PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




22 Apr

Comment

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

Comment

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.

Comment

Originally posted by Sco0by_

Hi Weapon Mastery is a great addition to the game and it's very welcome. Can you tell us if there is future plans to update the games ranking system.

getting ranks for playing longer is not what people really want, we would like to see a system where you get more points for kills and higher positions, and also loose points for deaths and low positions... there needs to be a ranking system where it is possible to get de-ranked.

Comment

Originally posted by multivirus2

PUBG introduced recently a new feature: BATTLESTAT skins, tracking kills. Unfortunately, there is only a skin which has this feature at the moment.

What do you think about adding a level 100 reward for each weapon giving a battlestat skin? This would really feel rewarding for us, the players.

Hitting level 100 in Weapon Mastery is a pretty awesome achievement. You're currently rewarded with a MINIUNKNOWN charm for that milestone, but we're always on the look out for more ways to both incentivize and reward players. There are a ton of cool rewards we can come up with. Currently charms are our focus and it's a safe bet that this batch of charms won't be the last.

BattleStat skins are still pretty new and currently occupy a unique spot in PUBG. There are still ongoing discussions about just how and where they'll fit in long-term.

Comment

Originally posted by DanBennett

Can we get a "PUBG Reddit" engraved pan charm? :P

Pans are made of such a strong material that engraving is literally impossible.

Comment

Originally posted by Freerunnerx10

In the future are we likely to see certain missions within survivor passes that unlock charms themed around a specific pass idea? (for example get a certain amount of kills with a map specific gun/guns on a specific map) Also how likely is it in the future we could see streamer logo charms? All I'm saying is what do I have to do to get a chocotaco on my gun.

We want Weapon Mastery charms to only ever be earned through Weapon Mastery, but there may be room to issue new charms through other methods in the future.

Comment

Originally posted by allthenewsisgoodnews

Firstly I just wanted to say that in the testing I have done so far the system is great and you all at madglory did a really good job on it.

Some of the questions that I and others have are:

  1. "will there be a way to distinguish people with higher medals during matches?"
  2. "What will medals be used for in the future? And are there any examples you can share with us?"
  3. "Can I put it on my Pan? If not will melee charms be something in the future?"(edited)Also "Why can I not inspect my Pan skins?"
  4. "are there plans to make it possible to have charms for backpacks (favouring tpp)? "
  5. ”Is the weapons system supposedly going to be refreshed with new charms and missions often like the new passes, or is it a one time thing for each weapon sort of like achievements with rewards?”
  6. "will we be able to scale the size of our charms (between certain limits)"
  7. "are there plans to build battestat into the weapon mastery in the ...
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I think most of these questions were answered in other threads and the dev letter here: https://www.pubg.com/2019/04/15/introducing-weapon-mastery/

However, in regards to the future of medals:

We designed a system that allowed you to show off these items to other players, but it didn't feel quite right. We held off on shipping it while we go back to the drawing board to think of better ways to display your emblems & medals to your friends, and maybe even your enemies ;)

Comment

Originally posted by PUBG_Cookfair

You’re telling me this is what you want?

https://imgur.com/4diiliG

Just when I think you couldn't possibly be any dumber, you go and do something like this... and TOTALLY REDEEM YOURSELF!

Comment

Originally posted by [deleted]

[deleted]

You’re telling me this is what you want?

https://imgur.com/4diiliG

Comment

Originally posted by 3LzW

Do the charms have a time limit to get? If so will there be streamer charms that can be earned rather than paid for?

Nope! No time limit to unlock charms, Weapon Mastery is a permanent system with no resets. Oh.. and all Weapon Mastery rewards are free to earn and cannot be purchased.

I love the idea of streamer charms, but we'll need to discuss this one further. Thanks for the suggestion! <3

Comment

Originally posted by Gopfey

Whats the reason of yellow emblems and medals which u can see only in menu?

Each weapon has a tier emblem that serves as a visual shorthand for your current level. These tier emblems get fancier every 10 levels. While leveling up, your awesome weapon accomplishments are highlighted by medals.

We designed a system that allowed you to show off these items to other players, but it didn't feel quite right. We held off on shipping it while we go back to the drawing board to think of better ways to display your emblems to your friends, and maybe even your enemies.

Giving players the opportunity to show off their accomplishments and personalize their look are very high on our priority list.


17 Apr

Comment

Interesting. Very, very, VERY....interesting.

Comment

Originally posted by PUBG_Andy

VERY interesting....

VERY VERY interesting.....


09 Apr

Post

Hi all,

Live servers will undergo maintenance for 4 hours starting Apr 9 5:30pm PDT / Apr 10 2:30am CEST / Apr 10 9:30am KST.

Once maintenance is complete, bug fixes will be live for the following issues:

  • Fixed bandage sound from continually playing after death, if a player was killed while mid-bandage
  • Fixed healing items being heard further away than intended (approx. 30m)
    • The audible range is now approximately 10 meters
  • Fixed voice chat volume / microphone volume being flipped in the settings

We'll be making significant changes to the implementation of the new rustling sounds. They'll now be much less intrusive and distracting overall after maintenance. Thanks everyone for your INTENSE (but fair) feedback on the original implementation, please let us know what you think of the changes. We'll continue to make changes based on player feedback.

Some players may have also noticed some issues ...

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03 Apr

Post

Hi all,

Maintenance has started and I thought this would be a good time to generate some discussion around Vikendi. Upon release, it was pretty popular! But over time, it started to get picked much less.

I want to pick your brain and if you don't enjoy Vikendi, I'd love to know why.

From the feedback I've seen, the most common complaints are what players consider boring circles, performance issues and low-end heavy loot (much higher ratios of SMGs compared to ARs/DMRs/SRs).

Vote in the strawpoll here: https://www.strawpoll.me/17730975

Feel feel free to express your opinion in detail below!

I'll be responding to lots of comments and off the back of your questions, will likely be asking my own to better understand your opinion and relay it back to o...

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20 Mar

Post

Hi everyone,

We’ve received lots of feedback regarding long matchmaking times from players in multiple regions, as well as players being placed in only one or two maps repeatedly when using Quick Join.

We are well aware of these concerns and take them very seriously. Our development team have been closely reviewing the current matchmaking system and conducting analysis to identify areas where improvements can be made.

We have released an update to live servers with improvements to matchmaking based on our matchmaking analysis and player feedback.

Here are the newly implemented changes:

General Matchmaking

  • Improved matchmaking times when selecting individual maps.
  • Reduced instances of infinite matchmaking times on some maps.

Quick Join

  • Improved functionality to better distribute players across all maps when using Quick Join.
    • Playe...
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15 Mar

Post

Hey all,

Flare Guns were added to public matches a few weeks ago and since then we've received lots.. and lots of feedback. In general, players for the most part enjoy the concept and action they can add to the mid-game, but many players are unhappy with the initial implementation.

We've heard your feedback and will be making changes to the implementation of Flare Guns in an upcoming update scheduled for live servers March 27th. We'll be first putting the changes on the Test Server March 20th.

Thanks to everyone who participated in our Flare Gun feedback thread here on Reddit, or shared feedback with us across any of our channels.

So, what changes are we making?

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04 Mar

Post

Hi all,

Just a quick heads up that we've released a hotfix to live servers which fixes the issue causing some items to be unlootable.

https://twitter.com/PUBG_Support/status/1102530418883088386

No server downtime needed, just restart your Steam client to ensure the update has been downloaded.

We are aware and working on multiple other issues from Update #26 including:

  • Some foliage blocks bullets
  • Vehicles continuing to move/roll after exiting them even when stopped
  • Some closed doors appearing open when in close proximity of them
  • Player feedback regarding too many Flare Gun spawns and general noise complaints related to this feature

Cheers everyone!

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25 Feb

Comment

Hi everyone,

We understand this is seriously frustrating for all of you. Our team is actively investigating and working to get to the bottom of the issue.

This isn't a Roccat specific issue, it's only affecting some users and appears to be related to varied, yet specific models of keyboards and mice. If you too are experiencing this issue, please let us know what model of device you're using, the firmware version, operating system version and software used with the device.

For more details and instructions on how to get this information, please see the following forum thread:

https://forums.pubg.com/topic/326914-keyboard-dropping-out-during-pubg/

We'll pass all of this information along to the team, which will assist help track down t...

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21 Feb

Post

Hey everyone,

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 tota...

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