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News The Weekly PUBG Corp. Community Update - June 22nd Edition

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Hi folks,

Last week’s experimental post went really well, so this week we’re back with another Weekly PUBG Corp. Community Update.

In case you missed the first one, here’s a quick explanation: This is an end-of-the-week summary of both announcements we’ve made along with responses to feedback from players. It's NOT intended to be a comprehensive final answer for every single question or complaint posted in our communities—often, we simply don’t have updates we can share (either because a hard decision hasn’t yet been made or because we haven’t finished thinking about how to solve an issue ourselves). Still, we’re trying to peel back the curtain here and have a more intimate conversation than you’d normally get otherwise. We hope you like it!

For a little more context on why we’re doing these posts and our goals for them, check out this post.

Because the launch of Sanhok is taking up so much of our focus, this week’s post will necessarily be shorter than last week’s. We hope you still find it useful!

KNOWN ISSUES


PC Known Issues (Last Updated 6/14/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/172144-known-issues-updated-06082018/

Xbox Known Issues (Last Updated 6/12/2018, next update should be coming soon) - https://forums.playbattlegrounds.com/topic/175154-known-issues-updated-6122018/

OFFICIAL PUBG CORP. COMMUNICATIONS


June 19 - PC 1.0 Update #15

June 19 - Announcing a Big Milestone + Our First Ever Steam Sale

June 19 - Dev Letter: A New Way To Unlock Rewards

June 20 - Learn More About Event Pass: Sanhok

June 20 - Compensation for False Bans

June 20 - PGI 2018 Tickets On Sale Now

June 21 - Two More Items to Unlock During the Sanhok Launch Event

June 21 - Starting Soon: Download the Sanhok Patch Early

June 21 - Now Available: Sanhok and the Event Pass

COMMUNITY ISSUES AND THE LATEST RESPONSES

Trial Items in the Event Pass (And Broader Event Pass Reactions)


Context:

Alongside the launch of Sanhok, we also launched our first ever Event Pass, basically a special bundle of missions and rewards that you can buy for $10. In a dev letter early in the week, we explained how we’re seeing the Event Pass as an experimental alternative/compliment to the crate and key system—it’s still ultimately a way to pay to unlock cosmetic content, but without any random elements and with added challenges.

Although the paid version of the Event Pass (detailed here on this funky fresh microsite) contains 17 unique, exclusive cosmetics, much of the early player reaction focused on the inclusion of a handful of additional “trial” items which aren’t permanently unlockable, even if you purchase the Event Pass.

Many players also felt that there should be more permanently unlockable items for players who don’t buy the pass.

The Latest Response:

Two days after announcing the Event Pass, we decided to add two additional permanently-unlockable items to the event (both for players who buy the pass and for those who don’t). In the post announcing the change, we also acknowledged the negative reaction to the trial items and shared a little more context about our thinking this way:


We failed to properly explain why we included some “trial” items as part of the event, and why those items aren’t permanently unlockable even for players who buy the pass. The main reason is that we wanted to let players just try out some of the most popular items from crates we’ve released in the past. We thought it’d be cool to give all players a chance to try them out during the launch event. But, we’ve heard your feedback on this. We will continue to work on creating new ways to allow you to unlock great content in PUBG, and that includes offering cooler ingame swag. We’ll keep thinking about how to better use trial items in the future.

For a little more context, in a comment earlier this week I also shared some thoughts on why we decided against simply making all the trial items permanent.

Ultimately, a lot of you guys still have reservations about the Event Pass, especially given the other challenges PUBG is currently facing. Bugs, optimization, netcode performance, and cheating are still huge challenges that we’re facing, and some players are understandably less than enthusiastic about new monetization options with those challenges looming in the background. I summed up our thoughts about this issue this way. Needless to say, this will be an ongoing conversation, and we’re going to just have to learn how to improve things further by listening .


On Limb Penetration


Context

In PUBG, bullets to non-vital body parts like hands, arms, and legs deal less damage than shots to other body parts. The match behind this comes down to basic percentages. Shots to the hand and palms deal 30% damage. Shots to the forearm deal 50% damage, and shots to the upper arm deal 60% damage.

One side effect of this system is that sometimes a player’s arms can block otherwise deadly shots to the head or torso, limiting your damage output in a somewhat frustrating way. We’ve discussed a solution to this problem before, but until now we haven’t revealed our specific plans.

Our Latest Response

I caught up with one of our design leads earlier this week to talk about the solution his team has developed for this problem. Once our solution goes live, it’ll work this way: When bullet hit an arm or a hand, the game will automatically check to see if there’s any body part behind the limb in the bullet’s trajectory. If there is, the game will check to see how much damage the incoming bullet would do if it hit that part instead. The system will then apply the higher number of the two. We’re not applying this system to legs—only arms, forearms, and hands.

End result: even if your arm somehow blocks your face, you’ll still get shot in the face.

Unfortunately, we aren’t quite yet sure when we’ll be able to ship this feature. It sounds like it should be simple, but the TL;DR is that we want to make sure it’s not interacting weirdly with our other systems before we ship it. Stay patient with us and we’ll get it all worked out.


On Dynamic Weather


Context

The history of weather (fog/rain/etc.) in PUBG is complicated. At one point before launch, you could be randomly dropped into matches that were either foggy or rainy for the entire game. We weren’t entirely happy with that system, so we ultimately removed it (to a very mixed response).

However, beginning with Sanhok’s early testing phases, we began experimenting with a dynamic weather system that changes the weather throughout the course of each match. Players have generally responded very well to this system, and many have asked whether we plan to eventually bring the system to other maps.

Our Latest Response

A few days ago, PUBG Corp. designer /u/PUBG_Meta [+3] left a very succinct response to this question that made some of you pretty happy.


On Our Plans to Continue Making PUBG a Better Game


Context

Earlier this week, we announced a Steam sale to celebrate some very big sales milestones. A few players commented on this line from the post:


We’re genuinely humbled by PUBG’s ongoing success and growth, and we’re incredibly optimistic about the game’s future. We’re going to keep working on new content and improvements for all versions of the game. We know there’s still so much we can do to make PUBG a better game for our players.

Our Latest Response

I posted this response earlier this week, but I want to share it again here, because I think it’s helpful to understand how we’re thinking about our longterm plans for PUBG:


When this game launched on Early Access just over a year ago, it was being built by a team of just 30 people. We had one tiny office in South Korea.

Things have changed, fast. Not only is the paid version of PUBG now one of the five best-selling games ever made (despite only being available on PC and Xbox) but we're also the #1 battle royale game in the world by a huge margin.

But let's be honest. Most of you don't give a **** about all that.

It doesn't matter one lick to you whether we sell a hundred copies or more copies than Tetris and The Bible combined.

You just want PUBG to get better.

You want bigger updates. You want this game to have the best anti-cheat tech in the industry. You want perfect performance, world-class servers, and so much content that you'll never get bored, even if PUBG is the only game you play. You want us to really, truly be "esports ready."

We want that too. And we'll admit it: PUBG could be so much better. On PC, on Xbox, on mobile, the unmet potential is still huge.

That's why we're reinvesting into this game. We're busy building up offices all over the planet so we can make PUBG into a global game and esport that lasts for many, many years. It takes a long time to build up a company responsibly, but we've been making progress ever since the Early Access launch and we're going to keep making progress, slowly and steadily.

I fully expect that the top replies to this post will be about the problems the game currently has. That’s partly a sign of how far we have to go. It's also a sign that you guys know we're listening, and that we care—otherwise why bother posting it?

We'll keep listening and publishing big updates with QoL changes like the ones in update #15. And as the weeks and months roll by, something is going to slowly become more clear to everyone: We've got the means, the incentives, and the motivation to keep investing in PUBG for years to come. The future is bright.

See y'all soon on Sanhok.

THAT’S ALL FOR TODAY


There’s a lot more we couldn’t cover today because of the all-consuming launch of Sanhok. We’ve got a lot of work to do to make sure both the launch of the Event Pass and the map launch are going well. Still, we hope you guys find this useful and want to see more communication like this going forward! As always, we’ll continue engaging in the comments of your threads every weekday in the meantime.

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