PUBG_Hawkinz

PUBG_Hawkinz



25 Apr

Comment

Originally posted by metaworldpeace10

This is really an embarrassing response given at how awful you guys have treated the community regarding communication, feedback and how long these game-breaking bugs have been in the game for. Maybe instead of snarking at the community for disagreeing with this controversial change, why not actually listen to feedback and apply said feedback to the game for once? Just my 2 cents here.

I definitely respect people being unhappy at this change, but I do want to try explain why we did it and what it means for players.

Comment

The end is not near, getting flashbacks to Y2K and that calendar sh*t again guys, come on.

Bots will help with queues, they'll also allow us to ensure better queues for comp mode and potentially explore queue options with more choice, especially for smaller regions.

At the same time, it will greatly help new, more casual and less experienced players as well.

To be honest, new player retention for PUBG isn't great - there are many reasons for that, we need to polish the overall experience of course, no one likes bugs, but a huge part of that churn for new players is due to how difficult the game is.

Bringing in and keeping new players will actually greatly help the longevity of PUBG and at the same time, the hardcore players and ones who want to play more seriously will be able to play comp mode without bots. Bear in mind as well, there'll be less ratio of bots the more you play.

This really should be a win-win. Better experience for newer ...

Read more

23 Apr

Comment

Originally posted by The_psychotherapist

...it clearly has come to players wanting to do that, per the comment above. Are you saying it shouldn’t have come to players wanting to do that?

it shouldn't be so loud that players want to do that, yeah :)


22 Apr

Comment

Hey all, I just spoke to the creative team (who actually had already seen this post and were discussing it) and the videos should be ingame with a reduction in volume compared to the original.

This is either not working as intended, or may need to have the volume reduced further. The team is following up on this as we speak.

I know this has been an issue in past videos as well (last season we reduced the volume on live ASAP a week after release). Sorry!

Comment

Originally posted by RoSmuckey

You could get banned for doing that :D

It shouldn't come to players wanting to do that, but if they do, no you of course won't be banned for it


21 Apr

Comment

Originally posted by stevew14

How about allowing trading only if you have 2FA with a mobile number attached? Has to be a contracted mobile number and can't be a burner SIM card.

Not sure if that's possible technically with the way Steam API works, but it's something we can look into. I like the idea!

Comment

Originally posted by xFate96

Info about the Trade Ban you talked about ?

I spoke to the team about this and there are no plans to bring back trading. The temporary removal should now be seen as permanent, as we were unable to find a solution to the issues mentioned in the original announcement.

The main issues mentioned in the original post mostly hold strong still to this day, with additional issues of the impact to players who have their account compromised and items stolen. While the account is often recovered, it's less common to get items recovered.

This is something I'm going to discuss with the team further, especially as we look to enable 2 factor auth with SMS in the near future, but the expectation should be that it will not return.

Comment

Originally posted by Crimsonclaw111

Can you tell us if any of the optimizations for lower a specced PCs mentioned in the letter will be on the live server tomorrow? Or if there is any sort of ETA on those improvements?

Some went live April 9 and we plan to keep introducing more incremental improvements, although can't speak of an ETA right now!

Comment

I'm sure you've all got many more questions on some of the details we touched upon in the letter, so please drop them here and I'll do my best to answer!


08 Apr

Post

Hi all,

We're deploying some changes and fixes alongside maintenance this week. We'll also be including this information in the next set of patch notes to ensure it reaches as many players as possible.

Maintenance will last for 4 hours and commence April 9 00:30 UTC / April 8 5:30pm PDT.

The performance fix aims to address a frustrating issues players have been experiencing in recent months which often causes FPS stuttering or hitching. Please let us know how this works for you and share your feedback with us.

Performance updates

  • Greatly reduced instances of hitching during gameplay. We will continue to make further optimizations where possible.

Gameplay Bug Fix

  • Fixed an issue where players could clip through walls/ceilings of buildings by using vaulting and ledge-grab.
    • Most instances of this exploit have been resolved, although in some uncommon si...
Read more External link →

06 Mar

Post

Full post with images on PUBG.com

----

Hello players!

One of the most important elements of Battle Royale is survival, and being the last survivor standing means growing through experience. However, many of you have stated that PUBG also needs to promote the fierce competition between players as they play and win games, and a ruleset to amplify that competitive spirit. For those players, we're happy to introduce the Ranked Ruleset.

A ruleset like this needs feedback though, so like our previous skill-based rating test, we're looking to PUBG LABS to gather your feedback as quickly and efficiently as ...

Read more External link →

23 Jan

Post

We heard your feedback during the testing phase and initial launch of Karakin and have now implemented a hotfix on PC to increase and rebalance loot on our newest Battleground. We’re working to deploy these changes on console soon, more details to come.

To ensure you can drop in and loot up quickly above around, we’ve rebalanced loot spawns to improve your overall experience. There’ll now be much more loot to go around for you and your squad.

We understand and agree that feeling a need to rush and breach a tunnel each match to get that sweet, sweet loot just didn’t feel great. So, we’ve increased above-ground spawn rate of healing and boost items, as well as scopes to get you battle ready quicker. We hope this will allow you to explore Karakin more freely without feeling required to breach a tunnel just to find enough of that sweet, sweet loot to survive.

Please keep the feedback coming, it’s appreciated as always and we look forward to continually improving...

Read more External link →

23 Oct

Post

Drop into a Zombified “Play With PUBG” this Friday, 10/25 at 1PM PST. Square off with our devs in 3 Custom Zombie Mode matches for the chance to walk away with some pretty sweet loot!

Those who join as “humans” will win PUBG x Steelseries goods like Steelseries keyboards, Arctis 5 headsets and ergonomic mice.

All participants who join the Play With PUBG zombie matches will win a PUBG x Steelseries mousepad.

Viewers on Twitch will have a chance to win a mousepad as well through a chat raffle. Drop in and play or watch for your chance to win!

All participants should join the Official PLAYERUNKNOWN’S BATTLEGROUNDS PC, Xbox and PS4 Discord serve...

Read more External link →

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 ...

Read more External link →

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...

Read more External link →

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...
Read more External link →

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?

... Read more External link →

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!

External link →

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...

Read more External link →

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 ...

Read more External link →