PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




22 Jan


10 Jan

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Hi All,

I understand the frustration regarding this issue, we are continuing to investigate this and work closely with the devs (who are treating this as very high priority) to find the cause and deploy a fix. We have an active thread on the PUBG forum, requesting additional information from players, which will greatly help us in our efforts to track down the cause of the stuttering/freezing.

https://forums.pubg.com/topic/396745-pc-lag-in-random-since-this-patch/

We greatly appreciate your patience with this one and are working to have it resolved as soon as possible.

Cheers!


08 Jan

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Originally posted by PUBG_Hawkinz

The actual definition of "disgustingly beautiful"

A sight for sore eyes (get it?)


03 Jan

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Do I even want to know how many key frames you needed to create to make this gem of a video?

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LOL I've seen some crazy skins on here but I must say this is the cat's meow.

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Originally posted by BluelitHalo

Thank you for listening! The MadGlory studio has been doing a great job with its transparency lately (even if it doesn't gain that much attention). I, and others, would really appreciate hearing more from you guys regularly.

<3

A lot of us read reddit with regularity and our big fans of our community in general. I'm hoping in the future we can start putting some names and faces to the work you guys see out of MG more often.

For me personally, it's my goal to spend some time responding to more feedback this year. I know you guys love this game as much as we do and we've seen a lot of cool things from our fans as a result of that passion.


02 Jan

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Originally posted by BluelitHalo

Will be slapping a 1-rating in-game after I return from work. Here is my final skill rating (Squad FPP) and my OP.GG stats.

There are several major flaws with this current Skill Rating algorithm:

  • From the beginning, it only measured individual placement and kills, and it completely discounted any measure of teamwork. Squad mode is very much a team game, and if the whole squad doesn't maintain its cohesion, then it's bound to falter when it comes to scoring high placement or high kill counts.
    • At the very least, reward all team member's with placement points based on the team's final placement.
    • Incorporate Assists into the calculation. Many argue that Damage should be included instead, but it's too easy to pad the stat without getting into meaningful combat, and besides, after observing several ...
Read more

Nice to know people are thinking about the future. I can confidently say I lot of the points you brought up here are on our team's list of things to work on going forward.

Bringing this to PUBG Labs earlier on in development allows us to work with you folks to create a system that feels like it has meaning. We agree that every game should feel important and under performing should feel penalizing.

As most of us in office are squad players, we also understand that teamwork should be encouraged and rewarded.

I look forward to sharing more about future tests and changes in the coming months.

Comment

Hey friends, as a member of the progression team working on skill based rank I wanted to jump on and thank everyone for participating. We got a lot of value out of this test and it's great so many of you engaged with the system.

Based of player feedback there are definitely a few things we're going to take a look at for next time. Keep sharing your feedback :)


04 Dec


03 Dec

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Originally posted by JaceQQ

/u/pubg_shock hey sorry to bug you but any follow up?

Hi friend! I cannot say exactly what will change yet but we'll definitely be tweaking the rating algorithm based on community feedback. Your points align with much of that feedback, looking forward to shipping an update in the future.


02 Dec

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Originally posted by joni431

Imagine being killed by Tesla tuktuk

yeah you'd never hear it coming.... scary AF


13 Nov

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Originally posted by JaceQQ

Ranking doesn't seem to take damage done into account? As a primarily duo (sometimes squad) player, this is very frustrating. The amount of times that I have x kills with 200-300+ damage worth of kills will be irrelevant?

Edit: I agree with what /u/howlingananas said below. ADR is a better indicator of skill VS. KDA. This system doesn't reflect that public opinion.

Edit2: After thinking about this more, the best way to rank up would to play as safe as possible, and wait for people to fight to steal their knocks for kills. That is absolutely stupid and should not be an incentive to rank up easily.

Hi JaceQQ! I'm headed to meet with the designer of this right now and I'll make sure your feedback is heard. This is exactly why we built labs and are testing this algorithm to get feedback like this, thanks!!!


11 Nov

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Originally posted by n1tn4t

thank you!

Hi, I'm on the UI team at PUBG Corp and wanted to confirm that Hawkinz shared this with the team and we dig what you've done! :)

We're currently discussing some changes to the UI here, and are open to more feedback!


06 Oct

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Hey, it seems like you're saying you feel winning isn't rewarded quite enough as it should be.

I know we did add XP with blue zone phase survival to reward players who survive longer but moving the needle further for players who are the lone survivor of match is something we've explored the thought of.

I'll bring it to the team and we'll discuss it over the coming weeks as we monitor the system.

Thanks for sharing!

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Originally posted by lokifenrir96

also let us equip our poses that we earn from survival mastery, in the lobby! few people are gonna click on your ID anyways

I've heard this from a few people and have shared it with our team as well. There's definitely more we would like to do with the PUBG ID, I look forward to talking about some of that stuff here in the future.


04 Oct

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Hey!

Getting to show off your weapon rewards is a nice suggestion. I'll pass it along. :)


18 Sep


22 Apr

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Originally posted by PlayerIGN

Hi! I loved testing the Weapon Mastery system and I think you guys did a super amazing job! That being said, some questions I and others have are:

1.) Do you guys have any plans to make charms more noticeable for TPP players (such as also have them onyour backpack)? C:
2.) Will there be a way to distinguish people with higher medals during matches?
3.) Interesting question-- Will the bird from Vikendi cinematic be made into a charm?
4.) Will i be able to see other player's charm if i loot it off their dead bodies/dropped weapon
5.) Will I be able to reapply my charm, after picking a weapon that already has a different charm?

Thanks!

Hi friend! Thanks for testing weapon mastery, we really appreciate it!

  1. No plans currently, we'll keep it in mind!
  2. Not right now.
  3. Very Very Very Interesting...
  4. Yes!
  5. Yes!

<3

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Originally posted by w1nstone

Hi, as we have someone from the UI side of things;

If we are placing more and more UI stuff into the main UI, such as Mastery but also the store, seasons etc. Are there any plans to redesign it so that it is not a HTML based UI that is laggy as hell, having a slow, clunkey and unresponcive UI just adds tons of frustration and takes away from us enjoying all the cool features you are adding, like the mastery system.

We are constantly designing and redesigning aspects of the UI to come up with the best player experience.

To be clear, adding the weapon mastery experience is not going to make the UI slower or more laggy, we are in fact shipping small improvements to allow more performant UI in the future. We want to continue down this path so we can incrementally improve past features and ship new features like Mastery.