Console Update 0.12 – 2 Patch Notes

PATCH NOTES 2018.05.30



Xbox 1.0 Update #2 – Patch Notes

We will be updating live servers to Update #2, which will add the Training Mode, two new weapons, and two new vehicles to PUBG, along with several quality of life and bug fixes. 

UPDATE 1 – 10/25/2018 – Read the changes at the bottom of this post

Hey everyone,

We’re excited to finally bring the PTS content to the live servers!

On October 25, we will be updating live servers to Update #2, which will add the Training Mode, two new weapons, and two new vehicles to PUBG, along with several quality of life and bug fixes.

Full patch notes below!

Maintenance Schedule
PDT: October 25 1:00AM-3:00AM
CEST: October 25 10:00AM-12:00PM

Training Mode 

  • Added a Training Mode where you can practice all aspects of PUBG gameplay
  • The Training Mode map is 2×2 in size
  • You can join through matchmaking by clicking on the “Training Mode” button in the lobby.
    • When there are more than 5 players in the matchmaking queue, the session will start immediately. Players will continue to join open sessions for up to 5 minutes after they start. (Up to 20 per session)
    • If there are less than 5 players in the matchmaking queue, matchmaking will continue for 5 minutes
      • If there are still less than 5 players after 5 minutes, the session will start with the original number of players present and other players cannot join the session.
    • Total play time is 30 minutes (e.g. in case of number 1, where you immediately enter a session, you have 5 minutes where other players can join the session + regular training mode playing time of 25 minutes)
    • Players cannot drop below 1hp in Training mode

New Weapon: Beryl M762

  • Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok.
  • Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine)
  • The Beryl has upper and lower rails, allowing for scopes and a grip.
  • It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick.

New Weapon: MK47 Mutant

  • Added a new AR weapon: the MK47 Mutant
  • MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn
  • MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine.
  • The Mutant has 2 firing modes: single shot and 2-round burst
  • Almost all types of attachments can be used with the MK47, but it has no stock slot

New Sanhok-Exclusive Vehicle: Scooter

  • Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok
    • Both the scooter and 2-seater motorbike can be found on Sanhok
  • Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP.

New Sanhok Exclusive Vehicle: Tukshai

  • Added a new vehicle that will be  exclusive to the Sanhok map
  • The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus
  • The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment

Cosmetics

  • Halloween Skins
    • The below items have been added in STORE -> ITEMS available from Oct 25 3am PDT/12pm CEST – Nov 20 6pm PT/Nov 21 3am CET
      • Maniacal Butcher Set – 10,000 BP
      • Killer Clown Set – 1,800 G-Coin
      • Ancient Mummy Set – 1,600 G-Coin
      • Bloody Nurse Set – 2,100 G-Coin
      • Sinister Skull Mask – 7,000 BP
      • Pumpkin RIP-cord – 500 G-Coin
      • Haunted Pumpkin Mask – Free upon lobby login until Nov 6 4pm PT/Nov 7 1am CET
  • These sets are also sold in individual pieces.

Restructuring of the BP System
Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking.

Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode.

We’ve changed team rewards to be shared:

  • You will no longer receive 4 times the BP because you were playing alone in a squad game

Gameplay

  • Improved compass visibility by adding a shadow toggle on/off option
  • Bluezone effect has been changed
  • Added ‘TPP Aim Camera Position’ to options
    • Reset to Right Shoulder (default setting)
      • Camera will always be positioned above the character’s right shoulder
    • Reset to Left Shoulder
      • Camera will always be positioned above the character’s left shoulder
    • Latest Peek Shoulder
      • Camera position automatically moves to the direction you last leaned
    • Latest Aim Shoulder
      • Camera remains in the last ADS direction
      • In this setting, the camera position won’t be changed by leaning while not in ADS or scoping

[Right shoulder camera / Left shoulder camera]

  • Added a new attachment: the Laser Sight
    • Bullet spread is reduced when hip firing and soft-aiming
    • The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot.
  • Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update
    • Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world)
  • All team members can see this marker on the compass
  • After setting the marker, there is a 2 second cooldown before you can mark again
  • The marker on the compass will automatically disappear after 5 seconds
  • When the ping markers overlap, the closest located marker will be shown on top.
  • Increased maximum sensitivity (10 → 20)

UI/UX

  • Added a key guide to the loading screen tips (XBOX image will be applied soon)
  • Improved the design of the map markers
    • This is thanks to feedback that some players were confusing the previous marker design with the player icon

Reporting

  • You can now report a player for Teaming, Gameplay interference, Verbal abuse.
    • This can be done after the match is over

Performance

  • Optimized weather effects to increase framerate – especially during rain
  • Optimized cloud effects during free falling to increase framerate
  • Improved performance by adjusting on-hit effects for various materials
  • Improved server and client performance by optimizing the inner composition of the plane
  • Increased the quality of optimization to reduce desync.

Bug Fixes

  • Lost Connection to Host
    • We are testing out some potential fixes related to the “Lost Connection to Host” error, and in this update we rolled out a fix for an issue with data loading with skins that was causing this bug. Please leave us your feedback and reports if you continue to experience this bug. Thank you for your patience as we actively work to fix this issue.
  • Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects
  • Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way
  • Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar
  • Fixed an issue where a dead player’s loot box is sometimes buried in certain locations in Miramar
  • Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall
  • Fixed an issue where in some situations in FPP, players could see through walls
  • Fixed an issue where the sawed-off wasn’t listed in the attachable weapon list tooltip of the shotgun choke
  • Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location
  • Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position
  • Fixed an issue where sometimes the fuel gauge of vehicles wasn’t in sync with the visual display on the dashboard
  • Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok
  • Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location
  • Fixed the issue where a character who is driving in a vehicle is created in an unspecified location
  • Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode
  • Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them
  • Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out
  • Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in
  • Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky
  • Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds
  • Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering
  • Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles
  • Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings
  • Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok
  • Fixed the issue where an afterimage sometimes remains on other players’ screen when repeatedly arming/unarming
  • Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil
  • Fixed the issue where a character cannot peek while over a gas can
  • Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water
  • Fixed the issue where the HP gauge was displayed red in certain conditions
  • Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok
  • Fixed an issue where in some specific situations there was less weapon recoil than intended
  • Fixed the issue where after exiting the game while armed, the character model would appear to shake
  • Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance
  • Fixed the issue where the exact direction of other player’s footstep sound was hard to comprehend

These patch notes have been updated:

UPDATE 1 – 10/25/2018

Added the following:

Gameplay

  • Improved compass visibility by adding a shadow toggle on/off option






Xbox – October 11 PTS Patch Notes

We are excited to announce that the PTS will be returning on Thursday, October 11! This PTS update will bring new content, QoL updates, and bug fixes for everyone to test out before it hits the live servers. 

Hey everyone,

We are excited to announce that the PTS will be returning on Thursday, October 11! This PTS update will bring new content, QoL updates, and bug fixes for everyone to test out before it hits the live servers.

Below are the patch notes for your review before you jump into the PTS. Be sure to read up and get a first look at all of the new content – we’ll be keeping an eye on your feedback and bug reports!

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 just 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.

Schedule:
PDT: October 11 01:00AM
CEST: October 11 10:00AM

PTS will be available to all players, available maps (Miramar, Erangel, Sanhok) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on 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.

New Weapon: Beryl M762

  • Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok.
  • Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine)
  • The Beryl has upper and lower rails, allowing for scopes and a grip.
  • It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick.

New Weapon: MK47 Mutant

  • Added a new AR weapon: the MK47 Mutant
  • MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn
  • MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine.
  • The Mutant has 2 firing modes: single shot and 2-round burst
  • Almost all types of attachments can be used with the MK47, but it has no stock slot

New Sanhok-Exclusive Vehicle: Scooter

  • Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok
    • Both the scooter and 2-seater motorbike can be found on Sanhok
  • Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP.

New Sanhok Exclusive Vehicle: Tukshai

  • Added a new vehicle that will be exclusive to the Sanhok map
  • The Tukshai is a 3 person vehicle that substitutes the UAZ, Dacia and Minibus
  • The Tukshai is slower compared to the previous vehicles, but fits perfectly with Sahnok’s environment

Restructuring of the BP System
Previously, we offered BP rewards based only on your ranking. Now, we’ve restructured the system to take into account both play time and ranking.

Rewards have been restructured to equalize the differences in BP efficiency based on playing time for each Map and Mode.

We’ve changed team rewards to be shared:

  • You will no longer receive 4 times the BP because you were playing alone in a squad game

Gameplay

  • Added ‘TPP Aim Camera Position’ to options
    • Reset to Right Shoulder (default setting)
      • Camera will always be positioned above the character’s right shoulder
    • Reset to Left Shoulder
      • Camera will always be positioned above the character’s left shoulder
    • Latest Peek Shoulder
      • Camera position automatically moves to the direction you last leaned
    • Latest Aim Shoulder
      • Camera remains in the last ADS direction
      • In this setting, the camera position won’t be changed by leaning while not in ADS or scoping

[Right shoulder camera / Left shoulder camera]

Gameplay

  • Added a new attachment: the Laser Sight
    • Bullet spread is reduced when hip firing and soft-aiming
    • The Laser Sight fits on weapons with a lower rail slot available, taking up the grip slot.
  • Added the improved Marker/Ping System first introduced for testing on the 8/1 test server update
    • Using (R) button, you can create a marker where you are aiming on the compass at the top of the screen (not visible in the world)
  • All team members can see this marker on the compass
  • After setting the marker, there is a 2 second cooldown before you can mark again
  • The marker on the compass will automatically disappear after 5 seconds
  • When the ping markers overlap, the closest located marker will be shown on top.
  • Increased maximum sensitivity (10 → 20)

UI/UX

  • Added a key guide to the loading screen tips (XBOX image will be applied soon)
  • Improved the design of the map markers
    • This is thanks to feedback that some players were confusing the previous marker design with the player icon

Reporting

  • You can now report a player for Teaming, Gameplay interference, Verbal abuse.
    • This can be done after the match is over

Performance

  • Optimized GC (Garbage Collection)
    • Faster rate of making the used memory to be reusable
  • Improved performance by adjusting on-hit effects for various materials
  • Improved server and client performance by optimizing the inner composition of the plane
  • Increased the quality of optimization to reduce desync.

Bug Fixes

  • Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects
  • Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way
  • Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar
  • Fixed an issue where a dead player’s loot box is sometimes buried in certain locations in Miramar
  • Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall
  • Fixed an issue where in some situations in FPP, players could see through walls
  • Fixed an issue where the sawed-off wasn’t listed in the attachable weapon list tooltip of the shotgun choke
  • Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location
  • Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position
  • Fixed an issue where sometimes the fuel gauge of vehicles wasn’t in sync with the visual display on the dashboard
  • Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok
  • Fixed the issue where a character on board a vehicle would sometimes be shown as immobile in a very different location
  • Fixed the issue where a character who is driving in a vehicle is created in an unspecified location
  • Fixed the issue where the gun of the person you are spectating is sometimes not rendered, causing problems when the gun goes into ADS mode
  • Fixed the issue where weapons are sometimes shown in locations different from where the character is holding them
  • Fixed the issue where approaching a window with glass and throwing a throwable could sometimes cause the camera to temporarily zoom in and out
  • Fixed the issue where approaching a corpse while lying down could sometimes cause the camera to zoom in
  • Fixed the issue where sometimes a character standing at the very edge of the sea on Sanhok would be shown as falling out of the sky
  • Fixed the issue where the Bluezone UI timer occasionally decreases by 2 seconds
  • Fixed the issue where an underwater character is unable to move to land because the terrain is shown as stuttering
  • Fixed the issue where colliding with an object while driving in a UAZ deals comparatively more damage than other vehicles
  • Fixed the issue where the firing mode of a gun that has been dropped and picked up again is reset to default settings
  • Fixed the issue where the vaulting action was not working properly with certain building windows in Sanhok
  • Fixed the issue where an afterimage sometimes remains on other players’ screen when repeatedly arming/unarming
  • Fixed the issue where the AR compensator on the SLR was not reducing the horizontal recoil
  • Fixed the issue where a character cannot peek while over a gas can
  • Fixed the issue where frame drop occured when the weather was rainy and the character was swimming in the water when the perspective changed from under to above water
  • Fixed the issue where the HP gauge was displayed red in certain conditions
  • Fixed an issue where grenade impact sounds were not played when interacting with certain surfaces on Sanhok
  • Fixed an issue where in some specific situations there was less weapon recoil than intended
  • Fixed the issue where after exiting the game while armed, the character model would appear to shake
  • Fixed the issue where picking up sound was output, but was not able to pick up the item from a certain distance
  • Fixed the issue where the exact direction of other player’s footstep sound was hard to comprehend

We hope everyone can jump into the PTS to help test out the new content! As always, be sure to provide your feedback on our channels.

Thanks,
PUBG Xbox Team





Xbox – Hotfix September 18 Patch Notes

This hotfix deploys Xbox One X graphical changes and bug fixes, as well as add the BP exchange function and a few weapon skins to the Store. Read on for full patch notes!

Hello everyone,

We are putting out a hotfix today to deploy Xbox One X graphical changes and bug fixes, as well as add the BP exchange function and a few weapon skins to the Store. Read on for full patch notes!

Schedule:

PDT: September 18 01:00AM (2 Hour Maintenance)

CEST: September 18 10:00AM (2 Hour Maintenance)

Performance

  • Graphical settings on the Xbox One X have been toned down temporarily to help address framerate issues. The resolution and texture quality will remain the same. We wanted to maintain the quality in overall visuals, so to minimize the difference, we only reduced very specific detailed graphics options like shadowing and reflections.
    • This includes the following changes:
      • Shadow Quality (Both Dynamic/Static) lowered
      • Post Processing
        • Disabled Motion Blur
        • Decrease quality of Screen Space Ambient Occlusion (SSAO)
        • Disabled off Depth of Field
        • Disabled off Lens Flare
        • Decreased Eyes Adaption Quality
          • This is the time it takes for your eyes to adapt to the dark when you go from a bright to dark place.
      • Effects
        • Disabled Screen Space Reflection (SSR)
          • This is the reflection from windows and such.
        • Disabled Refraction
          • This is refracted light.
        • Disabled Subsurface Scattering (SSS)
          • This is when there is light inside an object to make it look more real.
        • Disabled Particle Light
          • This is dynamic light from different effects such as explosions.
        • Lowered the number of particles created
  • Optimized inventory in the CUSTOMIZATION menu in the lobby to reduce input lag.

Gameplay

  • BP exchange has been added to weapon skins.
    • Pressing the Y button while hovering over the weapon skin in the inventory will exchange that weapon skin for BP.
    • Only one skin at a time can be exchanged for BP. BP exchange price will vary with each item.
    • The preview button has been changed to ≡ button.
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Bug Fixes

  • Fixed an issue where the Russian and Uzbek languages were not displaying correctly.
  • Fixed an issue where a “Lost connection to host” error would pop up when connecting into a match after previously cancelling matchmaking.

Weapon Skins

  • The below items have been added in STORE -> ITEMS available from:
    September 21 00:00 PDT / September 21 09:00 CEST
    • Glory – AKM
      • This skin will only be available to purchase until:
        October 21 23:59 PDT / October 22 08:59 CEST
    • Glory – UMP9
      • This skin will only be available to purchase until:
        October 21 23:59 PDT / October 22 08:59 CEST
    • Trifecta – Scar-L
    • Trifecta – Micro UZI
    • Trifecta – P92
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We’d like to thank everyone for their patience while we worked through the initial issues that popped up with the 1.0 launch. We will continue to keep an eye on our channels once the hotfix is deployed, so please keep your feedback and reports coming and let us know if you continue to experience any issues.

Thanks,

PUBG Xbox Team





Xbox – 1.0 Release Patch Notes

Check out the patch notes for the 1.0 launch on Xbox!

Hey everyone,

The day we’ve all been looking forward to has finally arrived. PUBG on Xbox is officially graduating to 1.0!

The official PUBG 1.0 launch brings more quality of life and optimization improvements, in addition to tons of new content for everyone to enjoy. Our third map-Sanhok, achievements, Event Pass, and much more are being implemented to the game as you wait for live servers to come back up.

Check out the patch notes below to get a deeper dive into what’s coming with 1.0 before you jump in and explore all of the new content!

NEW MAP: SANHOK

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  • Added a new map: Sanhok (pronounced “sah-nok”)
  • Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players.
  • Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below.
  • Performance
  • Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements.
  • Gameplay
  • Weather in Sanhok changes dynamically.
  • Players can throw apples while waiting to board the plane in the in-game lobby.
  • Redzone
  • The redzone is smaller and shorter-lasting on Sanhok.
  • The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone.
  • Bluezone
  • Bluezone on Sanhok has shorter waiting times and longer travel times.
  • The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size).
  • Spawn Balance
  • The item spawn rules have been customized on Sanhok to get you equipped for battle faster.
  • ARs, SMGs, and DMRs are spawned more often.
  • 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages.
  • In-game lobby
  • Everyone will receive 20 apples in the in-game lobby which can be thrown around freely. Practice your throwing skills while you wait for the game to be started!

NEW WEAPONS

QBZ

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  • The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds.

QBU

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  • The QBU is a new, Sanhok-exclusive DMR with a standard magazine of 10 rounds of 5.56mm ammo, which can be increased to 20 with an extended magazine.
  • There is bipod attached to QBU—it will greatly reduce recoil when you shoot while prone.

New Vehicle: Rony

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  • The Rony is a new pickup truck that can only be found on Sanhok (from the automaker that brought you the Mirado)!
  • This truck holds up to 4 passengers and excels at moving across Sanhok’s hilly landscapes.
  • The Rony is one of the larger vehicles on Sanhok, so it can be used for cover as well as transportation!

Weapon Skin System

  • Players can select skins for each weapon
  • Weapon skin system UI
  • You can check details about the equipped skin using VIEW MORE button
  • How to equip weapon skins
  • You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
  • The ways to acquire weapon skins
  • You can acquire weapon skins through “Raider crate” in STORE > CRATES.

Parachute Skin

  • CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins.
  • Tooltips for weapon attachments have been edited to make them more intuitive.
  • The Bengal Tiger skin is can now be bought in the STORE
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Crate System

We’ve introduced the new Crate System to PUBG Xbox, for more details, please see: https://forums.playbattlegrounds.com/topic/287714-xbox-10-walkthrough-g-coin-crate-system/

The drop rate for the new crates are as follows:

Drop rate of each items for the new crate “Biker”

  • Dress Shoes (Brown) 8.1%
  • Long Sleeved T-shirt (Red) 8.1%
  • Sleeveless Turtleneck (Gray Striped): 7.5%
  • Patrol Cap (Brown): 7.5%
  • Sneakers (Black): 6.5%
  • Floral Shirt (White): 6.5%
  • Sleeveless Turtleneck (red): 5.62%
  • Beanie (Gray): 5.62%
  • Dirty Long Sleeved T-shirt: 5.4%
  • Polka Dot T-shirt: 5.4%
  • Striped T-shirt (Pink): 5.4%
  • Raglan T-shirt (Blue/White): 5.4%
  • Skinny Jeans (Pink): 3.14%
  • Skinny Jeans (Khaki): 2.7%
  • Dress Shoes (Black) 2.7%
  • Biker Pants (Black): 2.5%
  • Patrol Cap (Gray): 2.5%
  • Princess Power Tank-top: 1.5%
  • Padded Jacket (Purple): 1.5%
  • Biker Pants (Gray): 0.3%
  • Floral Shirts (Black): 0.3%
  • Aviator Goggles: 0.168%
  • Sleeveless Biker Jacket (Black): 0.0128%
  • Sleeveless Biker Jacket (Brwon): 0.0128%
  • Cloth Mast (Checkered): 0.0064%

Drop rate of each items for the new crate “Raider”

  • Rugged (Beige) – Crossbow: 10.8%
  • Rugged (Beige) – M16A4: 10.8%
  • Rugged (Beige) – S686: 10.8%
  • Rugged (Beige) – SKS: 10.8%
  • Jungle Digital – P18C: 8.75%
  • Silver Plate – DP-28: 8.75%
  • Rugged (Beige) – Kar98k: 8.12%
  • Rugged (Beige) – S12K: 8.12%
  • Jungle Digital – SKS: 7%
  • Silver Plate – Vector: 7%
  • Silver Plate – R1895: 3.76%
  • Silver Plate – S1897: 2.5%
  • Turquoise Delight – P1911: 2%
  • Jungle Digital – AWM: 0.3%
  • Silver Plate – SCAR-L: 0.3%
  • Turquoise Delight – Tommy Gun: 0.1680%
  • Turquoise Delight – Kar98k: 0.0128%
  • Turquoise Delight – M16A4: 0.0128%
  • Gold Plate – S686: 0.0064%

Drop rate of each items for the new crate “Wanderer”

  • Working Boots: 8.1%
  • T-shirt (Striped): 8.1%
  • Gas Mask (Full): 7.5%
  • Hi-top Trainers (Blue): 7.5%
  • Floral Shirt: 6.5%
  • Urban Padded Jacket: 6.5%
  • Cargo Pants (Blue): 5.62%
  • Cargo Pants (Beige): 5.62%
  • Cargo Pants (Khaki): 5.62%
  • T-shirt (Red): 5.4%
  • Long Sleeved T-shirt (Striped): 5.4%
  • Long Sleeved T-shirt (Light Blue): 5.4%
  • Long Sleeved T-shirt (Black): 5.4%
  • Bloody Combat Pants: 3.14%
  • Tank-top (Charcoal): 2.7%
  • Dirty Tank Top (White): 2.7%
  • Punk Boots: 2.5%
  • Punk Glasses: 2.5%
  • Slacks (Blue): 1.5%
  • School Shoes: 1.5%
  • Ballistic Mask: 0.3%
  • School Shirt (Open): 0.3%
  • Mandarin Jacket (Blue): 0.168%
  • Hotpants (Blue): 0.0128%
  • Protective Glasses: 0.0128%
  • Pleated Mini-Skirt (Blue): 0.0064%

Drop rate of each items for the crate “Survivor”

  • Combat Pants (Black): 8.1%
  • Camo Combat Pants: 8.1%
  • Matched Shirt (Gray): 7.5%
  • Padded Jacket (Khaki): 7.5%
  • Checked Shirt (White): 6.5%
  • Checked Shirt (Red): 6.5%
  • Beanie (Black): 5.62%
  • Vintage Baseball Cap (Red/Black): 5.62%
  • Fingerless Gloves (Camo): 5.62%
  • Combat Pants (Blue): 5.4%
  • Combat Pants (White): 5.4%
  • Vintage Baseball Cap (White): 5.4%
  • Vintage Baseball Cap (Red/White): 5.4%
  • Fingerless Gloves (Tan): 3.14%
  • Hi-top Trainers (Brown) 2.7%
  • Boots (Gray): 2.7%
  • Padded Jacket (Beige): 2.5%
  • Shirt (White): 2.5%
  • Camo Padded Jacket: 1.5%
  • Slacks (Purple): 1.5%
  • Coat (Camel): 0.3%
  • Coat (Gray): 0.3%
  • Female Tuxedo Jacket (Purple): 0.168%
  • Coat (Red): 0.0128%
  • Coat (Black): 0.0128%
  • Mini-skirt (Purple): 0.0064%

Drop rate of each items for the crate “Western Military”

  • Tank Top (Gray): 10.8%
  • Raglan T-shirt (Red/White): 10.8%
  • Polo Shirt (Pink): 10.8%
  • Vintage Polo Shirt: 10.8%
  • Utility Belt (Brown): 8.75%
  • Camo Tank Top (Red): 8.75%
  • Military Shirt (Gray): 8.12%
  • Military Trousers (Black): 8.12%
  • Battle Belt: 7%
  • Vintage Gas Mask: 7%
  • Military Trousers (Black): 3.76%
  • Military Boots (Black): 2.5%
  • Leather Bootcut Pants: 2%
  • Military Cap (Black): 0.3%
  • Cowboy Hat (Brown): 0.3%
  • Military Jacket (Black): 0.168%
  • Faux Leather Jacket: 0.0128%
  • Cowboy Hat (White): 0.0128%
  • Military Skirt (Black): 0.0064%

UI / UX

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  • With three maps now in the game, you’ll choose between two “playlists” instead of two maps.
  • The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two.
  • The Mini Royale playlist contains only Sanhok for now.
  • Select both playlists to be randomly dropped into one of the three maps currently in the game.

Performance

  • Optimized loading high resolution textures on Xbox One OG.
  • Optimized level streaming on Xbox One X

Bug Fixes

  • Fixed an issue where some items weren’t able to be picked up.
  • Fixed an issue where having more than one controller connected would:
  • Lower the sensitivity after ADS
  • Disallow driving vehicles
  • Fixed an issue where frame would drop because of effects from destroyed vehicles/boats.
  • Fixed an issue where the screen would be darkened in HDR on some monitors.
  • Fixed an issue where the character would seem like it’s moving faster after certain steps near stair handrails.
  • Fixed an issue where player was unable to navigate shotgun through attachments on S1897, S686.

War Mode / Custom Match

For a smooth and healthy matchmaking times for our new contents/features, we’ve decided push each of them live with a time gap (Sanhok → War Mode → Custom Match). This is to let everyone enjoy and delve into each contents with time. Also, it’s to let each contents have enough attention from our players, so players won’t be divided having a long matchmaking time for each content.

Sanhok is available beginning today, and we expect to begin offering War Mode as a weekend event in late September, with full Custom Match functionality to release in mid-October.

Today marks a new chapter in the PUBG journey. 1.0 is just the beginning – we’re looking forward to continued active development alongside our players to make the PUBG experience the best that it can possibly be for our Xbox community.

Thank you to everyone who has supported us along the way, and we welcome all of our new players who will join us today with open arms!

Thanks,

PUBG Xbox Team





Xbox Game Preview PTS Patch Notes

Limb penetration, dynamic weather, changes to Miramar and Erangel plus more, now on the PUBG Test Server.

Hey everyone,

We’re excited to let you know that PTS is back with a ton of content for you to test out before Update #18 hits the live servers! Below are the patch notes for your review before you jump into the PTS. Be sure to read up and help us test out all of this new content – we’ll be keeping an eye on your feedback and bug reports!

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 just 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.

Schedule:

PDT: August 12 7PM (Downloadable at 5PM)
CEST: August 13 4AM (Downloadable at 2AM)

PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Please be aware that some game modes will be restricted and only the NA server will be available to play on 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.

Gameplay

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  • Bullet penetration system is now applied to forearms.
    • When a bullet hits the forearm of the character, it will penetrate following its ballistic trajectory. The result will be different depending on whether the forearm is blocking more vulnerable body parts.
      • When a bullet penetrates a forearm and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s forearm takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only.
      • If a bullet penetrates the forearm, but no vulnerable body part is behind it, only the forearm damage will be applied
    • Forearm penetration is disabled for shotguns
  • When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat).

UI/UX

  • Weapon attachment management when replacing items has been improved.
    • Removed or replaced attachments will now drop onto the floor if there is no room in your inventory.
    • When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory.
    • When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor if there is no room in your inventory.
  • Colorblind settings have been improved.
    • The following colors now change according to the selected colorblind type.
      • Scope and reticle colors
      • Blood
      • Supply Crate Smoke
    • Markers placed on maps are now numbered, so color is not the only way to distinguish them.
  • Eliminated teammates can now place markers on the map.
  • Kill feed now displays personal knock-outs.
  • In Squads, when the last surviving teammate accidentally disconnects, all teammates will receive rewards up until the point of disconnection.
    • If the disconnected teammate is able to connect back into the same match and gets a higher score, all teammates will receive updated rewards.

World

  • Dynamic weather has been added to Erangel and Miramar.
    • Erangel: Overcast
    • Miramar: Overcast, Sunset
      • Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game.
  • Erangel has received some improvements.
    • Small clusters of houses have been added to some areas of Erangel.
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  • More tactical landscapes have been added near the river.
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  • Added trees in the open area surrounding the Sosnovka Military Base.
  • Miramar has received some improvements.
    • More dirt roads have been added for better vehicle effectiveness.
    • Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness.

Spectate Mode

  • When spectating a player, their aiming movement is now more in sync with the spectator view.
    • To give an example, we’ve improved situations where it appears players are shooting far behind moving targets, when in fact on their screen, they’re shooting directly at them.

Performance

  • Smoke and flames from vehicles have been optimized to improve frame rate.
  • Server performance has been improved by adjusting the replication rate.
    • Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player.
    • We expect approximately 15% increase in server performance.
  • Network code has been adjusted to slightly increase server performance.
  • Optimized CPU performance by improving the graphic rendering function.
  • Optimized GPU resources to lower GPU burden and improve performance.
  • Optimized attachment related rendering resources to improve performance.
  • Optimized fog to increase performance.
    • Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance.
  • Optimized grass assets to reduce memory resources used and improve performance.
  • Optimized the physics calculation of moving boats and moving vehicles on the beach.

Sound

  • Decreased the volume of vehicle sounds for players inside vehicles in FPP mode

Bug Fixes

  • Settings will now be stored in online storage – Your settings will be saved even if there’s a new patch.
  • Fixed an issue where destroying doors with frag grenades or molotovs did not display debris.
  • Fixed an issue where a frying pan and a weapon could be held at the same time.
  • Fixed an issue where spectating in FPP showed inaccurate character locations.
  • Fixed an issue where leaning was possible while in an emote animation.
  • Fixed an issue where two players moving in a small space could sometimes get stuck.
  • Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times.
  • Fixed an issue where reticle settings would be reset when the weapon was dropped and picked up again.
  • Fixed an issue where the spectating camera would look through a character when the game finished.
  • Reduced the chance of players encountering situations where opponent’s weapon floats in the air.
  • Fixed an issue where throwables could pass through character models.
  • Fixed an issue where voice chat UI would always be displayed when using killer spectating function under certain conditions.
  • Fixed an issue which prevented players from changing the red dot reticle when using an SMG.
  • Fixed an issue where the stun effect from the stun grenade was weaker than before.
  • Fixed an issue where the camera angle rotates up to 180 degrees up/down in FPP and TPP mode when freefalling.
  • Fixed an issue where the character would stand up and lie down repeatedly when moving uphill while lying down.
  • Fixed an issue where some weapons could be seen through when a character is moving right while in ADS position and lying down.
  • Fixed an issue where there was replay related text shown in the report pop-up window after dying.
  • Fixed an issue where sprinting would stop when moving at a certain angle with the L-Stick.

Thanks to everyone who helps us test out new content and features on the PTS! With your help, feedback, and bug reports, we’ll be able to track and hopefully squash any issues before the update hits the live servers.

Thanks,
The PUBG Xbox Team




Xbox – PTS Patch Notes

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

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, 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)

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)

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






Xbox – June 26th Update Patch Notes

This is our promised June 26 patch. The entire focus of this patch is optimization and stabilization, to improve the player experience.

Hello everyone,

This is our promised June 26 patch. The entire focus of this patch is optimization and stabilization, to improve the player experience. No additional content is being introduced with this patch.

Recently, we released two hotfixes with improvements originally planned to be included in this patch, as they were ready earlier than expected and we wanted to get them to you as soon as possible.

The hotfix addressed a memory leak issue and this hotfix reduced the number of crashes remarkably. Our matchmaking hotfix improved matchmaking logic, to reduce instances of players being stuck in queues for a very long time. Some players are expressing concern that they’re still having issues with lengthy matchmaking times, we plan to release a dev letter later in the week to address this.

Now let’s get into the improvements we’ve made this patch!

PATCH TIMING

June 26th 01:00 AM PDT / June 26th 10:00 AM CEST

Stability

Two changes have been made to reduce crashes related to being “out of memory”:

  • We’ve optimized the total memory required by both maps, with a significant reduction in total memory required for Miramar.
  • The UI has been optimized to use less resources.

Even without any memory leaks, there are instances where players would crash due to being “out of memory”. This is mostly due to the huge amount of memory required to process maps. We’ve reduced the total amount of memory needed to process each map by a remarkable amount, which will lead to fewer crashes.

There are still crashes to fix. Our goal is to prevent crashes entirely, for all our players. We will continue to work as hard we can to improve stability.

Optimization

As we’ve mentioned in previous dev letters, our team is prioritizing making improvements which will increase performance at the start of the game when landing, as well as when driving vehicles, as these have been the most common areas of performance related complaints from our players.

PUBG tries to load all resources within a 1km radius of your player to ensure you’re seeing everything you need to see, to properly enjoy the Battle Royale experience. Although, loading all resources within that radius is negatively impacting performance. We’re continually making improvements to the way resources are handled to improve optimization.

We’ve already implemented prediction-based level streaming and elastic control for characters, which are two examples of systems which reduce the loading of unnecessary resources. We will continue to work on and improve the efficiency of these systems, to improve performance.

Below are all the performance related improvements we’ve made this patch.

  • Character movement has been optimized to use less resources and improve performance.
    In our patch preview, we said that we’re aiming to reduce the total resources required to render characters by 50%. This is still our goal, but requires further testing to ensure stability. We’ll keep you updated on our progress.
  • Vehicle location updates have been made more efficient for stationary vehicles to improve performance.
    The position of every vehicle in a 1km of your player is updated very frequently, to ensure vehicle movement is as smooth as possible. Prior to this patch, frequent vehicle location updates were also being requested for every stationary vehicle in a 1km radius of your player, negatively impacting performance. We’ve changed the way locations are updated for stationary vehicles, which will improve performance.
  • Vehicle effects have been optimized to improve performance, without affecting visual quality.
    When vehicles were moving, many resources were being used to generate visual effects. We’ve optimized the effects without diminishing their visual quality, to improve overall game performance.
  • Bullet impact effects will no-longer consume resources if they aren’t seen by the player.
    When bullets impact any surface, an effect is displayed. Previously, all bullet impact effects within a 1km radius of the player were consuming resources, even if the effect wasn’t directly seen by the player.  Due to the sheer number of bullet impacts that can occur in a 1km radius of the player, having all of these effects consume resources was negatively impacting performance. Now, bullet impacts not directly seen by the player will not consume resources, improving performance, especially in close quarters combat.
  • Character shadow rendering has been optimized to improve performance.
    While we’ve tried to have each character shadow be an entirely accurate representation of the player, both in shape and movement, this was having a negative impact on performance. We have changed the shape and movement of character shadows to significantly reduce their impact on performance.
  • Terrain and grass have been optimized on both maps (Miramar/Erangel) to increase performance.

We’ve made two additional changes to improve world loading times when landing:

  • Parachutes have been optimized, they now use less resources.
  • The physics while free falling have been optimized.
  • The efficiency of the physics used while free falling upon exiting the plane has been improved. With this change, bullets will no longer be able to impact players in free fall. Players can still be shot while parachuting, this change only applies to free falling players, prior to opening their parachute. As it’s almost impossible to get to the ground, pick up a gun, and shoot someone who is free falling through the air, this change will not negatively impact gameplay, but will improve world loading times when landing.

Bug Fixes

  • Fixed a bug where sometimes footsteps weren’t heard during or after ADS.
  • Fixed a bug where the position of teammates sometimes wouldn’t display correctly on the minimap.

We will continue to push out updates and hotfixes as quickly as possible, to improve the player experience.

Thanks




Xbox Game Preview Patch Notes #0.12

This time around we’ve got some crucial bug fixes and optimizations for various parts of the game.

Hi folks,

As of tomorrow, Patch #12 will hit live servers. This time around we’ve got some crucial bug fixes and optimizations for various parts of the game.

Optimization and Stabilization

  • Partially optimized the vehicle system. The dust effect caused by friction with the ground during driving has especially been optimized, and the vehicle system has been improved in part.
  • Fixed a problem with voice chat that caused some crashes.
  • Grass objects in Erangel have been optimized and will continue to be optimized going forward.

Gameplay

  • Fixed a serious bug that caused vehicles to flip or get airtime for no reason. This includes the three-wheel bike.
  • Fixed an issue where under certain circumstances the character would be upside down or seated in a strange position when moving seats while riding in vehicles.
  • Player will receive more damage in a vehicle collision. The heavier the vehicle, the greater the damage inflicted upon the player. Also, players are now more likely to die or be knocked out when colliding with a vehicle running at high speed.
  • The vehicle passenger will receive more damage when the vehicle crashes into an obstacle like a wall or tree. When crashing into something at high speed on a smaller vehicle, such as a motorcycle, the player will take much more damage.
  • Fixed issue causing the 4x scope to be excessively reflective.

UI/UX

  • Fixed issue causing certain UI layouts not being properly aligned.
  • Fixed issue of buttons bound to the UI(map, inventory etc.) affecting vehicle operation.
  • Fixed issue of equipment icons not shown properly on the HUD.
  • Fixed issue of LT, RT scrolling not working in the inventory when using controller preset B.
  • Fixed issue of excessive acceleration when the stick is tilted more than a certain angle depending on the R stick acceleration setting.
  • Fixed issue of team member indicators incorrectly showing on the plane

Other Bug Fixes

  • Removed collision of discarded magazine on the floor after reloading.
  • Fixed a cosmetic bug that occurred when characters wore certain clothing or shoes.
  • Fixed issue of fonts breaking up in case of certain languages.

Scheduled fixes for identified issues

  • When changing the deadzone settings in the lobby, the options screen needs to be opened once again for the settings to be reflected. This issue will be fixed soon.

Cosmetics

  • Added a new free crate (“Western Military Crate”) that can be earned with BP.

Below is the list of items that can you can get from the Western Military Crate Drop Rates.

ItemsDrop Rates
Tank Top (Gray)20%
Raglan T-shirt (Red/White)20%
Polo Shirt (Pink)20%
Vintage Polo Shirt20%
Military Shirt (Gray)6.5%
Military Trousers (Black)6.5%
Long Sleeved Turtleneck (Black)3%
Utility Belt (Brown)1.4%
Camo Tank Top (Red)1.4%
Military Boots (Black)0.4%
Battle Belt0.28%
Vintage Gas Mask0.28%
Leather Bootcut Pants0.08%
Military Jacket (Black)0.05%
Military Cap (Black)0.05%
Cowboy Hat (Brown)0.028%
Faux Leather Jacket0.0128%
Cowboy Hat (White)0.0128%
Military Skirt (Black)0.0064%

That’s all for this week! Thanks for playing, and please leave your feedback as always! In the coming weeks you can expect some big news and content drops.

<3,

PUBG Corp.

PUBG: BATTLEGROUNDS Team.