After numerous delays, PUBG Corporation and Bluehole have finally decided to deploy PlayerUnknown’s Battlegrounds 1.0 update on test servers later today.
PlayerUnknown’s Battlegrounds 1.0 update was set to arrive during the last week of October 2017, but it was delayed due to an unstable build and it was delayed further, but the new build that will be deployed later today will be better than the previous one, but still a bit unstable.
The test servers will be active for just three days, since the build isn’t completely stable yet, you might experience client crashes, but the team is working to fix the issues. The test will kick off tomorrow and it will last for about 24 hours. If the team decides to extend the test, they will make an announcement soon.
The update includes overhauled ballistics system, vaulting & climbing, check out PlayerUnknown’s Battlegrounds 1.0 update patch notes, test schedule, region, modes and more:
Test schedule
PST: November 13th 18:00 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
Ballistics overhaul
We 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. We 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. The most 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, we’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, we 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 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 we 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 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 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
* We 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. We need your 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
The development team provides a statement on the cheaters in the game:
“When we prepared to release the first Early Access version of PUBG earlier this year, we 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, we noted that we 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, we 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 we will do our 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.”
PUBG Corporation is planning PlayerUnknown’s Battlegrounds‘ full release out of early access in late December 2017 for PC and it will also be released on Xbox One via the Xbox Game Preview service the same month.
Source: playbattlegrounds.com