PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




21 Jan


20 Jan


19 Jan

Comment

Originally posted by Delzaugh_

First off, good start of 2022! A few short questions, hope you get around to them. (Tried to not repeat questions already asked )

Q1: are you intending to keep this up for 2022? Or are we back into a long 'slumber party' period?

Q2: would a change of communication approach be considered? Staying quiet for 6 months then dropping: delay for 6 more, is not something that goes well. How about monthly Dev Blogs again? Or W.I.P. communications? ( Alex Dev's tweet of today is good example of improved approach!)

Q3: any plans to change/improve PUBG's to interact with communities. ( Pleas don't say Partners, cause most of them are extremely negative or are only out for themselves) EX: You introduced Racing mode to Partners only, who barely host events, cause they are focused on streaming. Give community a bigger voice/interaction, as that's where your playerbase lives...

Q4: Do yourself see PUBG:BG still going strong in 2 years? Or do you believe at that tim...

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Thanks for the questions, I'll do my best -

  1. Cool content in 2022? Hell yes, F2P only the beginning. You've heard about the map, but plenty of other stuff still waiting in the shadows.
  2. I think our comms team does a great job, both from social media, and our (very extensive) patch notes. I only try to show up when it's time to talk about the "what/why" of stuff we've just released. When we are heads down, working on stuff, I don't want to talk too much, because (a) people get tired of "coming soon" and (b) sometimes things change during development. So I'm sorry I'm not as active on socials, but I try to be around when we've got something concrete to discuss (ask me about tac gear lol).
  3. Super important to always be improving on our community outreach, especially with the launch of F2P. I hear you, and this is being forwarded to the appropriate team.
  4. We've got a terrific, passionate player base, and a dedicated, talented team of developers. I...
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Comment

Originally posted by ruroni85

First a few comments. ~3k hours here, and I took most of 2021 off. PC.

  1. The onboarding system for new players seems to be really well done. The revamped training mode and addition of the AI training rounds are very welcome.
  2. I'm hopeful for enough of the new influx of players to stick around to keep the queues healthy. North America has been slim pickings from time to time.
  3. Quality of life improvements such as action queuing are very much appreciated.

Questions

  1. Performance has come a long way over time. It's also been interesting to see how far the dev team has come since the original version of Erangel. There are some incredible views and areas that are downright divine that put me in a happy place. I like to get "lost" in the brush sometimes and really put myself there while I hunt other players. On that note, what further optimizations are on the way? Can we expect Nvidia technologies such as Reflex, RTX, and DLS...
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Super thoughtful questions, thank you so much! Lemme try to hit them to the best of my ability.

  1. I can't announce anything today, but I know the team is always looking for more performance, and visual gains. Every once in a while I look up beta footage on youtube and marvel at PUBG's growth.
  2. Yeah, it's early yet, it's hard to judge any item during the Honeymoon phase - Tactical Gear is the new shiny toy, we've got to give it some time, see which bits of gear start working their way into games consistently. But I've been pleased with the early sentiment. It's always healthy when some of the community think something is OP, and others think it's useless. That's a good sign.
  3. You are right to suspect technical challenges. Karakin is a small map, made with a limited set of materials, to provide that gameplay functionality. Replication was a big lift. Making sure that everyone on the server could see the same hole in the wall, from any distance, and THEN ...
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Comment

Originally posted by mbcowner

im curious , why Krafton does not go after some of the more obvious groups providing cheats and take them to court and sue them as activison is doing ? It would seem that you all are aware of at least some of them , why not try to sue them . Win a few court battles worth millions and i bet it would really make people think twice about trying to spend time making cheats to sell as much.

Oh buddy, we do! But it's wack-a-mole. As long as people will pay for cheats, other folks will risk it all to provide them. Eventually they get caught, and others try to fill the vacuum. It's just the lamest season of Narcos, forever and ever. But that's why we've got our anti-cheat team. Every day they wake up and attack like wild dogs, because we want PUBG to be fun and fair.

Comment

Originally posted by Apprehensive_Sky621

Hello, is there a possibility that in the map rotation they will ever remove the sanhok map? It really is something that bothers me, since before it became Free to play, 8 out of 10 games I entered that map, which made me go out to the lobby and wait 2 or 3 minutes to start another game. The truth is that now it is easier for games to come out, always 10 seconds or less, which is appreciated, but I really hate sanhok, they give it a priority that is in my opinion unnecessary, it is not even played in tournaments, they could take it out just like that in the same rotation they take out for example: vikendi.

I can't understand why sanhok is always there and they never take it out.

PS: Sorry for my bad English, I used the translator.

Platform - PC - Steam

No worries, your English is great -

So we don't weight maps in random, but I know it feels like we do when you catch a map you don't like 5 times in a row!

If there were only 1 game of PUBG ever happening, like, 1 server, 1 game, 100 players - you could stick around in the same server, game after game, and maybe you would start to feel the random, and be like "okay, I get it, this feels totally random".

But that's not PUBG. There are many servers, running many games. You die early, maybe in the first phase. You leave THAT random server, and jump into a new one. And that server is doing it's own random, and maybe, it's calling the map you are just coming from.

We all have a least favorite map, and when we catch it too many times in a day it's a frustrating user experience. So we are gathering data on the new player populations. If the numbers are right, we would love to explore giving more agency to the player.

Thanks for the question!

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Comment

Originally posted by SurvivorNumber1

Hey guys

Any idea when we can expect to hear or see more info/gameplay of the new 8x8 map KIKI?

I’m anxious to see the actual map and POI, super hyped for another big map. Maybe you can share some details on it? 🙏

(Xbox)

I can't talk too much about Kiki today, but we are super hyped to be building/playtesting it. Feeling cute, might leak a screenshot on Twitter later.

Comment

Originally posted by Cheap_Wrongdoer_1026

I played every version of PUBG (Mobile/PC/Stadia) without Console . I literally love this battle royale with 4 years. But you need more changes and things in PUBG for future . Please make more better performance and playable for every pc. I think your team make do well everything in future cause I still well satisfied.

100 percent- we're always pushing on improving performance and anti-cheat. We appreciate the love!

Comment

Originally posted by Bot_TacticsGG

Thank you for the AMA.

Are we able to expect new weapons alongside the new map Kiki?

Will they be map exclusive or on all maps?

can’t wait to play it!

You know we've got to give you toys with the new map!

Typically we launch new stuff on a map, and then it bleeds into other maps with positive community sentiment. We're always looking for that sweet spot between "each map has it's own flavor" and "i want to use my favorite stuff in every map".

Thanks!

Comment

Originally posted by ASJ_sapphics

Regarding Kiki, what kinds of features can we expect to see pulled in from 2020's experimental maps? Should we expect to see it receiving regular updates after launch, like Taego? What aspect of the map are you most proud of? Any ETA on more information being released?

Unrelatedly, do you know if there have been any kills with drone packages in public matches yet, if you have the statistics to hand? Seems like one of the hardest ways to kill someone; I'm curious if it's been pulled off at all yet.

(PC)

YO! Thanks for asking.

So ofc, I can't share too much as it's still in development. But we've got some new traversal stuff we are exploring, a new biome we haven't really featured in PUBG, more verticality than we've seen in previous maps. And yes, for sure, like all maps, we will keep tinkering based on our observations of how it does in the wild. I think I'm most proud of the gameplay variety it's providing in playtest, I think it's got something for everyone.

Offhand, I don't have the numbers of package kills, but I've been living for the "drone drops gas can" combos seen on Reddit and Twitter. We love seeing players experiment with the tools. We've got some pretty crazy tactical gear in the pipe, which should offer deeper, weirder combos to explore. Thanks for the question, and send me a clip of you getting a package kill =)

Comment

Originally posted by KawaiiLM

will there be a cross play between pc and consoles? (PC)

I sorted by controversial for this one! No plans for PC/Console. Of course we love bringing players together, but we want to maintain the fairness and integrity of both ecosystems.

Comment

Originally posted by iAmCDome

Hey Dave & Team! 👋🏻

Some of the most asked questions I found:

Will we be seeing a movement feature or update, particularly rolling or sliding?

Graphics engine update coming?

Map selection for regions with high player counts?

PUBG Streamer Store (for streamer skins)

More iterations of a “bring-back” mechanic, such as defibrillators on all maps? Super People implemented this very well.

Permanent bot mode and zero bots in normal games?

And lastly, my personal question: What are the plans for Player progression, weapon progression, etc. With many new players joining, I fear they have nothing to "grind" for except for mastery level 500 and the same 20 charms...Would love to hear more on this and especially, an overhaul to the current contraband loot crate system. The shear cost and mass duplicates of "low-level" skins that players can get is very discouraging and doesn't promote more play.
I think a GREAT change to...

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u/Linnception hit everything, but I just wanted to add, re: movement, a bit of context.

Some games are reaction (twitch) based, and others are a bit more strategic. This isn't a value judgement, I enjoy both kinds!

But part of PUBG's approach is (observe, strategize, execute). Our gameplay pace is a little more deliberate/thoughtful. So while I enjoy good slides/dives/rolls in other games (shoutout to Black Ops dolphin dive), I don't think that movement would be a good fit for what we are providing!

And re: player progression - I totally agree. I like playing PUBG because it's fun, but I also enjoy having a series of smaller challenges I can work at. We're gonna have more for you at a later date, but just know that I share your sentiment.

Comment

Originally posted by 1PeePeeTouch

You are just agreeing with what the question asker pointed out. Could you please give us some information about whether or not you are planning on making any changes to map queues based on region or if you as a dev team have no plans at all to change map queues.

Sorry about that - yeah, with F2P, it's time to gather the data, and try to make the best decision possible for matchmaking. Random can be frustrating. Waiting to que can be frustrating. So with each region, we look at the data, and go with the best decision for the population. Thanks for the question.

Comment

Originally posted by Bubbles_012

Hi Dave and Linn, I just want to pick your brain a little and ask why you think PuBG is so much more popular in Asia at the moment. And what are some things you could implement to win back some of the players in NA\western regions in the future.

So the goal has always been, provide the most fun to our fans. I think that's the only way to design. You can't bribe players, you can't chase trends, and your game can't be all games to all people. The reality, is if you prefer a more casual experience, for example, there are games that better serve that desire on the market.

So rather than thinking about specific metrics (can we win back X players), we think in more concrete design challenges. "We will have an influx of new players with F2P, how can we best serve them?".

And that leads us to our new first time user experience. The tutorial, 1v99 match, and improvements to the training grounds are all in service of welcoming new players.

We've added Action Queuing as a QOL update, I think it makes the game feel more responsive.

Tactical Gear, of course, is also designed for players that want to contribute to their squad, but may not be awesome shots (yet!).

Moving forward, we're working on...

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Comment

Originally posted by Player_1038727

Hey! I'm a big PUBG fan, playing for 3 years already. Glad to see Creative Director & Senior Producer open for a discussion.

As we all know PUBG online is decreasing, the game is fading and I'm sad about it. The developers have taken a course towards monetization by increasing the number of skins in the store (and I can understand it), but this does not attract new players and does not make old ones to play more.

As a gamer, I lack motivation to have the same gameplay every day. Land, loot, survive. Every day is routine.

But there are at least two reasons that could make me spend dozens of hours weekly. Both are already implemented in the game! Why are they gone now?

#1 is Skins. Skins for playing, not for paying. In the past, there was a great opportunity of getting rare skins by completing hard, time-consuming challenges. It motivated gamers to play more and more. Moreover, it could be a partly-paid skin set. Let's say, a player ca...

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Great comment dude - like I said, I'm not the money guy, I'm the game guy. But I'll share this with the proper team for their consideration. Thanks for being dedicated, and I hope you've enjoyed feasting on the influx of new players! ;)

Comment

Originally posted by toilet_scholar

Casual mode is a great way to bring new players into the game. It's allowed me to bring people into the game that have either been away for a long time or are new. Have you considered removing the red zone from casual? It's really frustrating for new players to die to a red zone, particularly when they are limited to three casual matches per day. And as a follow up, have you considered allowing more than three casual matches per day? (PC)

Man should we just take away the red zone all together?

Comment

Originally posted by Zopper

Any chance to implement a requesting feature for missing attachments/scopes similar to Apex Legends (i.e. ping an empty attachment spot to "say" you still need it). This would help comms in randoms. Thanks for the continuous updates. (PC)

I think that's a great suggestion. I think in-world ping does a nice job to help communication between players speaking different languages (EMEA rise up), but we still have room to improve on granular asks. Thank you!

Comment

Originally posted by Contibeatz

(XBOX - xAUXx Monster) Any plans to introduce something else as a reward for a chicken dinner besides just BP?? Maybe something along the lines of a crate for winning a chicken dinner whether it be a already existing BP crate or new one?? Thank you!

No concrete plans I can share atm, but with the move to F2P I feel like lots of options are on the table.

Comment

Originally posted by Towelie8-7

Hey Dave. Many polls here in the forum indicate that Sanhok is one of the most unpopular maps. What does your internal data show? Is there a possibility that the map rotation for season 16 will take place without Sanhok?

(PC)

YO! Towelie, thank you for reaching out. So I'll give you two bits.

One, as you might imagine, every day I get like a "EVERYBODY THINKS" qualifier to a suggestion. And man, occasionally we really do stumble into something that the community is aligned on. But with the global audience, TPP/FPP players, and PC/Console players, it's harder than you think to find true consensus.

Two, we've got some stuff in the oven re: Sanhok. I've gotta be vague, but we will have more info at a later date - stay tuned!