PC 1.0 Update #15


06.19.2018 

After four rounds of testing, our third map—Sanhok—is finally ready for showtime. The map may be smaller, but the battles won’t be.

This patch also brings UI and sound improvements and a new, Sanhok-exclusive weapon, the QBZ. There’s a lot to cover, so let’s get into it.



Patch Notes

NEW MAP: SANHOK

Added a new map: Sanhok (pronounced “sah-nok”)
Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players.
Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below.


Performance
Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements.
Gameplay
Weather in Sanhok changes dynamically.
Players can throw apples while waiting to board the plane in the in-game lobby.
Redzone
The redzone is smaller and shorter-lasting on Sanhok.
The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone.
Bluezone
Bluezone on Sanhok has shorter waiting times and longer travel times.
The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size).
Spawn Balance
The item spawn rules have been customized on Sanhok to get you equipped for battle faster.
ARs, SMGs, and DMRs are spawned more often. The total item spawn rate has been increased 5% compared to that found in the fourth round of Sanhok testing.
8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages.


Introduction to Sanhok’s locales:

Cave - Here you’ll find an abandoned archaeological site, located in the heart of a seaside cave. Parachute in through the open top for access to the best loot and a boat for a quick escape.

Ruins - Only the most daring players will brave these claustrophobic chambers. The Ruins reward those who survive the close-quarters combat with all the loot they can carry. Drop onto the roof to storm the temple from above, or sneak in through the ground-level tunnels.

Paradise Resort - Welcome to Paradise, Sanhok's finest (and only) luxury resort. This compound has it all: cross-courtyard sightlines for snipers, thrilling room-to-room breaches for shotgun specialists, and mid-ranged corridors that are perfect for honing your SMG skills. Checkout is at 11:00.

Training Center - Measure yourself against the best of the best in this abandoned training facility. Survive a tactical obstacle course to get loaded up with loot. Either get good or die trying.

Quarry - This flooded limestone quarry is a both a visual, and tactical departure from the lush, green wilds of Sanhok. With few trees for cover, you’ll have to push from mound to mound, looting and hunting while vulnerable to players on the rim of the quarry.

Docks - Explore cargo ships filled with loot in this out-of-the way drop, located in the Southeast corner of Sanhok. With plenty of opportunities for mid-range to CQC encounters, this is a terrific drop for newer players hoping to get their bearings, farm up, and escape!

Roads - Some areas in Sanhok are now paved with old concrete roads. Watch out for campers and use these to outrace the blue zone!


Performance

We’ve optimized the way servers handle many nearby objects to improve performance. This includes optimizations for:
Characters models
Vehicles
Weapons


World



Added advertisement banners for PGI (PUBG Global Invitational) to buildings, billboards, and the default parachute skin on Erangel and Miramar
The Bengal Tiger parachute skin is unchanged and when equipped will replace the default skin



Items

Added the QBZ, a Sanhok-exclusive weapon
The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds.
The QBZ replaces the SCAR-L in Sanhok’s item spawn pool (meaning the SCAR-L no longer spawns on Sanhok). The QBZ spawns about 1.4x as often as the SCAR-L used to spawn on Sanhok.


Gameplay

Accuracy modifiers applied from moving, changing movement stances or aiming modes are no longer applied instantly.
This means that for example, when aiming down the sight, you won't gain the full accuracy improvements from ADS until your sights are aligned.
The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed.
Spectators can also watch the winning player or team celebrate.


UI / UX


With three maps now in the game, you’ll choose between two “playlists” instead of two maps.
The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two.
The Mini Royale playlist contains only Sanhok for now.
Select both playlists to be randomly dropped into one of the three maps currently in the game.


Many game UI elements have been updated
The friend list UI has been updated
Leaderboard and Replay UI has been improved
Pop ups in the lobby and game sessions have been visually enhanced.
Pop up window showing matchmaking status has been improved
In-game UI elements such as inventory, map, results window have been improved
Improved the in-game minimap
The mini map now dynamically zooms in or out depending on the character's movement speed, enhancing your ability to see what’s around you.
The 'Minimap Dynamic Zoom' option can be turned on/off in the options menu.
The minimap can now be expanded
Minimap expansion can be toggled on/off using the 'N' key
To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue


The Blue Zone indicator bar located above the minimap has been improved
Added universal scope sensitivity setting, with the ability to individually set scope sensitivities if desired.
Sensitivity levels now apply properly for scopes with a variable zoom.
A new option to adjust crosshair color using RGBA values has been added under the options menu
The loading screen has been modified to display game-related tips


Sounds

Plane engine sound volume when beginning the match has been decreased
The volume of sounds made by bodies of water (oceans, rivers) has been decreased
Care package plane's volume attenuation curve is now steeper. This means the distance at which the plane can be heard is the same, but the distance at which the plane's maximum sound can be heard has been decreased
The sound effect made when throwables impact water has been improved
All weapon sounds have been remastered for better quality
Excessive boost effect in low frequency range has been adjusted.

Items

Featured items can now be purchased directly from the store.
Featured items, such as Event Pass: Sanhok, Escape Set 1, Escape Set 2 etc., can be found under the Store menu.
Some items can be purchased under the Items menu.
Event Pass: Sanhok
Escape Set 1, Escape Set 2
5 Level up for Event Pass progression
M416 Gold Plate, M416 Silver Plate
All featured items are not tradable


Effects

We’ve improved visual effects when bullets strike ground or water
The splash effect shown when throwables impact water has been made more realistic.


Bug Fixes

Fixed an issue where characters got stuck in certain areas of Erangel and Miramar
Removed a few objects from Erangel and Miramar which obstructed movement
Fixed an issue where certain plants in Miramar were floating above the ground
Fixed an issue where the sound when using an adrenaline syringe was longer than the associated animation
Fixed an issue preventing the Mirado from taking damage from grenades.
Fixed an issue where players inside vehicles didn’t take damage from unarmed melee attacks
Fixed an issue where grenade status effects (flash, burning) would sometimes not disappear after their intended duration.
Fixed an issue with pistol recoil animations not being played correctly in ADS after exiting a vehicle.
Fixed an issue where parts of the sidecar's wheel were missing when the tire was destroyed.
Improved the vaulting interaction between some objects and windows.
Fixed an issue when spectating or watching replays where parts of weapons would disappear in certain situations (only weapons with high scope-mounting positions).
Fixed an issue where dropping a weapon immediately after firing abruptly stopped the sound effect.

Test Servers for PC 1.0 - Update #2

11.13.2017 


Players,

 

Today, They would like to give you an update on the test servers. Many players were disappointed that the first test server schedule was delayed last time. Right before opening the test servers, we concluded that the test build was not stable enough and decided to postpone the test. Although the current test build is not completely stable as of now, we still would like to open the test servers this week even for a short period of time and allow players to test the long-awaited feature - vaulting & climbing. We were planning to run test servers for about three days but this week’s test will be shorter because of the build’s current state.

 

Please note that you may experience client crashes on the test servers. This is normal as the build they are using for this test is not completely stable. This may not be the best condition to test all the features. At this time they ask for your understanding as they continue to fix the issue.    

 

The test will begin tomorrow and last for about a day. If they decide to extend the test schedule, we will make an announcement on our official social media channels.

 

Test schedule

 

  • PST: November 13th 06:00 PM – November 14th 06:00 PM
  • CET: November 14th 03:00 AM – November 15th 03:00 AM
  • KST: November 14th  11:00 AM – November 15th 11:00 AM 

 

Region & Modes

 

  • NA SOLO First-person / Third-person
  • ASIA SOLO First-person / Third-person

 

 

Two major changes were made this time. they are added vaulting & climbing and overhauled the ballistics system. To read more about vaulting & climbing, please read our previous blog post. 

 

Regarding ballistics, they made changes to bullet drag effect, accuracy and hit areas to give them a more realistic touch they well as improve the balance of weapons. We have described the changes in detail below. We will be using a more advanced equation to calculate damage which will be shared in detail after this test. 

 

 

Ballistics overhaul

 

They are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch. As a consequence, we are now working on a ballistics balance pass. They have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized.

 

The overhaul consists of multiple elements. An essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect, the bullet now loses its velocity over time - similar to what happens to it in real life. As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of 300 meters.

 

Secondly, They've tweaked the MOA (accuracy) of the weapons basing the new numbers on their IRL counterparts. While some weapons may experience slight accuracy nerf, others will become more accurate than before.

 

Following the changes to the trajectory of the bullet, They have looked into the usability of iron sights and sight attachments. To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have a unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle (by default using the Mouse Wheel). 4x's tip of the chevron is zeroed in on respectively 50 and 100 m for submachine guns and other weapons. Bigger scopes will additionally allow you to change the zoom level (by default using the Mouse Wheel).

* Zeroing for 4x is the same as before in the 1st test servers and will be updated in the next test build. 

 

Finally, we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players. With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class.

 

These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and They are still working on more features to be included in the game.

 


BEFORE



AFTER



Projectile 
is affected only by gravity, velocity is constant (short travel time, low 
drop)



Projectile 
is affected by gravity and air resistance, velocity drops over time 
quasi-exponentially (long travel time, big drop)



Most 
of weapons are very accurate aside from submachineguns



All 
weapons are reasonably accurate up to medium range (300 meters)



Zeroing 
is a parameter of a weapon regardless of sight attachment



Zeroing 
is a parameter of sight attachment (or iron sights of the weapon)



Reticle's 
intensity cannot be changed in a red dot or holographic sights



Reticle's 
intensity can be manually adjusted depending on light conditions



Damage 
to any part of the limb has 50% damage penalty 





Damage 
to limb, parts is differentiated (the closer to a chest, the more damage) 

*To be applied 
later, not in the 1st test build



Neck 
is not protected by the helmet, no damage bonus



Neck 
is protected by the helmet, 25% penalty to headshot bonus



Same 
damage modifiers to all hit areas for all weapons



Different 
damage modifiers to hit areas based on weapon class or type






Client Optimization

  • Optimized terrain data to reduce memory usage
  • Reduced the lag issue when terrain is loading
  • Reduced the lag issue when multiple players are in sight

 Server Optimization

  • Optimized server performance by adjusting network throughput

 Action

  • Added vaulting & climbing action


Game Play

  • Vehicle driving balance is modified 
    * They are adjusting driving sounds to be more realistic. Sources of vehicle sounds will be improved.
  • Vehicle driving is adjusted to be more realistic
    • This is an early stage of balancing. They need our feedback to improve driving.
  • Improved the vehicle and passenger animations


Ballistics overhaul

  • Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
  • Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
  • Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
  • Hit areas have been modified
    • Neck is now protected by the helmet
    • Damage to the chest area is increased
  • Base damage is now modified by weapon class
    • The actual damage is now taking into account following multipliers
      • Base damage stat of the weapon
      • Distance traveled by the projectile (damage decreases over distance)
      • Hit area damage multiplier
      • Weapon class multiplier

  • Fixed the excessive aim-punch while leaning in ADS mode
  • Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode

 Vehicles

  • Unified the sizes of all UAZ models, the number of seats decreased to 4

 UI/UX

  • Improved the backpack capacity UI in the inventory screen



When they prepared to release the first Early Access version of PUBG earlier this year, they were not fully prepared to respond to the issue of cheating. Since then, our traffic grew exponentially and it became an even bigger issue. 
Earlier this month, they noted that they have been adding new measures and detection methods to address the cheat issue more effectively. To provide a healthy environment to our players, addressing this issue is now our top priority. We are constantly improving our anti-cheat measures and adding new ones.  
With our recent efforts to strengthen the measures, the volume of players who use cheats has been reduced by 25% overall, and the volume of malicious, extreme cheaters has been reduced by 50%. 
However, they know that this is not enough, which is why we are approaching this in multiple ways - monitoring 24 hours a day, strengthening security systems and applying additional anti-cheat solutions. Regarding other measures that our players have suggested, we are looking into a few that may be quite effective.
The battle against cheats may be endless. But they will do thier best to create a healthier, better environment for everyone and take strong actions against distributors and sellers of cheats as well as those who use them.
Lastly, they would like to again ask for your understanding regarding client crashes you may experience during this test. We’d like to also thank the players who have been patiently waiting for an update. Although we may not leave comments on every piece of feedback we see, we are always monitoring and reflecting on it. We appreciate it very much. In one of the subsequent dev blogs, we will be addressing the issues that are being discussed in the community, bugs that are not fixed in this test build and issues that were not mentioned in today’s dev blog. We are also preparing to share more about the damage equation later as we noted above. 
they are looking forward to getting your feedback on our first PC 1.0 test build.

-The PUBG Development and Community Team.