PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




PUBG_BATTLEGROUNDS: PUBG Players Cup EMEA #4 - Day 1 — streaming for 29 minutes

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

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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

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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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27 Dec

Post

Please start your comment with [FEEDBACK] if giving feedback on current missions and [IDEAS] if you're suggesting new missions.

Hi everyone,

Thanks for all the feedback you've given us regarding all the different missions included in Survivor Pass: Vikendi there has certainly been a lot of it! Some positive, definitely some negative and of course some mixed.

Having missions is a way to give players new experiences, try new things, maybe step out of your usual playstyle and most importantly, make the game that bit more enjoyable and fresh. Even if you don't win, you've still got something you can work towards achieving and feel accomplishment when completing.

Some of the common feedback we've seen is, players don't want missions which change the way you play, require you do things which put you off-course from actually trying to get a win, or pigeonhole you into specific game modes/maps.

Personally, I think there is a balance ...

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12 Oct

Post

Hi everyone,

We’re aware that many of you are having a bad experience with the recent changes to matchmaking that went live in Update #22. The intention of these improvements is to re-enable map selection and provide a better game experience and faster queue times. 

The improved system is intended to automatically send players to the region that provides the lowest ping, but unfortunately an error related to ping calculation occurred and the player’s location wasn’t being identified correctly, resulting in them being placed into matches in a region that didn’t provide the optimal gameplay experience. Due to the large number of players affected by this issue, the gameplay experience for many players has been impacted negatively and we sincerely apologize for this.

Within the last 24 hours we deployed an initial fix to prevent players from connecting to the wrong local region. The team is actively working to resolve the remaining issues in a fix we expec...

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18 Sep

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MAINTENANCE IS NOW COMPLETE

Please note: Our team is investigating an issue which is preventing players from linking their PUBG account with Twitch.

Additionally, we're investigating two issues with sound related to bullet casings and the firing sound of some weapons.


We've added the changes to the Update #21 patch notes here: ...

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08 Aug

Post

“FIX THE GAME.”

This is a phrase we’ve been hearing a lot lately. Since we released PUBG as an Early Access game last year, the game has grown exponentially, and we’ve been fortunate enough to have millions of incredibly passionate players like you. However, we haven’t always been able to meet your expectations. Simply put, the game still has many unresolved issues.

The bottom line is, you’re the reason for our success. You’ve stuck with us, and now it's time for us to deliver the fixes you've been asking for.

That’s why today we’re announcing a new campaign called "FIX PUBG." For the duration of the campaign, we’ll be entirely focused on addressing problems with the game, including bugs, long-needed quality-of-life improvements, and fundamental performance improvements. Through...

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07 Aug

Post

Hi everyone,

Last week on our test servers, we implemented a change to the marker system, which allowed players to easily place a 3D marker without opening the map. Our intention for this change was to make marking easier while supplementing call-outs and communication during fights.

Our team had lengthy discussions regarding this system, including how it affected gunplay, and we came to the conclusion that the new system needs some more tuning before it is ready for live servers. Because of this, we have removed 3D markers from the test servers and they will not be included in PC 1.0 Update #19. We are going to make some adjustments to the marker system to minimize its effect on gunplay and will be putting a revised version back on the test servers soon for another round of testing and feedback.

The test server exists specifically for this reason, so that we can squash bugs and hear your early feedback on new features to the game, so a big thanks to everyon...

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18 Jul

Post

Hi everyone,

Maintenance will begin on live servers when this post is 3 hours old. It's expected to last approximately 4 hours.

----

When maintenance is over, PC 1.0 Update #18 will be available to play. If you haven't yet seen the patch notes, you can check them out here:

...

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04 Jul

Post

Hey everyone,

Maintenance will begin on the live servers when this post is 5 hours old. It's expected to last approximately 3 hours.

Once maintenance is complete, 1.0 Update #17 will be available to play and the new leaderboard season will begin.

Y...

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20 Jun

Post

Hi OC players,

As you know, ever since we launched the first version of map selection in Update #12, certain queues in OC have suffered from serious matchmaking problems.

First-person queues—FPP Solos in particular—have suffered from extremely long or even infinite matchmaking times. Players have reported issues finding games in FPP Du...

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19 Jun

Post

Hey everyone,

The PUBG Global Invitational in Berlin at the Mercedes-Benz Arena is almost here and tickets go on sale June 20.

Attendees will have the chance to score exclusive in-game items.

PGI ticket sales and event information is available here:

https://pgi.playbattlegrounds.com/

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08 Jun

Post

Hey everyone,

The new Event Mode: War Mode - One Shot, One Kill is now live!

It’s all Kar98ks (and handguns, for when things go sideways) and you're rocking a ghillie suit in the rain.

No knockdowns this time around, no chance to be revived.

We got a lot of feedback from players that it was crazy frustrating to constantly knockdown enemies with a sniper and not get the kill, with other players just focusing downed players for points.

You can read the full event details here: ...

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Post

THE LIVE SERVER MAINTENANCE IS NOW COMPLETE


Hey everyone,

The live servers are now in maintenance, which we expect to last 3 hours. As always, we'll keep you updated if anything changes.

As soon as the maintenance is complete and the servers are stabilized, we'll make an announcement on PUBG Help.

This is mainly back-end stuff, but there are also some small bug fixes and a performance improvement being added from our test build:

  • Optimized character’s movement logic for a small boost in frames.

  • Fixed an issue where grass color was unnatural

  • Fixed an issue where characters were intermittently invisible in match replays and death cam.


As soon as the maintenance is complete, the new ...

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04 Jun

Post

Hey everyone,

We've extended the final testing period for Sanhok until June 7, 4am PDT / June 7, 1pm CEST / June 7, 8pm KST.

We hope you use this extra time to both enjoy the map and share your feedback with us.


The decision to extend the testing period had a lot to do with the feedback we received in relation to poor server performance on Sanhok compared to live servers. We're still investigating this issue.

We did identify a potential issue impacting server performance related to the total number of vehicle spawns (on Sanhok specifically) and we've just released an update reducing the total number of vehicle spawns on the map.

Please give us your feedback on this change and whether it impacts your gameplay experience in a positive way.


We're working on other critical issues, including a bug which many of you reported where the sound of other players footsteps cannot be heard, even when they're close to you.

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01 Jun

Post

Hey everyone!

Sanhok is back for the final round of testing before it goes to live servers before the end of June.

As always, we're looking for your feedback on how the map plays, how it looks, how the performance is, everything!

We've made some changes since the last test, including adding the recent performance improvements from live servers. You can read all the changes in the patch notes here: ...

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