PlayerUnknown's Battlegrounds PUBG

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Thats f***ed up.

nQgKZ1m.jpg
 
I’ve been playing squads all day with some friends. Multiple top 2’s just can’t get that dinner today. We’ve been experiencing some lag in matches today.
 
This f***ing game still gives me the controller disconnected glitch. Usually its a benign issue, but it happened twice in the final circles last night, mid fight. I saved the clips.

Pretty sure it's because of my wireless headset and how PUBG detects connection. No other game gives me this issue. Cost us two dinners.
 
I’ve been playing squads all day with some friends. Multiple top 2’s just can’t get that dinner today. We’ve been experiencing some lag in matches today.

In the final circles, try and prioritize positioning over everything. We'll straight up run from a fight and risk losing a man if it means getting the better position. Definitely never want to get stuck pinched between a squad and the blue.
 
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June 28th Hotfix.

Hello everyone,

We’re putting out a hotfix today with changes to the lobby, server, and a potential fix to the ‘ready bug’.

PATCH TIMING

June 28th 01:00 AM PDT / June 28th 10:00 AM CEST - Connecting to lobby will be unstable for approximately 10 minutes.

Bug Fixes
  • Fixed a bug where match type not being shown after creating character.
    • This bugfix has somewhat relevance with the ‘ready button bug’ that caused frustration of many players. Often the ready button would disappear, especially after finishing a duo/squad match. This could potentially fix the ‘ready button bug’. Please give us your feedback and let us know if you’re still experiencing this problem after the hotfix, so we can ensure this is completely fixed.
  • Minor Server fixes
  • Minor Lobby fixes
Thanks

PUBG Xbox Team
 
My controller has disconnected before on multiple other games and just looking at the xbox one menus. So not sure it is a glitch specific to the game. I could be wrong though.
 
I noticed if I had my Samsung Galaxy S7 semi-close to me, it was consistently able to give me that controller disconnect error in PUBG.

It wasn't simply having the phone on, or calls or anything, but whenever I would turn off the screen, after using it unlocked for a bit (no more than a few seconds), when I go to turn it off the screen with the power button I would get that error. I tried this over and over and it was pretty damned consistent to the point where I literally have never gotten the error without my cellphone in proximity.

No idea what kind of interference signal is being sent out when you close a phone but PUBG seems to detect the slightest interference and I'm sure there are probably tons of other products, gadgets and appliances that probably knock on that same signal and could probably be causing this for other people. Hell, it might even be someone else in your house or maybe a neighbor causing it.
 
I noticed if I had my Samsung Galaxy S7 semi-close to me, it was consistently able to give me that controller disconnect error in PUBG.

It wasn't simply having the phone on, or calls or anything, but whenever I would turn off the screen, after using it unlocked for a bit (no more than a few seconds), when I go to turn it off the screen with the power button I would get that error. I tried this over and over and it was pretty damned consistent to the point where I literally have never gotten the error without my cellphone in proximity.

No idea what kind of interference signal is being sent out when you close a phone but PUBG seems to detect the slightest interference and I'm sure there are probably tons of other products, gadgets and appliances that probably knock on that same signal and could probably be causing this for other people. Hell, it might even be someone else in your house or maybe a neighbor causing it.
Weird, have the same phone and I get that as well even though my controllers is wired
 
Weird, have the same phone and I get that as well even though my controllers is wired

Probably mutliple issues going on then, but it was 100% throwing the error at me within a quarter second of my phone screen shutting off tested a dozen or more times in the same play session. There could possibly be something else exacerbating it, but my phone was definitely playing a part in it for me.
 
Probably mutliple issues going on then, but it was 100% throwing the error at me within a quarter second of my phone screen shutting off tested a dozen or more times in the same play session. There could possibly be something else exacerbating it, but my phone was definitely playing a part in it for me.

Same phone, interesting. I'll test as well.

Wish they got rid of the prompt, or that it didn't block the screen/inputs. No other game gives me this issue.
 
PTS SERVER

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



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



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


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, DP2:cool: 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)
Others
  • On Erangel, all windows with bars have had the glass removed.
  • Added 26 graffiti images to buildings in Erangel and Miramar.
UI / UX

  • 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)

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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There is full enemy squad spectator mode after your squad is wiped, you get to see what the people that killed you are up to. Pretty awesome watching the guy that killed me take a Kar98k to the face a minute later.
 
Pretty excited for the update, the last update did wonders for me. I've also gotten an SSD (with enclosure for about ~$60) and the two have alleviated most of my qualms with the game. Buildings all load in by the time I leave the plane and I rarely crash. The occasional crash is tolerable, and the SSD has me back in game within a minute.

Not sure I like the addition of new grips... seems so unnecessary. More unnecessary complexity for what exactly? Browsing reddit has me believing that vertical is the best all-around, and half grip if you never single-tap.

The weapon balances seem solid, especially with Erangels low AR drop rates (still think they should be up'd a notch, Miramar has it right). It'll be fun to be more viable without an M4, and it'll be nice to find the vector more often.
 
Where is the 60fps on the X the devs were promising? I'd LOVE to see that come about....
 
Pretty excited for the update, the last update did wonders for me. I've also gotten an SSD (with enclosure for about ~$60) and the two have alleviated most of my qualms with the game. Buildings all load in by the time I leave the plane and I rarely crash. The occasional crash is tolerable, and the SSD has me back in game within a minute.

Not sure I like the addition of new grips... seems so unnecessary. More unnecessary complexity for what exactly? Browsing reddit has me believing that vertical is the best all-around, and half grip if you never single-tap.

The weapon balances seem solid, especially with Erangels low AR drop rates (still think they should be up'd a notch, Miramar has it right). It'll be fun to be more viable without an M4, and it'll be nice to find the vector more often.

Grips got a little goofy, but having magazines and suppressors now interchangeable between AR/SR is kind of great.

I was playing a match earlier with a Suppressor on my M4 and halfway through the match I downed a guy with and snagged his SKS and then popped it onto there to finish up things.
 
they didnt promise they just said they had it running on the XBOX ONE X.



"According to PlayerUnknown himself, Brendan Greene, they had gotten the game to run at 60fps on the Xbox One X, but could only squeeze 30-40fps out of the standard console. He indicated that they are still trying to get it up to 60fps, but it looks like it won’t happen before launch.
Definitely on Xbox One X, 60FPS. On Xbox One, we’re not sure,” Greene told Games. “We may have to limit it at 30FPS, maybe, but the last time I saw it, it was running at about 30 to 40. We’re still constantly improving it so, you know, the aim is to get to 60."

https://www.techspot.com/news/72183-pubg-xbox-one-x-locked-30fps-even-though.html
 
Played regular and Test Server tonight. Like some of the stuff they added to the Test Server. Both ran great and zero crashes even squads.
 
Bit of a long clip, but it's my best clutch yet. Sound on to hear all the shots they took at me (and they were going for a couple minutes before this too).

Context: Couldn't beat the storm, found a van and buggy at the last second. Barely made it in, but the rest of the squad got blasted as we ran up this hill. I ran the entire way across while getting shot at and managed to stay alive to clutch the dinner.

 
Could you see through the rock at the end? How did you know the guys was on the other side and when he was coming around toward you?
 
Could you see through the rock at the end? How did you know the guys was on the other side and when he was coming around toward you?

I heard him jump off and start running. If you game without a headset, I highly suggest getting one. You can get a solid one for around $50. I'm personally using a pair of wireless Turtle Beach Stealth 420x+ (I have a twitch when gaming that busts all my wired ones before it).

Also I knew his general direction because he had been sniping from up there for a while.
 
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My god, the amount of bullets thrown at you is kind of amazing. Equally amazing that they managed to miss that much...

I wish I had moves like that, I had a game two nights ago where a guy knocked two fresh level 3 helmets off of me in a row, then knocked me with a level 2 on over the course of about 3 minutes after fully healing each time... 3 bullets fired. The fourth shot put me down when I couldn't find another helmet.
 
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