PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




20 Jul


19 Jul

Comment

Originally posted by Smokey_Desperado

Hello Pubg Dev team! First of all, congratulations on the new map! In my opinion, It's incredibly well done. Me and my buddies are having a great time looting security cards and having level 3 gears so we can have a little edge late game (mostly because were newbies lol).

Do you have a specific time of the day where you guys are most creative? And how do you keep your creative juice flowing? Thanks!

Platform: PC

IGN: kiboisky

08:00 to 10:00 and 22:00 to 24:00.

Comment

Originally posted by awmaLLama

Big fan of the new O12 shotgun!

  1. Would it be possible to introduce slug shots to other shotguns too, and maybe switch between ammo type using fire mode?
  2. S12k/DBS can take a 6X scope, why not the O12?
  3. Could the 300m range limit be removed from the slugs if the bullets were slowed down drastically over distance (similar to crossbow)? Would be amazing to hit a shot +500m away!

-awmaLLama on PC

Your first idea sounds very interesting. I'm sure all the designers have been thinking about how to use Slug ammo now that its in the game.

Playtest feedback killed scopes on the O12. Adding magnification really made it OP in our eyes when its already so powerful at close range.

Comment

Originally posted by Bubbles_012

Specific question to map designer (is that you Nick Kleiman?)

One of the things I like most about Deston is that the towns are not symmetrical (revised sanhok and taego are guilty of this). Symmetrical arenas are boring and disorientating. It’s great seeing that Ripton is so angular as a cityscape. And the lodge is looking like a great hotdrop (with those 2 barns to its side allowing for offensive/defensive showdowns).. although I’m not a fan of the tunnels because they become a rats nest.

In general, there seems to be a balance between complexity and simplicity that makes a town perfect for hotdropping and accounts a lot for the replayability of Pubg. That’s all SEA ranked likes to do.

My question is.. How do you understand this concept. How do you approach a hotdrop location like the Lodge and make sure it has that replayability. What makes small arenas like powergrid, school, bootcamp so special?

Also: I wish you kept the old mount kreznic, it ...

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Great question! Glad you are enjoying the map
Understanding the balance is experience and playtesting. It isn’t something that happens overnight. I think the key of making a replayable area is unique look and varied gameplay experiences.
Is the place memorable and interesting to fight in?
Is the location easy to navigate and have clear pathing/reads?
I feel like good design is about giving meaningful choices. You can give 50 choices, but none of them are good then they are not choices. I rather give 10 meaningful choices so I feel like player can make a good decision win or lose.
With the locations you have listed I think you will see that there is good flow which leads to fun memorable encounters. Play and counter play, the location should help facilitate the gameplay and not hinder the player doing the main gameplay loop. Thanks for the great question.

Comment

That's going to be it for me for now!

Sorry if I missed your questions or shot outs. Feel free to reach out to me by DM or even tagging me in your post or a reply and I'll try and reply later.

It's been great answering all your questions!

Comment

Originally posted by Longjumping-Ship2572

Could we get a TGLTN m4 already?

-Xbox: WickedCabbage86

Do you think he's earned it yet?

Comment

Originally posted by PUBG_Chris

On the terrain side a lot is dictated by where things are. Mountains get more rocks and cliffs, fields get more trees and bushes. A lot of inspiration is just from real life. You can find a ton of cool visuals everywhere in nature. If I'm feeling a bit less creative I'll just start reference searching till I see something I like.

For level design in terms of layouts and building construction I often come from what type of gameplay or experience I would like the player to have for the area. Is it long range, CQB or both? Then it comes down to what is the architecture or look we are trying to achieve. It is a crazy balance of making something look realistic/grounded, but work for gameplay. If I hit the wall I’ll do the same as Chris and reference search structures or locations. Sometimes I start on a completely different area that provides a different gameplay experience. Then usually it breaks loose what was blocking me in the previous location.

Comment

Originally posted by trojan1776

Hi Caymind from Xbox here! First for me to participate in an AMA so I’m super excited! I have quite a few questions that me and A few friends gossip about and trade opinions So I figured this is a great opportunity to share with you all :) 1. I know that the weapon mastery has been reworked and the weapon charms are now becoming BP purchasable Which is great but we’ve had the same ones forever. Was there any thought on maybe coming up with new charms for the game? Maybe event specific charms that could go with weapons that are in the survivor pass, Or bonus items in weapon skin packs. 2. With the previously released 2022 roadmap a few things that I’m concerned about that I have not yet seen in the game or would like a little further elaboration if possible. I believe there was plans for a future utility cosmetics, and more weapon balancing (please buff the scar). Can you release add any further details about those things from the 2022 roadmap? 3. Now finally a question about Dest...

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I can't really speak to most of the questions but I can for the last one.

It's a mix bag. You work on something for so long and for so hard and you really are never sure how fans are going to react to it. You always hope it goes well. It's for sure a relief when it does that's for sure.

As far as personal ideas and inspirations I feel like you always bring that with you into a map. Sometimes they are appropriate for the map, other times they aren't.

Comment

Originally posted by Vser-KMR34

First of all DESTON is a great map, I love it, the design is on another level. But still, the gameplay feels a bit slow, unless you fall into hot spots, and even if you get out of that, then it's a bit slow when you start looking for players, I think it's because of the time between phases, maybe they should be a little faster, or at least the first, since it feels that it is the slowest.

But from there on out, the map is really cool and super enjoyable.

Now my Questions.

In General.

  • is there any chance to have a revive system on all maps(not including ranked)?But something different, not the system implemented in Taego, which in my opinion makes no sense to pick something up and hide for a little over a minute.Maybe something more similar to a 1v1 or something like the APEX system, I thought that would be a good way to do it, I like the idea of making it similar to apex, but instead of making a ship appear, that the system puts the players in ...
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I answered a bit of this HERE.

As for the biomes I really wanted to show the diversity of the area. I like the idea of showing off more than one look. Creatively it's more challenging and visually it's more interesting. There is also so much diversity out there it's a shame to limit yourself to one look.

Comment

Originally posted by FenixJumper

Are you already working on a new map?

FenixJumper | Xbox

We just released Deston!

Comment

Originally posted by XNoboomX

First off, I'm really enjoying Deston, so thank you for all your hard work! I've got two questions for y'all, if you've got the time. I guess they are mostly about design, so I'll take the liberty of mentioning u/PUBG_NickK, hopefully you'll forgive me for that, and once again thank you if you've got the time to respond!

When did the development of Deston start, and how long does the development of the average map take? Especially for Deston vs. smaller maps like Haven.

What do y'all think is the most underappreciated part in making a map like Deston? I'm sure that there are so many complicated and nuanced decisions to make about things like the flow of the map, etc, so I'd love to hear what y'all think is the most important/unappreciated!

PC (Steam) - XNoboomX

Thanks for the question. Glad you are enjoying the map.
Not sure just yet what the most underappreciated area is just yet since people are still exploring. I’m seeing a lot of movement throughout the whole map. If I had to pick a location right now, I would say Wind Farm area. It has a unique look and gameplay that you can’t really get in the rest of the map. Plus driving through a giant fallen turbine while chasing/being chased by another team is awesome.

Balance is a big thing when making a large map, we don’t want to make filler spaces, so we tried to make interesting gameplay locations that aren’t just POI or towns. There is some great story telling and layouts in just the house sets placed around the map. Makes for some fun end circle engagements when they happen there. I wanted to make sure there was always somewhere interesting to go no matter where you are in the map.

Comment

Originally posted by DAZZ192

This is specifically more geared towards perhaps Chris Hartmann & Nick Kleiman.

What is the thought process for level design and the environment, given the size of some of the maps, how do you differentiate when it is suitable to copy and paste assets (like boulders, or buildings) and when an area should have all unique assets. Where do you draw inspiration from when you run out of ideas for the level but you still have more areas that need to be generated?

Platform: Steam
IGN: Exfreet

On the terrain side a lot is dictated by where things are. Mountains get more rocks and cliffs, fields get more trees and bushes. A lot of inspiration is just from real life. You can find a ton of cool visuals everywhere in nature. If I'm feeling a bit less creative I'll just start reference searching till I see something I like.

Comment

Originally posted by ElQunto

I’ve been playing deston frequently to the point where the novelty is starting to fade. It’s a unique environment with some interesting mechanics. However I’m finding most final circles end on flat grassland with limited cover, it feels too open. The best end circles have been in urban areas…. Miramar is my favourite map but I remember the first iterations were far from what it is today. My question is what do you think needs adjusting on deston now that it is live and thoroughly playtested? What stats and data extrapolated have surprised you?

PC, BronzeFist

I don't think I'd say Deston has hit thoroughly playtested. I'm interested to see how things develop more and how the community feels about the map over time. I think the map has a lot of variety across the terrain. I haven't hit too many instances with final circles in grasslands with little cover but I'm sorry you have. Those are less fun when they are common.

I would argue having those happen some of the time is fine. I don't want the players to always feel comfortable with their cover and options. It gets too stale then. The hope and goal is to give players a variety of end circle situations so things rarely play out the same. That may require tweaking final circles, or tweaking the terrain a bit in areas. We are always looking and talking about what to fix.

Comment

Originally posted by BestOfTwitchClips

I am in love with the new map that was added and to be honest is the best map it was added since the Karakin.

So I have some questions.

  1. Deston is US map that has been demolished from the floods all over the map so I was thinking if a dynamic weather like Erangel more to a storm rather than just rain will be added?

  2. Will a new vehicle be added? Like the ''tesla'' or ''ford'' cars that we can see around the map will be able to drive them?

  3. Last. I like the feature in Karakin when the death zone was about to drop a siren warned the players so like I mentioned in my first question is going to be a feature here in Deston when the storm is about to begin a siren will warn the players. This gives some details to the game rather than playability but I think details make a masterpiece to differ from a good game

Platform: PC

IGN: AndreasGames

We're always working on creating more advanced effects and lighting. It's definitely an area to experiment with in the future. I really like your idea about warning sirens.

As for a new vehicle, the Pillar Car was teased in the Let's Play Deston event.

Comment

Originally posted by ruanzerafps

Where did the inspiration for the layout of the deston houses/buildings come from? They are very different in a positive way from the other maps that have already been released.

Platform: Steam

IGN: 30_tchuco

My goal was to make the buildings feel right for the map location while providing easy pathing, clean reads and enough width that players don’t get caught while moving through the space. It does mean the buildings are larger than previous maps, but I think the reduction of movement friction is worth it. Hopefully the community feels the same.

Comment

Originally posted by Endo2014

PUBG ID: Ex_Endo Platform: PC

Have you considered allowing drones to have the option to have a few stun/flash charges? This could make them a viable option in dealing with people who camp in buildings.

Similiar to Echo’s drone on rainbow six siege.

This is a cool idea. I'll make sure to share with the designers.

Comment

Originally posted by quikdraw520

Son of a bitch. As usual, I'm late to the party!

Never too late.

Comment

Originally posted by Broad-Plantain-7425

Which area of ​​the Deston map did you most enjoy making and seeing finished?

steam nick: SiTHiRoN

For me, I had a lot of fun working on the swamp and the mountains. Finally our fields were great once we added the blue bonnets. That I think really pulled the feel of the map together.

Comment

Originally posted by Stinger_84

Deston is the best map so far

@stinger_84

Thanks!

Comment

Originally posted by misteerion

Why is TGLTN so good?

IGN: Tacobail , pc steam

IDK, natural talent? Practice?