[TÓPICO OFICIAL] Playerunknown's Battlegrounds

Na boa,Erangel e Miramar morreram completamente.

A empresa mostrou a total ineficiência e abandonaram esses mapas.

Vc joga uma partida com 75 jogadores.
Olha já reclamei disso aqui a umas 5 paginas pra trás
Mas com esse ultimo patch minhas partidas ficaram bem equilibradas entre os 3 mapas (modo squad fpp)

Mas realmente Miramar e Erangel estão esquecidos e são 2 mapas que precisam de mudanças, a comunidade prefere jogar Sanhok
 
É fueda pq Erangel precisa há mais de um ano de alterações consistentes, mas o problema é que a comunidade não pede e nem a BH se manca de fazer algo. Então vai ficar por isso mesmo.
 
Olha já reclamei disso aqui a umas 5 paginas pra trás
Mas com esse ultimo patch minhas partidas ficaram bem equilibradas entre os 3 mapas (modo squad fpp)

Mas realmente Miramar e Erengel estão esquecidos e são 2 mapas que precisam de mudanças, a comunidade prefere jogar Sanhok

Tbm acho que os mapas deveriam ter uma mudança, sei la tipo diminuírem eles um pouco e colocar mais armas e equipamentos pois são bem escaços, principalmente pra quem gosta de cair mais afastados dos grandes centros.
a falta de lute em abundancia como em sanrock provocou mais saídas de jogadores desses mapas, sanrock trouxe muito lute, ai o pessoal fica indignado quando cai em miramar e erengel e não acha o lute como em sanrock.
 
Qualquer mapa é um saco se você é "obrigado" a jogá-lo por mais de 5 vezes seguidas... e Sanhok bate records... 8:1, 10:1... isso em "solo". Em "squad" melhora isso... 4:1.. 6:1 .
Ah! Galera... é bom sempre citar o modo que tem encontrado a dificuldade/problema. Senão, vira uma salada.
E o que dizer dos loots?" PqP !!! Sanhok, vc cai num skipinho isolado, acha uma M24 + 8X... acho que se cair naquelas ilhas bem ao mar, acha AWM + 15X + kit 3 full.. Já nos outros, vc roda a cidade inteira pra achar uma SKS + 4x...
:sefu:

Outro detalhe: alguém já tentou ir "pescar" um drop no mar, lá "onde mamãe pariu", e bate no domo de invisível?!
Senti-me no Show de Dalai (Truman) ! kkkk
:sefu:

.
 
Última edição:

 
se perguntando pq aquele seu tiro não pegou? @rlv1204




 
Olha já reclamei disso aqui a umas 5 paginas pra trás
Mas com esse ultimo patch minhas partidas ficaram bem equilibradas entre os 3 mapas (modo squad fpp)

Mas realmente Miramar e Erangel estão esquecidos e são 2 mapas que precisam de mudanças, a comunidade prefere jogar Sanhok

A comunidade não prefere jogar em sanhok,a comunidade quer loot rápido,safe rápida e partida rápida.

Você joga em Erangel e Miramar que necessitam absurdamente de miras longas e não encontra nenhuma.

Você joga em Sanhok e acabando jogando miras longas fora da mochila porque está sobrando.

Resumindo: Um problema completamente simples de loot esse buteco da bluehole não consegue arrumar,completamente inacreditável isso.

O jogo se torna uma experiência chata,frustrante e dramática quando você fica entrando em mil casas e não acha uma arma descente para jogar.

Sanhok resolveu esse problema das armas,Erangel e Miramar foram completamente esquecidos nesse quesito_Outro fator importante é a velocidade da safe que corrigiram para serem rápidos e depois voltaram atrás.

A Bluehole é uma empresa medíocre,limitada e caça níquel.

A Bluehole já colocou a corda no próprio pescoço e só falta chutar o banquinho para morrer.

O jogo ainda não morreu porque ainda não surgiu um concorrente a altura.
 
Tbm acho que os mapas deveriam ter uma mudança, sei la tipo diminuírem eles um pouco e colocar mais armas e equipamentos pois são bem escaços, principalmente pra quem gosta de cair mais afastados dos grandes centros.
a falta de lute em abundancia como em sanrock provocou mais saídas de jogadores desses mapas, sanrock trouxe muito lute, ai o pessoal fica indignado quando cai em miramar e erengel e não acha o lute como em sanrock.
Comunidade gostou de Sanhok por conta do loot facil e a rápida trocação.
Erangel (minha opinião) precisava de mais estruturas, mais veículos e um loot um pouco melhor
Miramar (minha opinião) precisava de mais veículos e uma melhor vegetação
Sanhok (minha opinião) remove metade dos veículos e combustível do loot e diminui um pouco o loot

Dessa forma talvez a rotação de mapas melhore
Mas duvido que algo seja alterado
 
A comunidade não prefere jogar em sanhok,a comunidade quer loot rápido,safe rápida e partida rápida.

Você joga em Erangel e Miramar que necessitam absurdamente de miras longas e não encontra nenhuma.

Você joga em Sanhok e acabando jogando miras longas fora da mochila porque está sobrando.

Resumindo: Um problema completamente simples de loot esse buteco da bluehole não consegue arrumar,completamente inacreditável isso.

O jogo se torna uma experiência chata,frustrante e dramática quando você fica entrando em mil casas e não acha uma arma descente para jogar.

Sanhok resolveu esse problema das armas,Erangel e Miramar foram completamente esquecidos nesse quesito_Outro fator importante é a velocidade da safe que corrigiram para serem rápidos e depois voltaram atrás.

A Bluehole é uma empresa medíocre,limitada e caça níquel.

A Bluehole já colocou a corda no próprio pescoço e só falta chutar o banquinho para morrer.

O jogo ainda não morreu porque ainda não surgiu um concorrente a altura.
Sim, eu sei disso tudo.
Por isso Sanhok é tão popular (mas considero o pior mapa)
 
A comunidade não prefere jogar em sanhok,a comunidade quer loot rápido,safe rápida e partida rápida.

Você joga em Erangel e Miramar que necessitam absurdamente de miras longas e não encontra nenhuma.

Você joga em Sanhok e acabando jogando miras longas fora da mochila porque está sobrando.

Resumindo: Um problema completamente simples de loot esse buteco da bluehole não consegue arrumar,completamente inacreditável isso.

O jogo se torna uma experiência chata,frustrante e dramática quando você fica entrando em mil casas e não acha uma arma descente para jogar.

Sanhok resolveu esse problema das armas,Erangel e Miramar foram completamente esquecidos nesse quesito_Outro fator importante é a velocidade da safe que corrigiram para serem rápidos e depois voltaram atrás.

A Bluehole é uma empresa medíocre,limitada e caça níquel.

A Bluehole já colocou a corda no próprio pescoço e só falta chutar o banquinho para morrer.

O jogo ainda não morreu porque ainda não surgiu um concorrente a altura.
O problema é que os jogadores vêem loot, ou a ausência de loot, como um estorvo. Parece que pra eles o jogo só fica legal, ou só começam a jogar de verdade, quando acham a arma que procuram.

No meu caso eu curto jogar em Erangel e Miramar justamente por essa imprevisibilidade, se virar e sobreviver com o que tem no momento. Pra mim isso que é a essência do Battle Royale.
 
Exatamente. Estamos todos falando a mesma coisa, só que em línguas diferentes: loot / m². Sanhok, loot demais; Erangel/Miramar, loot de menos.
Realmente, muitas vezes me pego procurando uma arma (sniper, como 99%), mas, datavenha... entrar em 2 casas ou 1 prédio de 2/3 pavimentos e sair com pistola e foice ou escopeta e pé-de-cabra é PHODIS!
 

 
se perguntando pq aquele seu tiro não pegou? @rlv1204





Depois de uma atualização do mês retrasado, esse jogo ficou muito ruim, estou até desanimado de jogar por causa desses problemas.
tiro que não acerta e você morrendo atrás de cover.
por isso que estou jogando mais cod ultimamente.
 
O problema é que os jogadores vêem loot, ou a ausência de loot, como um estorvo. Parece que pra eles o jogo só fica legal, ou só começam a jogar de verdade, quando acham a arma que procuram.
No meu caso eu curto jogar em Erangel e Miramar justamente por essa imprevisibilidade, se virar e sobreviver com o que tem no momento. Pra mim isso que é a essência do Battle Royale.
Concordo
Mas vc concorda comigo que não dá para trocar tiro de P1911 contra alguém de arma longa, ou vc cair em uma cidade achar uma Kar98 para trocar tiro em curta distância. Essas 2 situações já aconteceram comigo
Em uma das minhas ultimas partidas cai em uma casa e encontrei uma escopeta (S1897) e na casa vizinha a minha um adversário caiu e encontrou uma M416, ele deitou um dos meus companheiros e não rushei, fiz o famoso zé casinha, esperei ele vir.
Depois do momento inicial (se virar com a arma que vc encontrar) o jogo se resume a buscar loot para o momento final.

Para mim os problemas de Erangel e Miramar são bem maiores do que imprevisibilidade e mesmo assim são os mapas que mais gosto.
 
Exatamente. Estamos todos falando a mesma coisa, só que em línguas diferentes: loot / m². Sanhok, loot demais; Erangel/Miramar, loot de menos.
Realmente, muitas vezes me pego procurando uma arma (sniper, como 99%), mas, datavenha... entrar em 2 casas ou 1 prédio de 2/3 pavimentos e sair com pistola e foice ou escopeta e pé-de-cabra é PHODIS!
Adicionaria nessa lista engine muito mau otimizada :D
 
Servers sobrecarregados :morre:
 
Para quem se interessa
Islands of Nyne - Free Weekend

Mais informações no Spoiler
Mas não tem muitos players jogando :genio:


Free 2 Play Weekend - Nov 29
449a2c260a646352513fdf8b793028a572a32571.jpg



Free to Play Weekend Incoming!
Join us on Thursday November 29th through December 2nd for Islands of Nyne’s first F2P weekend! Download and play the game for free all weekend and help us celebrate the launch of our first major patch and huge game discount! If you’re looking to see what new features and content we’ve got in store for you, head on over to our Live Trello Board[trello.com] which offers live development updates as well as our feature roadmap.

Prepare for Prizes!
With the inclusion of private servers during the next update, we’ll be hosting official Islands of Nyne tournaments with prize support during and after the F2P weekend! Stay tuned for more information regarding official and partner-run events in the coming days leading up to Nov 29th. We’re extremely excited to see the competitive IoN scene grow and we hope you’re just as excited to participate!


Developer Interview
Define Human Studios Co-Founder Rob Logan answers your questions about the current and future state of IoN and doesn’t hold back! Check out his interview with BigFry and learn a little more about some of the exciting features to come!


A lengthy Discussion on Islands of Nyne, with the Founder himself! LAST VIDEO: Patreon!


Stay tuned for event details as well as a video showcasing some of the features in next patch!

-Define Human
 
Reportei o cara que tá "xitando" claramente
https://pubg.op.gg/user/dmlouycps

Reparem que o nego aprendeu a jogar nas ultimas 5 partidas.

Tomou ban de 1 dia.
1 FODENDO DIA :haha:

Porra, assim eu vou usar cheat também só pra deixar os outros com raiva.
 
PC 1.0 Update #23.1
c4e8fb9f81e7a5df4600026abd5dae24abdc047c.png


This update to patch 23 fixes some bugs and updates the emote system, introducing a new customizable emote wheel and three new emotes. We're also testing a new Name Change item before it deploys as a paid store item on live. If you wish to change your test server name and help us test the item, you can use the free pass you receive by logging in on the test server.


General
  • For technical testing purposes during this test server period, players will receive a name change item through the Player Care Package upon login.
    • This item is only available on the test server and will be distributed until Nov 20, 6pm PST / Nov 21, 3am CET / Nov 21, 11am KST.


UI/UX

b10e0ad0bedf2715da0766eefb1f08d2d028f280.png

  • Improved the in-game emote system.
    • Added an ‘Emote’ tab in the ‘Customize’ menu.
    • You can add/remove emotes you own to the Emote menu for use in game.
    • You can also see animations of the emotes you’ve selected on the character to the right of the screen.
    • You can have up to 12 emotes active at a time.
  • Improved item visibility when you equip items on the Appearance menu.
    • When you select an item in the Appearance tab, equipped items will now be hidden from the character in order to show the selected item clearly.


Skin & Item
  • You can purchase various emotes from the store using BP.
    • Three new emotes are currently available: ‘AIR GUITAR’, ‘DRAW!’, ‘ZAPPED’


Bug Fixes
  • Fixed an issue where pressing ESC while leaning would maintain the leaning stance.
  • Fixed an issue where sometimes a character would be shown as under the ground with only their face showing while waiting in specific areas before the game starts.
  • Fixed an issue where helmet skins applied in the lobby are sometimes delayed from appearing on looted in-game helmets.
  • Fixed an issue where characters can’t pick up a dropped melee weapon again after dropping it on specific stairs in Erangel.
  • Fixed an issue where grenades would sometimes damage an incorrect area.


Hot Fixes
These hotfixes have been applied to the live server.
  • Fixed an issue where the voice channel shown was not the active one.
  • Fixed an issue where character model was shown as the opposite gender in the store preview screen.
  • Fixed an issue causing a game crash when other players pick up an item while you are picking up same item with specific amounts.


Thanks for playing :)
- The PUBG Team
 
Para quem se interessa
Islands of Nyne - Free Weekend

Mais informações no Spoiler
Mas não tem muitos players jogando :genio:


Free 2 Play Weekend - Nov 29
449a2c260a646352513fdf8b793028a572a32571.jpg



Free to Play Weekend Incoming!
Join us on Thursday November 29th through December 2nd for Islands of Nyne’s first F2P weekend! Download and play the game for free all weekend and help us celebrate the launch of our first major patch and huge game discount! If you’re looking to see what new features and content we’ve got in store for you, head on over to our Live Trello Board[trello.com] which offers live development updates as well as our feature roadmap.

Prepare for Prizes!
With the inclusion of private servers during the next update, we’ll be hosting official Islands of Nyne tournaments with prize support during and after the F2P weekend! Stay tuned for more information regarding official and partner-run events in the coming days leading up to Nov 29th. We’re extremely excited to see the competitive IoN scene grow and we hope you’re just as excited to participate!


Developer Interview
Define Human Studios Co-Founder Rob Logan answers your questions about the current and future state of IoN and doesn’t hold back! Check out his interview with BigFry and learn a little more about some of the exciting features to come!


A lengthy Discussion on Islands of Nyne, with the Founder himself! LAST VIDEO: Patreon!


Stay tuned for event details as well as a video showcasing some of the features in next patch!

-Define Human


veio meio tarde...:haha:
 
Update escroto mesmo..... Tão achando que aqui é player de fortinite.... Daqui a pouco vao querer por dancinha no jogo
 
Update escroto mesmo..... Tão achando que aqui é player de fortinite.... Daqui a pouco vao querer por dancinha no jogo

E vc ainda duvida ? Vai ser a próxima atualização, pode apostar.
 
enquanto isso, Ring of Elysium ta evoluindo a largos passos, só a possibilidade de girar o personagem deitado para atirar sem ter que rodar o boneco, carregar 3 armas diferentes, e o hitreg do jogo funciona (mesmo sendo server US), ta ficando bom o jogo viu, de graça na steam ainda...
 
Dev Letter: FIX PUBG Campaign
c61d76cfdcbf9af117687dbcfab531270f927fa1.png


A message from Taeseok Jang, Executive Producer

Hello everyone,

Since the start of the FIX PUBG campaign, the dev team at PUBG has prioritized tasks around improving core performance of the game while fixing longstanding bugs. To accomplish these tasks within our allotted time frame, all available dev resources were assigned to the campaign. However, due to several new stability issues that arose apart from FIX PUBG, we wanted to hold off on completing the campaign these last few weeks while we worked on resolving those issues. We understand that timely communication with you is important and will always look for ways we can improve. I apologize to the players on behalf of the Dev team for the postponement until now, but while we’re a little late from the posted FIX PUBG schedule, we still feel it’s important to share the results of this campaign.



The Goal of FIX PUBG

At the start of the campaign, the most important elements we had in mind are as listed below. We have worked on increasing the quality of PUBG based on largely these four topics. We will go over the state of each category as well as what we still plan to improve upon.

  • Provide the best gameplay experience possible through client and server performance optimization
  • Ensure fair gameplay with more efficient anti-cheat solutions using all available means
  • Smarter and faster matchmaking through improved matchmaking logic
  • Fix bugs that degrade the experience while applying long-requested QOL improvements


Client Performance

During this campaign, one of our key goals was optimization, with the main focus on delivering a smooth and seamless gaming experience, especially in certain gameplay situations that could greatly affect your chances of winning/losing (such as early battles after parachute landings, close combat in the last Blue zone, etc.). While the overall game-wide optimizations, such as increasing normal frames, were minimal, the performance optimization for specific situations as mentioned above was quite impactful. We have analyzed the effects of our performance improvements on frame rate by using level benchmark profiling, and as the chart shows, FPS has increased in November’s build when compared to July.

96fc301a6b68ab52dea05df9dd5d9a46632f624a.png

Level Benchmark Profiling

To explain a little more in detail, we have optimized level streaming and decreased the burden that comes with level loading while moving. Compared to before, the average time to load 1 level has dropped significantly from 14.4 seconds to 5.6 seconds. Our work on optimizing “Physics Creation” is still ongoing and we plan to apply those fixes after running a final test around the end of December.

By optimizing game effects, we have reduced the load caused when multiple effects are activated at the same time. We have also begun optimizing frame rate drop issues on specific effects such as smoke. Environmental effects, vehicle destruction effects, hit effects and smoke effects have been improved and we are planning to add improvements on weapon related logic and effects as well.

Regarding character related optimization, we have seen unfortunate side effects caused by movement optimization, such as footstep sound bugs and desync. Of course, we place player experience as the top priority even if that means we lose out on a part of optimization. This does not mean we have given up on character movement optimization, though. We are preparing general optimization work and once it has gone through proper stability testing, we will apply it once again.


Server Performance

In aDev Letter[www.pubg.com]last August, we talked about server performance. As of Update #19, we have improved the early game server performance, which had the lowest performance of each match, and increased the average FPS by more than 20%, which we are happy to have maintained on similar levels.

Below you see the graph for NA’s average server FPS after Update #19.

cda66dd9c2983c7c1d9db981374110f669f99a97.jpg

NA’s average server FPS after Update #19

Our current goal is to maintain a server tick-rate of 30 from the start to finish of the match. As the server tick-rate increases, the actual ping time is reduced and instances of desync are also mitigated. Since it is still a hot topic in the community, we plan to continue to focus heavily on this goal.

I’d also like to explain the desync issues that occurred during the FIX PUBG campaign a little more in-depth. When the issue arose, we analyzed server logs as well as the many videos you shared with us. The strangest among the reported instances were the desync issues that occurred even with low ping. After having traced the source of this issue, we discovered that there was a bug in one of the character movement optimizations that were implemented to increase client performance. As many of you noticed, this bug has been fixed as of the November 7 patch, which has been reported to greatly reduce instances of desync for many players.

Desync can still occur and has a greater chance of happening when ping is high or there is a high variance in ping between players. This makes proper matchmaking all the more important, which I will go into in the next section. Having so many variables can sometimes make issues difficult and hard to anticipate, but we will continue our efforts to ease server related problems wherever we can to reach our 30 server frames per second goal while ensuring smooth and precise gameplay.


Matchmaking

Below, I’ve outlined our current goals for Matchmaking.
  • Provide a stable gaming environment by matching players with similar Ping.
  • Provide a fair gaming environment by matching users with a similar skill level (in relation to MMR, not Rank).
  • Set-up for players using the same language to be placed on the same team.
  • Ensure large-scale play with 100 players to maximize the fun of the Battle Royale experience.
  • Minimize wait times as best as possible while fulfilling the above requirements.

As you can see, the matchmaking in PUBG is somewhat complex, and requires quite a few variables to work how we want it to. Making a change to improve one aspect can very often lead to new problems somewhere else.

We consider the matchmaking issues that occurred after Patch #22 to be in similar nature. As outlined inour Dev Letter[www.pubg.com]from last October, this problem has been largely solved, but that patch alone is not enough to find the right balance in matchmaking.

Here are the steps we’re considering to improve this.
  • Provide better matchmaking queue information for all map/mode options
    • Let players select the best choice based on their personal judgment in regions/time zones where the matching pool is insufficient.
    • Ensure that maps & modes are running smoothly.

fbdcba0ffa0c41a3c9b535380c9a68702e3a295e.png

Matchmaking screen when playing in a good ping environment

f7d3f8db83ce9afacaa5b939832265befa076a45.png

Matchmaking screen when playing in a bad ping environment
*The above images are examples. Actual UI will likely be different.

We are considering a matchmaking UI overhaul so players can more easily recognize the estimated wait time for matchmaking and the current ping. With an improved matchmaking UI based on personal preferences, players will be able to play in their desired environment and game mode/map, even if matching takes a little longer. In the end, we want to provide useful information for players to judge the situation and make the choice between wait time and optimal performance themselves if the matchmaking pool doesn’t allow for both.

Of course, these improvements do not mean simply changing only the UI, but also need to be accompanied by technical aspects for support such as a function that can measure the average ping value as accurately as possible. Until we are able to provide you with the best matchmaking method, we will focus on aspects of the system we can help now.


Anti-cheat

Our fight with unauthorized programs can only be compared to a never-ending battle. Such a fight can be exhausting but we have already made great strides, banning over 2 million accounts during the FIX PUBG campaign alone. We will continue to improve system analyses and monitoring, policy, and new anti-cheat solutions, while at the same time exploring external solutions such as police investigations and legal action. While breakthroughs and improvements aren’t ever fast enough to eradicate all cheating, our mission remains the same; to never back off in the fight against unauthorized programs.

We are constantly banning unauthorized programs by analyzing and utilizing data from various logs. In addition, we are developing our own anti-cheat solution to prevent the use of unauthorized programs. We expect to have something to share on this in the near future.

For some organizations, bans and countermeasures aren’t enough to dissuade the production of these programs. In some regions, we have been able to work with local law enforcement to arrest the groups involved in the production and sale of unauthorized programs and we will continue to aid authorities in any way we can. We are also finishing preparations for hardware bans to permanently remove stubborn players who refuse to play fair. These bans will begin soon and will target players who continue to cheat on new accounts.

There is much more I can go into on this topic, but there are other things to discuss related to the FIX PUBG campaign. We will speak more on the subject of anti-cheat in a separate Dev Letter.


Bug Fixing / QOL Improvements

We began the FIX PUBG campaign with 100 bugs and QOL improvements to tackle and everything in this category has been completed. I don’t say this to ask for praise, rather we are disappointed that this list was 100 items in the first place.

From a developer’s perspective, bugs are elements that occur continuously at any time, but we understand that anything that affects your gameplay takes away from the fun you have with our game. We have put more of an emphasis on the QA process for our builds and are planning to secure even more resources for a smoother QA process.

We are always grateful for the players who take time to submit bug reports with us. In order to process these kinds of bug reports more efficiently, we are preparing a new system that enables players to submit and track the progress of bugs through a new website. We are now in the final stages and our goal is to release this before the end of the year, after running all necessary stability/functionality tests.


Console

The direction of Xbox and PlayStation development will parallel with PC, continuing to focus on providing our console players a more refined game service to give the best experience. We'll update any other detailed information regarding future plan of PUBG on console as well.


Closing Words

Throughout our game’s journey, our main goal was to provide you new content quickly, while supplementing Battle Royale gameplay. We acknowledge that in this process, we have overlooked issues that matter to you and we have reflected a lot on our mistakes. Something like this requires not only considerable effort, but extra care to ensure that bugs remain fixed and do not impact anything else.

Therefore, when designing the 2019 PUBG roadmap, we’ve changed our direction from this last year. Build stability and quality are now our most important value, and upon that base we will build new Battle Royale gameplay and new content. At first, this is likely to slow down our build cadence, but as these processes become more proficient, we hope to provide new content as fast as before, while maintaining our new stability and quality-first goal. While we cannot say how long this will take, we promise you that we will give our best efforts to reach this stage as quickly as possible.

Three months have passed since the announcement of the FIX PUBG. We know there are many things to improve upon, but we do have a sense that we more accurately feel what you, the players want and need. While this is the end of the FIX PUBG campaign, we will go forward in our development, improve our processes, and redouble our efforts with the lessons learned.



As always, thank you for your continued support and passion for our game.

-Taeseok Jang, Executive Producer
 

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