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Without wanting to sound condesending can anyone explain to me what makes this so good and why it's so wildly popular?

 

I have played a few games solo and it's ok, but basically you spend a few minutes running around collecting stuff before being shot by some unseen player a mile away. Getting to the end of the game feels just bit random and I am not sure where the depth is. I don't really understand why it's become so massive so maybe I am missing something 

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37 minutes ago, tobert said:

Without wanting to sound condesending can anyone explain to me what makes this so good and why it's so wildly popular?

 

I have played a few games solo and it's ok, but basically you spend a few minutes running around collecting stuff before being shot by some unseen player a mile away. Getting to the end of the game feels just bit random and I am not sure where the depth is. I don't really understand why it's become so massive so maybe I am missing something 

 

The perfect review!

 

Honestly it's become an exercise in frustration for me. I still really enjoy it, but fuck me has it got hard now. Everyone I encounter seems to be able to insta head shot me. I very rarely enjoy solo games any more. Duos is probably my favourite followed by team.

 

I wouldn't like to be diving into this now as the learning curve is so steep. I think the general consensus is to jump into heavily populated areas at the start grab a gun and start killing. Die , repeat. This will get you used to the gunplay and get you some action and waste the minimum amount of time.

 

The games strong point is tension, followed by elation when you do well. The downside is boredom followed by frustration when you die. The more carefully you play, the longer you survive but conversely the more annoying it is when you die in the first gunfight. The more aggressive your playstyle the less likely you are to survive to the end but the more fun you have. 

 

Personally I think the random factor is still too heavy, it can be extremely annoying to get screwed over by RNGeesus. But conversely out of adversity comes the most rewarding victories (occasionally).

 

 

The depth comes from many factors, firstly the drop / loot phase. There are a surprising number of ways to handle this, and they vary on the mode. But it boils down to good gear vs high risk and locations which are more likely to be in the circle. Watching where people go is important, remembering the flight path of the plane. This will factor into your decisions in the mid game.  Tactics include , opening your chute high to get further, racing down to grab a gun and kill quickly. Grabbing a vehicle and going far from the other players to loot in peace.

 

 

Learning the map is extremely important, not only for landing and looting but for planning tactics and positioning.  You have to try and remember where the enemies are likely to be coming from, balance looting versus circle positioning.  Limit your exposure, use cover well and update your plan as the circle moves. Observation is vital, knowing where enemies are and knowing when to engage.

 

The variety of tactics is where the depth comes from here. Choice of weapons load outs, play styles, quick thinking and good planning. When you die in this game you can nearly always go "oh man if only I had done that" , sure you can die to bad luck, but you constantly learn from each game. 

 

When it's good it's sublime, but when it's bad it's horrible. If you have a run of bad luck it can be pretty soul destroying.

 

 

 

 

 

 

 

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@tobert how are you playing the game? Are you getting into the circle and trying to hide until the next one, or are you keeping mobile, checking 360 degrees and thinking about where folks might be hiding or appear from? I used to play like the former and it was pretty annoying to be picked off whilst I thought I was well hidden. I started watching a few streamers on Twitch and the way they play - fast, aggressive, and always moving - really makes for a more exciting game, plus you get into more gunfights which means you get more practice at shooting! And if you die, that's ok, because you tend to die quite quickly and you haven't lost a lot of time. Not sure if anything there might help. I can't get annoyed with this game, I think it's absolutely brilliant.

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9 hours ago, tobert said:

Without wanting to sound condesending can anyone explain to me what makes this so good and why it's so wildly popular?

 

I have played a few games solo and it's ok, but basically you spend a few minutes running around collecting stuff before being shot by some unseen player a mile away. Getting to the end of the game feels just bit random and I am not sure where the depth is. I don't really understand why it's become so massive so maybe I am missing something 

 

It's easy to see why it's become so popular actually. Anyone with even the slightest amount of skill can play and win as there are simply a fuck ton of random elements involved. Where as with CS:GO, Quake, DOTA, Overwatch you might not ever even get close to reaching the upper ranks, there's always a chance in PUBG. Even a relatively bad player can win.

 

You can kind of equate it to a slot machine to be honest. Every time you jump in there might be a chance that everything will work out in your favour and have you earn that delicious chicken dinner.

 

Oddly enough this video by 3kliksphilip also provides some good reasoning as to why it's become so big.

 

 

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New patch is live! 

 

Quote

 

As we noted in our previous dev blog, we have changed our patch and update schedule to increase the amount of time we spend on testing and fixing new features before we deploy them. This week, we will push out an update to the Test servers that will be available for download on Tuesday evening KST (Tuesday morning CEST, Tuesday early morning PDT) and will include some new features, bug fixes, and improvements.

Before we dive into the patch notes, we would like to address few important topics.

Vaulting – Update on progress
We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting. 

Idle players earning BPs
We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward.

Adding FPP servers
We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode.
After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole.

The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture.
 

Test servers: This week, test servers will be up for at least 2 days
o KST: Tuesday evening
o CEST: Tuesday morning
o PDT: Tuesday early morning
o Live server update: Later this week – TBD


Below are the patch notes for this week's update.

Client Optimization

 

Optimized shadows

Improved performance on low-end PCs by optimizing buildings

Optimized client and server performance when there are multiple vehicles in a close vicinity

Optimized UI


World

 

Added Foggy weather
o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur
o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers

Enhanced graphics of the sky in pre-existing weather effects

Added a new town, East of Stalber


UI/UX

 

Added new Option to change Cross-hair color

Added new Double Tap feature in control options for leaning (Default keys set to Q and E)

Added new option to improve the visual effect of going from free look back to character's line of sight

Added new key binds when using Consumables

Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc)

Added new key bind to mark your current position on the map (Default key set to Insert)

Added a new key bind to center the map around the character's current position (Default key set to Space)

Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-")

Added a new feature to reset the zeroing distance using Mouse wheel click

Adjusted the position of the Report window


New Item

 

Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle
o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight
o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop


Gameplay

 

Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play

Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time

Adjusted the balance of several weapons:
o Increased the Crossbow reload speed by 35%
o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines
o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils

You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked

The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again

Adjusted the collision damage of Motorcycles


Actions

 

Recoil animations are updated for all weapons

Adjusted animations and balance of throwables
o Decreased fuse time of the Flash Grenade to 2.5 seconds
o Increased the lethal and injury ranges of the Frag Grenade
o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables
o Cooking of grenades is now manual (Default key set to R)
o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click)
o The movement speed of a character affects the trajectory of throwables

Improved leaning animation; leaning on the left side to expose less of the body

Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically

You may change your stance while reloading without cancelling the reload


Sounds

 

Added new sounds when using Consumables

Adjusted the audible ranges of reloading and window breaking

Added a new sound for collisions between vehicles and characters

Added new sound for the animation of removing the grenade safety pin


Bug Fixes

 

Characters that fall or glitch underneath the map will now be reset to the ground automatically

Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting

Fixed a bug resulting in clients freezing when changing controls in the options

Corrected the descriptions of certain weapon attachments

Fixed animation bugs of other characters after reconnecting to a game

Fixed several bugs related to the Spectator mode

Fixed a bug of the breath gauge appearing at zero at the start of the game

Reloading will now cancel if a character loots an item with Right Click during reload

Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking

You may no longer set different features on a single key bind in the Options

Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon


Others

 

Revised the BP methodology to prevent BP farming and idle users from gaining BP

Added FPP Leaderboard for all regions with FPP

NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work)

 

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51 minutes ago, Darhkwing said:

silly question maybe, but is this game suitable for younger players? From what i have seen it doesn't seem to be Gorey or over the top in any way?

I reckon if you're ok with guns and a splash of blood it's fine but make sure voice chat is off.

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1 hour ago, Robbo said:

I reckon if you're ok with guns and a splash of blood it's fine but make sure voice chat is off.

 

Yeah would be better with voice chat of. I don't have kids or anything but i have been asked to stream it sometime on my twitch/youtube , might grab it and see if i actually like it first.

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On 22/09/2017 at 10:14, Darhkwing said:

silly question maybe, but is this game suitable for younger players? From what i have seen it doesn't seem to be Gorey or over the top in any way?

 

It can be really, really intense at times. It's not uncommon to spend 20 minutes in high adrenalin survival mode only to be shot in the head, leaving you in a very real state of shock. Now, that's also why the game's so good, but for young kids? I wouldn't.

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