PUBG_Caleb

PUBG_Caleb



19 Jul

Comment

Originally posted by Historical-Joke3404

Ok Caleb Zart, since the game likes to imitate reality because we still don't have the movement of rolling while lying down that would help to erase a Molotov received in the body, overcome barriers in stealth mode or be able to dodge shots if snipers from a distance?

Imitating reality isn't the same as being constrained by it. Just because something is real doesn't mean it's fun. That has to be kept in mind always! Many of these things are specific design choices to support the gameplay in the best way possible.

Comment

Originally posted by Bubbles_012

Specific question to Caleb Zart. Regarding animation.

One of The biggest criticism facing pubg these days is that the animation is sluggish and floaty.

Question 1 Is that by design or is that a limitation of pubg’s current engine/architecture

Question 2 The parachute in Deston is great but I feel it lacks the agility to lunge off rooftops. Could this be improved. Could we see winged suits even?

1) There are a whole host of things that affect how character motion feels. We are looking to address some of this in the upcoming Animation Refresh, but we have to be careful to not impact game pacing and balance. PUBG's slower, tactical pace is a specific design choice that animation needs to support.

2) I'm not sure I know what you mean about lunging off roof tops. Are you looking for a way to get away from the building faster? A wingsuit could certainly do the trick. Something to think about for sure!

Thanks for the feedback!

Comment

Originally posted by panamajoe3

when will you introduce new character movement animations?

will there be knocks in a vehicle that you tweeted about?

and can you tell more about Neymar Jr Special Event? :)

thank you. sorry for my english

panama_joe (PC)

The animations refresh is being polished right now. More info coming soon!

Comment

Originally posted by Jur1Han

PC: DzTaki

when the new animation coming

They're being polished right now. You should being hearing more about them very soon.

Comment

Originally posted by Chicken-Ginger

Will Deston ever get gliders?

IGN: BwR-K (PC)

We've seen this feedback a few times. Thanks for the thoughts.

I think flying a glider around this map could be super fun, definitely something to look into!

Comment

Originally posted by LordoftheDimension

Do you guys have a favorite part of the new map Deston?

Pc

Randomrin

Barclift! This area doesn't get a ton of heat right away usually and has some hot loot if you're lucky enough to find a keycard while you're there.

Comment

Originally posted by thelarkshark

Weapon balance is always being looked at and tweaked. We look at this kind of thing very closely all the time!

Then where are the shotgun and SMG nerfs? Shotguns take almost no skill to dominate with and SMGs are insanely OP.

Weapon balance is a big interconnected web. Every change impacts the whole web. Knee jerk updates are usually a bad idea. Appreciate the feedback, though!

Comment

Originally posted by EscapeNew7972

Why haven't you implemented the use of two weapons at the same time yet ? Nick: tilderm4n -- steam pc

What weapons would you want to use at the same time?

My first thought is that that changes the feel of our gunplay in a very significant way. PUBG has never been an action movie, it's tactical and grounded. I think a case could be made for dual wielding pistols, but not much else without having a significant impact on weapon balance and game feel.

Comment

Originally posted by zynxczech

When will be the new car on Deston added? And will there be any balance changes for O12?

ELMX_zynx @ EU, PC - Steam

The new car is on it's way, coming very very soon.

Weapon balance is always being looked at and tweaked. We look at this kind of thing very closely all the time!

Comment

Originally posted by linkotd

I'm just wondering if there are any plans to implement slugs into standard rotation IE. have a rare pickup for a box of slugs that would work into a world drop shotgun.

Lord_Derp / PC

Right now the slugs only work with the O12. This was done on purpose to give the O12 a unique playstyle relative to other shotguns. Swapping slugs into a DBS, for example, would change that weapon significantly. I'm not sure I'd ever take that trade off on a DBS, but maybe that's just me.

Comment

Originally posted by Firm_Positive2142

Question for : Caleb Zart

How easy is it to implement animation changes with new features such as the ziplines and vehicles without giving or taking an advantage to movement/speed

Game tag: plugspud Console (stadia)

Hey! This is always foremost in our mind when making a new way for the player to move, like the Ascender. Like most things, playtesting is what helps us dial it in. Our typical proces goes like this:

- Make rough animations and get them in game so the feature can be tested. We'll use other existing features as benchmarks for timings on this first pass

- Play the things, a lot! All the while we will either be crafting new animations or finishing off the temp ones that are safe to finish

- Game dev is highly iterative, there are plenty of times when the timing and speed of something has to change. Sometimes the animation can be adjusted, sometimes it needs to be redone. Repeat this until it feels good to play!

Comment

Originally posted by Thicc_Choncc

u/PUBG_Chris, when you create terrain, do you look at each and every part of the map in order to think through possible situations that might occur? For example I noticed that a lot of the coastline has an edge to it that provides for really good cover instead of just running a flat-out beach instead. Is this conscious? How detailed do you have to be in insuring that the environment optimizes for interesting plays?

u/PUBG_Caleb - when do you plan to release the new animations? And are there any other plans apart from the occasional mo-capped dances?

Also, the clothes in this game are super impressive and moves really well with the character, so I'm wondering how many people are involved with modelling and texturing these? Will the new animations create difficulty with regards to their behaviour? That team needs a big shoutout!

Best regards, Densterr - PC.

Hey! The new animations are being polished as we speak. I can't speak to a specific drop date, other than to say they are nearly final and coming soon! I'm excited for the community to get their hands on them.

As far as other things in the hopper, we have a new vehicle and weapon coming to Deston in the next drop. We've been having a lot of fun with these two in playtests.

On the clothing front, I can't speak to how many people are involved on the modeling side, they have a solid team but I'm not sure how big it is off of the top of my head. From an animation standpoint, everything is built to a standard so that it works with existing motions. Most of the longer, flowing cloth is a dynamic simulation .

Thanks for the question!