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PlayerUnknown's Battlegrounds

We had a long chat about this over the weekend.
SA player base is around 18 000 (Closer to 20k but not sure of actual number)

Do a trial run with 50 servers for a week, if the servers are full throughout the test then add another 50 and expand it like that.
For this to work they'd need to cut some of the game modes.
They'd need to make us the hub for Africa.

I'm not going to be as negative as clown Deity but yeah not sure if we'll get servers any time soon.

It's late and I'm tired so I might be completely wrong here but according to steamspy:

South Africa:

Total active users: 722,240 ± 82,017
Active users (2 weeks): 34%

So that's 245562

PLAYERUNKNOWN'S BATTLEGROUNDS:

Players (2 weeks): 22.12%

so 22.12% of 245562 is 54318

*Active users: Share of users that have played at least one game in the given period.
*Players (2 weeks): Share of people playing this game of all people from this country that've played anything in last two weeks.
 
I have my doubts. I'd say 2000 max.

The Pubg South africa facebook page has 1000 members on. If you're telling me we already have 50% of the community sitting in a facebook group we either doing an amazing advertising job(Which is definitely not the case) or you are far off...

Source?:distracted:
 
The Pubg South africa facebook page has 1000 members on. If you're telling me we already have 50% of the community sitting in a facebook group we either doing an amazing advertising job(Which is definitely not the case) or you are far off...

Source?:distracted:

Are those 1000 active?
 
Are those 1000 active?

With majority of our members joining within 2018 I'd say fairly active. Orena is now up to 430 entries within 7 days, Robo is clearly doing an amazing job to capture 20-25% of an entire playerbase in that time period to compete for a keyboard and some kfc vouchers...
 
Have anyone here played the new 8-man squad and 2x AR drop over the weekend?

It's super fun, we won a few good times on it already, it's intense fun when 2 groups start to battle :D
 
Have anyone here played the new 8-man squad and 2x AR drop over the weekend?

It's super fun, we won a few good times on it already, it's intense fun when 2 groups start to battle :D

That event is such a cluster xD, especially seeing as its only set to "fill" so you get so many randoms just running around not knowing what to do... And TPP makes me sad... But its fun, I think when they release the pubg files so people can start making awesome custom games it should be super fun...

Now on another point, Bluehole had one single job, region lock china. Instead they implementing the most jank system with "hidden" servers, so basically nothing changes for us, but you can easily skip the region when you join someone elses game. So they basically did nothing but split regions that didn't need to be affected -_-
 
That event is such a cluster xD, especially seeing as its only set to "fill" so you get so many randoms just running around not knowing what to do... And TPP makes me sad... But its fun, I think when they release the pubg files so people can start making awesome custom games it should be super fun...

Now on another point, Bluehole had one single job, region lock china. Instead they implementing the most jank system with "hidden" servers, so basically nothing changes for us, but you can easily skip the region when you join someone elses game. So they basically did nothing but split regions that didn't need to be affected -_-

We actually had a few games with good teamies, we worked together, 3 of our games the whole 8 man squad was alive till the end.

Why does TPP make you sad?
 
We actually had a few games with good teamies, we worked together, 3 of our games the whole 8 man squad was alive till the end.

Why does TPP make you sad?

Thats fortunate, when we tried we had 5 randos with us all of which spoke different languages and also there was a grill in the team so obviously one of the players started creeping. But basically we just got split up and did our own thing, while fun it is quite the mission.

I don't know, TPP just feels so unnatural coming from all FPS. I feel dirty being able to 3rd person peak a corner without actually peaking xD, just wish there was a queue option.
 
So... what you folks think about the new circle/zone changes? Being a more strategic slow player, it took some getting used too, unless you have a car, Miramar can be a bit of a bitch. It's great for Erangal though (Maybe I'm biased coz I just ended my Chicken Dinner drought there :D). One thing I noticed so far is that you get tons of practice shooting at vehicles because more people are scrambling for vehicles to keep up with the pace.
 
So... what you folks think about the new circle/zone changes? Being a more strategic slow player, it took some getting used too, unless you have a car, Miramar can be a bit of a bitch. It's great for Erangal though (Maybe I'm biased coz I just ended my Chicken Dinner drought there :D). One thing I noticed so far is that you get tons of practice shooting at vehicles because more people are scrambling for vehicles to keep up with the pace.

Its great that they looking to introduce a more competitive environment, they just screwed up the execution of it. If they wanted it to be pushed to live that fast they should've just used the tried and trusted competitive circle settings instead of trying to reinvent the wheel... I think once warmod is introduced as a permanent Deathmatch style of play & a ranking system is in place the casual meta will evolve substantially making it a far more intense and enjoyable battle royal experience for casuals.
 
Add Map Selection, you say? OK! We’re finally bringing the ability to select a map to PUBG. We plan to roll this update out on Test Servers soon. Learn more about how this feature will work and our process developing it:



Finally.

Hi there,

We’re finally bringing map selection to PUBG. Today we want to tell you all about it, including the process we went through while developing the feature.

Map selection is something that players all over the world have continuously asked for. We take your feedback extremely seriously, but we also want to be thoughtful about how we implement changes to PUBG. And we knew that map selection posed a couple of problems we needed to seriously consider.

The first problem: Would adding map selection cause serious increases in matchmaking times for the various servers and modes?

For us, this was the most troubling issue, and it required a lot of discussion and serious research. We analyzed tens of millions of matches and sorted the data by server, mode, and time to make sure map selection wouldn’t break the game for anyone. We wanted to make sure that we could create a solution that worked for every region’s players, even the ones with a naturally low server population.

The second problem: Players in different regions have different preferences and playstyles, so how could we make map selection work for all of them?

To solve this, we couldn’t just rely on one source of feedback (like Reddit). We gathered feedback from all around the world, and what we learned led us to scrap and rework our designs for map selection several times.

Ultimately, we created a version of map selection that we think is unlikely to cause issues for matchmaking. That said, we’ll still have to keep a close eye on it, since it could become problematic as new maps continue to be added.

Now, with all that context out of the way, please take a look at the first version of map select:

7dfb46a1d580ab71d8ccd8a2a545cf554f2886ba.jpg

The UI of this feature may be different when implemented in the actual game, but here’s the basic explanation of how it works:

- You can select the maps you want to play with a click.
- If you don’t want to play a map, simply unselect it.
- If you’ve selected more than one map, the game will randomly pick one for you each time you start a match.

Work on the feature is almost complete, and we plan to release it soon after implementing it on the test server.

As with every feature in PUBG, we’ll continue to make improvements to the map selection feature over time. PUBG will never stop evolving as long as you continue giving us feedback, and we promise to always do our best to provide you with a satisfying and special game experience.

As always, thank you for playing!
PUBG Corp.

PLAYERUNKNOWN'S BATTLEGROUNDS :: Introducing Map Selection
 
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Hey friends,

Based on your feedback, we’re preparing to ship a number of changes to weapon balance and attachments very soon.

We’ll save the exact numeric balance changes for the patch notes, but today we want to pull back the curtain a bit and explain our goals.

According to our research, only a few specific types of weapons (ARs) are used in most situations. We believe the choice about which gun to use should be based on personal preference and its effectiveness in any given situation, rather than simply “which gun is strongest.” Our goal is to make it so no one gun will feel objectively better than the others.

Alongside the weapon balance changes, we plan to make some changes to weapon attachments. Again, the goal here is to provide you with a wider array of attachment options so you can choose one that best fits your combat situation (rather than any one “best” attachment).

Finally, expect some changes to the level three helmet. It’s a game-changing item that can impact the outcome of a match—basically, it gives you an extra life in situations where a headshot would otherwise kill you. We don’t want luck alone to determine who gets items like this, so we’re removing it from the normal loot spawn tables and limiting it to care packages only.

We’ll test all of these changes on the test servers first. This is the first time we are attempting a balance patch of this scope. The plan is to keep tweaking and tuning each weapon over time, so we’ll need your help (and all your honest feedback) to get it right.

Once we’re ready to push these changes to live servers, we’ll include all the specifics on the changes in the patch notes.


With love,
PUBG Corp.

PLAYERUNKNOWN'S BATTLEGROUNDS :: Dev Blog: Weapon Balance Patch Incoming
 
So, the latest update...Seems to be more loot everywhere. Structure-wise, Erangel still the same and Miramar has been spammed with warehouses at most of the shack clusters now which sort of disrupts the aesthetics a bit. The pacing seems a little more fluid now but not as hectic as that temporary mini patch a few weeks back.

<RANT>Just wish they either provide a f***ing shooting range, coz the weapon changes are seriously becoming annoying without being able to do some to testing before entering a game and until they make war mode available on public ( like H1Z1) they can shove it!!!</RANT>
 
Shooting range and local servers, those are my Xmas list for this game.
I haven't played the new update that much, 2 games, but I heard something about a dynamic weather system? Is this included in this update or is that test servers only?
 
Patch Version: Update #12
Patch Notes Date: 4/26/18
Server Version: 3.8.21.9
Patch Size: 10.6 GB
-----
Changes:
Weapon & Item Balance -
We explained our goals with weapon balance in last week’s dev blog. You can find the specific changes below:
Weapons
  • ARs - rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
  • SMGs - adjusted them to be more effective in short range combat.
  • Shotguns - increased overall damage and effective range.
  • Pistols
    • Increased the damage of the P92, P1911, P18C, R1895, and R45.
  • Shotguns
    • Increased limb shots modifier (shooting limbs now does more damage).
    • Slightly decreased the damage of the S686 and S1897.
    • Reduced pellet spread by 25%.
    • Shotgun chokes can now be attached to the sawed-off.
  • SMGs
    • 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.
  • ARs
    • 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 up) for use with all ARs.
    • Added new recoil animations for all ARs.
  • 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.
  • Other guns
    • Slightly increased the damage of the DP28 and M249.
    • Restricted big scopes (8x and up) 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.
Throwables
  • Frag grenades:
    • Increased explosion damage and added new hit effects and animations.
    • Previously, grenade damage was greatly dependant on fall damage (from the grenade’s knockback effect) rather than explosion. We’ve removed the grenade’s knockback effect for player characters, and have adjusted it so that only explosion damage is applied when you’re struck by a grenade.
  • Weight changes (all throwables):
    • 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
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.
Other Item Balance
  • Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package).
  • Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages.
  • We’ve reduced the spawn rate for AR extended quickdraw magazines.
  • DMRs now use AR attachments (magazines, compensators, etc) along with SR attachments.
  • 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.
Gameplay -
  • New weapon; SLR a normal world loot. The SLR is 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; Mirado 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.
New Attachments
  • Duckbill - A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread.
    • Attachable to S1897, S12K
  • Light Grip - It reduces recoil recovery time but increases vertical and horizontal recoil.
    • Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • 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.
You can now change the reticle style and color on the red-dot, holo-sight and the 2x scope using the scope zeroing keys (Page Up/Page Down by default).
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).
World -
We’ve made more improvements to Miramar:
  • We’ve increased the size of the oasis and added more buildings nearby.
  • We’ve added extra farming points by placing small building sets near various cities and towns.
  • We’ve reduced the number of buildings in some city areas to cut down on excessive building density.
  • We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns.
  • We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
  • The interiors of certain buildings have been simplified.
UI/UX -
Map selection is now available. We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.
  • Pick just one map (Erangel or Miramar) on its own to guarantee you’ll play there.
  • If you select multiple maps, the game will randomly drop you into one of the selected maps.
  • As we discussed in the map selection announcement dev blog, we may revisit the design of this feature as additional maps are added. We’ll keep you updated if changes are made.
We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.
We’ve also renamed the “Rewards” menu item to “Store.” It contains the “CRATES,” “KEYS,” and “MY ITEMS” pages.
  • CRATES Page - Identical to the existing “Weekly Crates” page. Here, you can exchange BP for crates.
  • KEYS Page - Use this page to purchase keys (used to open locked crates).
  • MY ITEMS Page - See and use all crates and keys in your possession. Use the “PREVIEW” button to see all possible drops in each crate.
Misc -
  • We’ve added an option to adjust vertical mouse sensitivity.
  • We’ve added an option to change the hotkey for reporting a player during killer spectating (R key).
  • Removed the glass from all windows with bars on Erangel.
  • Added 26 community-created graffiti images to buildings in Erangel and Miramar.
Bug Fixes -
  • We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles.
  • We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down.
  • When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets.
  • The timer for the final bluezone should now display correctly.
  • We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game.
  • We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel.
  • Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed.
  • We’ve fixed some abnormal orange lighting effects in buildings on Erangel.
  • We’ve resolved some strange collision problems that were affecting character models and bullet cartridges.
  • Walking on wooden structures will no longer create bizarre or out-of-place footstep noises.
  • Prone characters should no longer improperly clip into the ground.
  • We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
  • Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
  • Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes.
----
Links -
- Changelog on Steam: PLAYERUNKNOWN'S BATTLEGROUNDS :: PC 1.0 Update #12
 
Map selection is GREAT!

SMG's are like laser beams now.

Game feels alot smoother even at round start. Keen to try this on live servers tho. been playing it on the test server most of this week
 
played las
Map selection is GREAT!

SMG's are like laser beams now.

Game feels alot smoother even at round start. Keen to try this on live servers tho. been playing it on the test server most of this week

Was playing last night, it feels amazing!!!

got a dinner early into it :) although, SMGs now just melt shit wow :/ been taken out by smgs a lot more frequently :"D
 
<RANT>Just wish they either provide a f***ing shooting range, coz the weapon changes are seriously becoming annoying without being able to do some to testing before entering a game and until they make war mode available on public ( like H1Z1) they can shove it!!!</RANT>
I really wish for the shooting ranges also, so one can practice some recoil and different guns.

Scope 6x - This scope has variable 3x – 6x magnification. It’s discoverable as a rare world-drop item.
I found more 6x scopes than 3x scope in my games last night :/

Anyway 6x are my new favourite scope now, a nice in between imo
 
I dunno, the UMP9 feels a bit more unstable... but if I can take out people with AR's from around mid-distance, they must've done something right with it.

The Vector also really seems to be sniper worthy now. Took out a few people quite easily with it.

...and I was decimated a few times thanks to SMG's.

5/7, would do it again.
 
Yeah BEWARE SMG's xD
Fully kitted UMP is a laserbeam
 

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