Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One .

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CitizenErased
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by CitizenErased » Mon Jul 09, 2018 1:41 pm

Photek wrote:Also, some guy on Mixer last night was playing Sanhok on what seemed to be Xbox. It has the xbox controls on right and the menu screen was the Xbox one, unless if you use a controller on PC it changes to that??


It does change to Xbox controller icons when using a pad on PC aye.

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Zartan
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Zartan » Mon Jul 09, 2018 2:54 pm

CitizenErased wrote:
Photek wrote:Also, some guy on Mixer last night was playing Sanhok on what seemed to be Xbox. It has the xbox controls on right and the menu screen was the Xbox one, unless if you use a controller on PC it changes to that??


It does change to Xbox controller icons when using a pad on PC aye.


Worse than that it is if you have any controller plugged in, any video I upload will have those icons on screen :fp:

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Mon Jul 09, 2018 6:37 pm

Photek wrote:Played 4 games in Duo's last night, came in top 10 in first game then 2 back to back chicken dinners on Miramar then a top 10 finish again at end.

Got a decent kill shooting dude from miles away with only a 2x scope:

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Really getting to like Miramar now, plays so differently to Erengal.

Also, some guy on Mixer last night was playing Sanhok on what seemed to be Xbox. It has the xbox controls on right and the menu screen was the Xbox one, unless if you use a controller on PC it changes to that??


Perhaps I'm wrong but the PC version has/had limited controller support so you could download and use other people's controller profiles via Steam. At least that's what I did first time I got the game before realising I really needed to switch to K&M.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Wed Jul 11, 2018 3:37 pm

Major Xbox PTS server update:

Hello everyone,



The PUBG test server (PTS) has returned! Although the past month has been slow, this week we’re adding tons of new content.



For those who haven’t yet used the PTS

The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance.



To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store.



PTS details:



Schedule:

PDT: July 10th 8:30PM ~ July 16th 1AM

CEST: July 11th 5:30AM ~ July 16th 9AM



PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Only the NA server will be available to play on.



Please be aware that some game modes will be restricted due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS.



Weapon & Item Balance
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Weapons

Pistols
Increased the damage of the P92, P1911, P18C, R1895, and R45
Shotguns
Increased overall damage and effective range
Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)
Increased limb shots modifier (shooting limbs now does more damage)
Slightly decreased the damage of the S686 and S1897
Reduced pellet spread
Shotgun chokes can now be attached to the sawed-off
SMGs
Adjusted SMGs to be more effective in short range combat
Increased limb shots modifier
Slightly increased the damage of the Micro UZI, UMP9, and Vector
Decreased vertical recoil on all SMGs
Decreased recoil and scope sway when moving in ADS (aiming down sights)
Increased ADS transition speed
To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
ARs
Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416
Increased reload time by 30% for the SCAR-L, M16A4, and M416
Increased reload time by 10% for the AKM
Increased vertical and horizontal recoil for all ARs except the AKM
Decreased recoil recovery rate for all ARs
Restricted big scopes (8x and 15x) for use with all ARs
Modified recoil animations for all ARs
First shot (including first shot after recoil resets) from the M16A4 now has less recoil.
DMRs
Increased head, body, and limb shot modifier
Decreased the damage of the SKS
Slightly increased the damage of the VSS and Mini14
Increased vertical and horizontal recoil for all DMRs
Decreased the recoil recovery rate for all DMRs
Added new recoil animations for all DMRs
Increased world spawn rate of DMRs.
DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
SRs
Decreased basic damage of the M24 from 88 to 79
M24 will no longer dropped in care package. It spawns in the world
Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
Other guns
Slightly increased the damage of the DP28 and M249
Restricted big scopes (8x and 15x) for use with LMGs (DP28, M249)
Reduced crossbow reloading time from 4 seconds to 3.5 seconds
Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath.
Weapon sway when moving is now also reduced by the cheek pad attachment
Cheek pads now help you recover from weapon sway more quickly after moving


Other Item Balance

Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
We’ve reduced the spawn rate for AR extended quickdraw magazines
Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds
The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.


Gameplay
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Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.



New Weapon

Added the SLR

The SLR spawns alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.


New Vehicle
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The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets

Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.



New Attachments

Duckbill - A new attachment for shotguns (S1897, S12K). It decreases vertical pellet spread but increases horizontal bullet spread
Attachable to S1897, S12K
Light Grip - It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS, Vector)
Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time
Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time
Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.


Throwables

Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).

Weight changes
Frag grenade: Increased from 12 to 18
Molotov cocktail: Decreased from 18 to 16
Smoke grenade: Decreased from 16 to 14
Stun grenade: Decreased from 14 to 12
Increased frag grenade damage and effective range
Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
Stun grenades’ blinding effects have been improved
First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
The maximum effective range of stun grenade has been increased to 20m
Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
Characters blinded by a stun grenade now cover their faces. This is a new animation.
Spectators are now also blinded when spectating someone hit with a stun grenade
Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
You’ll now be unable to ADS while blinded.
Molotov cocktails now have new effects and their damage has been increased.
Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage.
Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
You’ll now be unable to ADS while taking burn damage.
Flames now spread further along wooden surfaces in houses
Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.


Character Movement

We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
We’ve removed the first shot delay when your character is not sprinting
Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights
The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received.


Boat and Swimming Adjustments

Boats now sink when destroyed
We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
We’ve decreased the maximum submersible time from 35 to 15 seconds
Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)


Spectating Your Killer

Players can now spectate their killer by clicking the "watch" button on their match result screen.

Solo killer spectating
If you get killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location
When the player you were spectating dies, you can continue spectating the killer of that player
If the player you were spectating gets disconnected, you can continue spectating their killer
Duo / Squad killer spectating
Same as above but can only spectate the enemy team after all your team members are dead


Others

On Erangel, all windows with bars have had the glass removed.
Added 26 graffiti images to buildings in Erangel and Miramar.


UI / UX

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A marker has been added to the map that allows players to check the flight path of the plane.
The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination.
Added a UI message showing when healing items can’t be used.
You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change)

Sound

HRTF (Head Related Transfer Function) plugin has been introduced to opponents' gunshots for a more realistic gameplay.

Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges—not opponents' gunshots. You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below. Our new implementation of the HRTF plugin fixes both of these issues.



Performance

We’ve improved the character model rendering process to prevent some small frame drop issues.
We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
We’ve made some improvements to our network code to reduce network latency.
Character data calculated radius has been reduced to increase server and client performance.
Bike animations have been optimized.
Scoping has been optimized—framerate should no longer decrease when scoping at forests.
Asset/Building loading in Miramar has been optimized.
Smoke effects (Smoke grenade, care package, etc.) have been optimized.


We thank everyone who participates in PTS in advance. You’re helping us to make this game better. We will start working on fixes as soon as they are found, so please report with detail (hardware/connection/external, internal hard drive/exact situation) any issues as soon they arise.



Thanks,

PUBG Xbox Team

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Thu Jul 12, 2018 10:46 am

First kill with the new SLR. 8-)

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Miramar has a big Lighting bug on PTS Server, it's all saturated and looks like the surface of mars. :lol:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Tue Jul 17, 2018 9:51 am

PTS stuff now hitting normal game from this morning.

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Tue Jul 17, 2018 12:26 pm

Photek wrote:PTS stuff now hitting normal game from this morning.


Just downloaded the 11GB update, giving it a try now. I'm sure I'll still hate it on Xbone :toot:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Photek » Tue Jul 17, 2018 1:12 pm

Good, now Practice TPP you weirdo! :capnscotty:

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by KjGarly » Tue Jul 17, 2018 1:33 pm

Photek wrote:Good, now Practice TPP you weirdo! :capnscotty:


I play in TPP as of late, still getting used to it. Game runs smooth as a freshly shaved mott NOW on the Boner X.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Photek » Tue Jul 17, 2018 2:05 pm

Wait... KJ... compliments PUBG on Xbox, truly this is the end of days! :dread:

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Photek » Wed Jul 18, 2018 9:34 am

I wonder how this is working on OG Xbox Ones cos it's pretty good on X, playdough buildings at times though but not when you hit the ground and it runs really well.

Got some Double Kills last night, both in different matches but in same locations, first one I knew that the only way out was the 1 door and second one, bizarrely a duo didn't hear me fun all the way up and I happened upon them looking out windows opposite to the door! :lol:

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Glowy69 » Sun Jul 22, 2018 2:12 pm

When does the new map launch on the xbox?

Fabian Delph is a banana split.

Drumstick wrote:I'll go on record in stating that Villa won't finish inside the top 6 this season.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Mafro » Sun Jul 22, 2018 5:07 pm

Still runs like shite on the normal Xbox.

HSH28 wrote:Assmung you ever get one that is.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by KjGarly » Tue Jul 31, 2018 9:51 am

Well seems there is an 11GB update on the Boner.

Hello everyone,



We’re putting out a hotfix today focusing on game performance and stability, as well as introducing the long awaited analog movement. Check out the patch notes below!



Hotfix Schedule: July 31, 1am PDT / July 31, 10am CEST (No Maintenance)



Analog Character Movement



As stated above, analog movement will be implemented with this hotfix. Currently, players only move in 8 directions (45 degrees between each direction). After the hotfix, players will be able to move at more accurate angles.



Below is a short video that demonstrates how analog movement works.



Stability



This hotfix addresses numerous bugs related to game crashes:.


- Fixed an issue where toggling the mute option of a teammates mic caused the game to crash


- Optimized physics surrounding chained/wooden fences that were destroyed by a vehicle


- Fixed a sound issue which in some instances could cause the game to crash when windows were broken


- Fixed an issue where the button guide when opening the Inventory caused the game to crash




Performance



We are introducing a few optimizations to improve game performance:




- Optimized world loading so that assets will load at a faster rate


- Improved loading speed of detailed textures on Xbox One X (assets will load at the same rate as before Update #17)


- Optimized scoping at leaves and grass to reduce frame rate drops



Bug Fixes




- Fixed an issue where the sound of footsteps on sand was being played twice


- Fixed an issue where sometimes player loot crates would not show after a player died



We are also looking into other issues such as desync and sound. We appreciate your patience while we work to constantly improve overall game performance. Please continue to send us your reports - videos always help in these cases!



In the meantime, be sure to let us know how you feel about the newly introduced analog movement! We’ll be keeping a close eye on your feedback across our channels.




Thanks,

The PUBG Xbox Team


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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by Photek » Tue Jul 31, 2018 10:12 am

Not sure how much different Analogue movement will change things tbh but happy its there I suppose.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview. Content update on Xbox now.
by KjGarly » Tue Jul 31, 2018 10:33 am

Still disgusts me that the game has Skyrim trees, sort that hideous looking gooseberry fool out :dread:

Maybe the movement shite will help when trying to knock someone out with your fists..

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Tue Jul 31, 2018 1:47 pm

Going by Xbox PUBG Reddit, this patch is seemingly rather good. I'll check it out tonight, ill invite any of you who are online....maybe. TPP only unless we get 3. Can't do Duo FPP for some reason. :(

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Thu Aug 02, 2018 12:46 pm

Another annoying bug that's happening 90% of the time is when joining a game I get stuck in the black loading screen even when I can hear the plane and then by the time it's actually loaded the plane is as the end of its run. Pile of wank.

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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Thu Aug 02, 2018 1:32 pm

Rumour's are Sanhok is coming very soon to PUBG on Xbox.




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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Thu Aug 02, 2018 3:20 pm

If it's buttery smooth your after play the PC version, hard switching back to K&M though :dread:

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I was AFK and heard close gunfire, rush back to my PC in time to pop a cap in his anus :toot:

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