amount of time we spend on testing and fixing new features before we deploy them. This week, we will push out an update to the Test servers that will be available for download on Tuesday evening KST (Tuesday morning CEST, Tuesday early morning PDT) and will include some new features, bug fixes, and improvements.

Before we dive into the patch notes, we would like to address few important topics.

Vaulting – Update on progress
We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won't be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting.

Idle players earning BPs
We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.

Adding FPP servers
We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode.
After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole.

The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture.

Test servers: This week, test severs will be up for at least 2 days
o KST: Tuesday evening
o CEST: Tuesday morning
o PDT: Tuesday early morning
o Live server update: Later this week – TBD


Below are the patch notes for this week's update.

Client Optimization

Optimized shadows
Improved performance on low-end PCs by optimizing buildings
Optimized client and server performance when there are multiple vehicles in a close vicinity
Optimized UI

World
Added Foggy weather
o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers
Enhanced graphics of the sky in pre-existing weather effects
Added a new town, East of Stalber

UI/UX
Added new Option to change Cross-hair color
Added new Double Tap feature in control options for leaning (Default keys set to Q and E)
Added new option to improve the visual effect of going from free look back to character's line of sight
Added new key binds when using Consumables
Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)
Added new key bind to mark your current position on the map (Default key set to Insert)
Added a new key bind to center the map around the character's current position (Default key set to Space)
Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-")
Added a new feature to reset the zeroing distance using Mouse wheel click
Adjusted the position of the Report window

New Item
Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle
o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight
o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop

Gameplay
Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play
Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time
Adjusted the balance of several weapons:
o Increased the Crossbow reload speed by 35%
o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils
You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked
The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again
Adjusted the collision damage of Motorcycles

Actions
Recoil animations are updated for all weapons
Adjusted animations and balance of throwables
o Decreased fuse time of the Flash Grenade to 2.5 seconds
o Increased the lethal and injury ranges of the Frag Grenade
o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables
o Cooking of grenades is now manual (Default key set to R)
o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click)
o The movement speed of a character affects the trajectory of throwables
Improved leaning animation; leaning on the left side to expose less of the body
Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically
You may change your stance while reloading without cancelling the reload

Sounds
Added new sounds when using Consumables
Adjusted the audible ranges of reloading and window breaking
Added a new sound for collisions between vehicles and characters
Added new sound for the animation of removing the grenade safety pin

Bug Fixes
Characters that fall or glitch underneath the map will now be reset to the ground automatically
Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting
Fixed a bug resulting in clients freezing when changing controls in the options
Corrected the descriptions of certain weapon attachments
Fixed animation bugs of other characters after reconnecting to a game
Fixed several bugs related to the Spectator mode
Fixed a bug of the breath gauge appearing at zero at the start of the game
Reloading will now cancel if a character loots an item with Right Click during reload
Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking
You may no longer set different features on a single key bind in the Options
Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon

Others
Revised the BP methodology to prevent BP farming and idle users
Added FPP Leaderboard for all regions with FPP
NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work)


As always, please let us know your feedback in our forum once the update goes live on test servers.
 

jeffc919

Member
Wow, lot of stuff in there. Was hoping for vaulting sooner but at least there is a timeframe now. Also good to hear them say again thay they plan to leave early access this fall.
 
I can't believe I just bought a PC and a brand new 144hz (AMD Freesync with a GeForce card.... yeah, I'm stupid) for this game.

I hope it's good as it's sounds
 

Grassy

Member
Frag nade buff !? I mean I've won about 5 chicken dinners with a nade kill and killed plenty of other players with them, but I'll take it...

Thank fuck they're finally removing the tommy gun from crates, it's always a kick in the teeth to find one of those pieces of crap in it.
 

BigDes

Member
Frag nade buff?! I mean I've won about 5 chicken dinners with a nade kill, and killed plenty of other players with them, but I'll take it...

I always felt the radius of the grenade was kind of small.

had one land like six feet from me and it didn't even hurt me.
 

BigDes

Member
Its got a learning curve.

Get ready to die for bull shit reasons.

My favorite bullshit deaths are the ones where you unload a shotgun into a dude and it seems to not only not damage him but to make his health go up

Of course he then insta headshots you with a pistol.
 

Werd

Member
I wish they had left the crouch jump keybind alone and just fixed the window glitch part of it. Doing it manually is so inconsistent at least on my keyboard I'd rather it didn't exist at all without the bind. Hopefully vaulting works well and arrives on time.

Rest of the patch sounds pretty decent, if not huge content.
 

cackhyena

Member
Jeeeeeesus

Nothing like starting a game off with phenomenal loot and then literally spending the rest of the round chasing the circle that keeps spawning on the literal opposite end of the map.


God the circle mechanic is such poorly thought out t r a s h . Defend it all you want. It's shit. Count the number of times you die because someone genuinely outplays you vs the number of times you die because you got dicked over by the circle RNG.

Piss poor design
So how would you corral a large number of players on a big ass island towards each other?
 
I will take the circle being on the other side of the map if they would just fix their fucking trigger bug already. Nothing like seeing someone walk into your ambush, only for your gun to do dick all despite a full fucking clip. lost a game tonight because one guy and I saw each other, and my gun didn't shoot at all. fucking rage inducing
 

SlickVic

Member
Below are the patch notes for this week's update.

Client Optimization

Optimized shadows
Improved performance on low-end PCs by optimizing buildings
Optimized client and server performance when there are multiple vehicles in a close vicinity
Optimized UI

Hope that improvement is significant. Game runs ok on my 860M but would appreciate some smoother performance. Sure is tempting to upgrade.
 

Laputa_94

Member
Shout out to my GAF squad tonight in helping me get my first chicken dinner. It was also my first time playing in first person which took a minute to get used to, but I was still able to snag a couple kills.

7BD4C0C62878DFDC296D6D1CF31B1BD317DC4EC4
 

jediyoshi

Member
God the circle mechanic is such poorly thought out t r a s h . Defend it all you want. It's shit. Count the number of times you die because someone genuinely outplays you vs the number of times you die because you got dicked over by the circle RNG.

Piss poor design

So to clarify, you're saying better design would be doing away with the circle all together? Did you take the 2 seconds to assume how that would affect the game at all? Do you even understand why the mechanic exists in the first place?
 
So how would you corral a large number of players on a big ass island towards each other?

So to clarify, you're saying better design would be doing away with the circle all together? Did you take the 2 seconds to assume how that would affect the game at all? Do you even understand why the mechanic exists in the first place?


Not at all. Obviously there needs to be a way to decrease the play area as the match progresses. Nowhere in my post did I say the circle mechanic needs to be removed all together.

They just went about implementing it in the most idiotic fashion possible.

It should not move faster than a sprinting player.

It should not reward stockpiling healing items and tanking outside of the play area.

It should not be possible to shoot into the play area from outside of the circle.



The primary cause of death in the game should be getting outplayed by an opponent, either through gun play, strategy, loot, preparation, or positioning. NOT circle RNG. Period.
 

JP_

Banned
It should not move faster than a sprinting player.

It should not reward stockpiling healing items and tanking outside of the play area.

It should not be possible to shoot into the play area from outside of the circle.



The primary cause of death in the game should be getting outplayed by an opponent, either through gun play, strategy, loot, preparation, or positioning. NOT circle RNG. Period.

Drop near the center of the map and prioritize finding vehicles to decrease your chance of being super far from circle.

I wouldn't mind it moving slower but that'd increase the duration of matches and match length feels pretty good right now, so I get why it has the current speed.

I hear they're addressing the heal tanking outside of circle.

Your last suggestion is just odd to me. Once inside the circle, it's reasonable to watch for others coming into the circle from out of the circle and you're at a natural advantage over them already because they're taking circle damage.
 
Wow I pictured the vaulting system to be more built into the world objects rather than a real-time player-based system. Unless I'm totally reading this wrong.

No idea which would be harder to implement, but I'm hopefully it'll work out, cause I'm excited to see how much it changes the game
 

Magwik

Banned
Having vaulting be player based probably saves them a LOT of trouble and time when it comes to adding future objects and environments.
 

Raonak

Banned
Tried so hard to get into this game, but just not enjoying it.

Controls are so clunky. None of the loot feels unique or special by the 5th playthrough. There are no defensive options minus hiding. Gunplay is very run of the mill.

I like the permadeath and battle-royale aspects, but the core gameplay loop is so mundane.


Maybe I just don't like shooters.
 

Blizzard

Banned
Tried so hard to get into this game, but just not enjoying it.

Controls are so clunky. None of the loot feels unique or special by the 5th playthrough. There are no defensive options minus hiding. Gunplay is very run of the mill.

I like the permadeath and battle-royale aspects, but the core gameplay loop is so mundane.


Maybe I just don't like shooters.
If you don't like shooters, you'll be hard pressed to enjoy a game that very heavily involves shooting people to be the last person standing, yes. :p

5 playthroughs of solo play are pretty low to get a feel for the game modes, but if you played less than 2 hours then I suggest a Steam refund.
 
I think the blue circle would be less of a problem if there were more vehicle spawns around the map. I've had several games where I spend the entire time playing catch-up with the circle on foot because I can't find a single vehicle. Or I find one, only to flip it before I get back into the circle. Ugh!
 

HowZatOZ

Banned
That patch, holy shit. Also vaulting coming November, maybe even earlier, but being tested for a good while is great news. Love it.

Not at all. Obviously there needs to be a way to decrease the play area as the match progresses. Nowhere in my post did I say the circle mechanic needs to be removed all together.

They just went about implementing it in the most idiotic fashion possible.

It should not move faster than a sprinting player.

It should not reward stockpiling healing items and tanking outside of the play area.

It should not be possible to shoot into the play area from outside of the circle.



The primary cause of death in the game should be getting outplayed by an opponent, either through gun play, strategy, loot, preparation, or positioning. NOT circle RNG. Period.

Well, for your first point they didn't just randomly implement a system, it is how the concept of Battle Royale works in that a circle is placed on the map and anyone outside of that will die. On your point about sprinting, you shouldn't be able to out-sprint the blue, that would then become entirely pointless in trying to be ahead of it because you can just loot without the worry of constriction until later circles that are far smaller. The point of blue is to put pressure on the player to keep their eye on the map and to plan ahead, with plenty of vehicles available to navigate across the land. I myself literally just died to the blue because we landed Zharki and didn't focus on where the zone was because we were too busy looting/firefight.

You can't outheal the blue after the third circle let alone any circle after that, though being able to stop and heal shouldn't be allowed and only stims being possible to prevent the DoT ticking. Shooting in to the white from the blue should definitely not be a thing either, but usually if someone does that they'll be dead anyway because they will be taking way more damage than dealing.
 
Å

Åesop

Unconfirmed Member
Why was vaulting teased at E3 when they need half a year to implement it.. this game is so sucessful, why didn't they hire more people months ago so they can actually get shit done? It feels like its 10 guys sitting in the basement, overwhelmed by every little thing (i know it's actually 100 people but still)
 

Xater

Member
Åesop;248666174 said:
Why was vaulting teased at E3 when they need half a year to implement it.. this game is so sucessful, why didn't they hire more people months ago so they can actually get shit done? It feels like its 10 guys sitting in the basement, overwhelmed by every little thing (i know it's actually 100 people but still)

I mean, they explain right there why it's taking so long. Making games is hard and this seems like a complex system considering they have to retrofit it in.
 
Dudes the fog maps is insane. They play an ambient wind track along with the fog. We played a duo fog fpp match. We went after a drop, and ambushed the car that rolled up to it. I knocked one guy, then blew up there Dacia, killing the person I knocked. I thought I had gotten both with the explosion, so I ran up to the crate and the 2nd player fucking jumps out at me. Scared the fuck out of me.

http://steamcommunity.com/sharedfiles/filedetails/?id=1133544701
 
Since there are cars in the game dying to a circle is you own fault. It still happens to me pretty often but searching for a vehicle and arriving in the save zone at the last second is always exciting, in a way. I love it and it can stay just as merciless as it is.
 

McBradders

NeoGAF: my new HOME
Åesop;248666174 said:
Why was vaulting teased at E3 when they need half a year to implement it.. this game is so sucessful, why didn't they hire more people months ago so they can actually get shit done? It feels like its 10 guys sitting in the basement, overwhelmed by every little thing (i know it's actually 100 people but still)

You can't just throw people at a problem and have it magically shrink. That's not how game development works.

Simply finding the right people is a mammoth task in itself.

Vaulting and clambering is going to fundamentally change the game in ways I don't think a lot of people have considered and with 10 million players it's going to have to be rigorously and thoroughly tested to ensure it doesn't blow up in their faces upon releasing it. Even then it's going to have a bunch of problems even the most thorough testing won't catch.
 
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