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PlayerUnknown's Battlegrounds

I still have not seen a cheater in 500 hours lol. When you say cheater do you mean speed cheat/ 1 hit pistol or do you think he was walling or aim botting?


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Also stumbled into a thread where people were talking about this.
They should region lock china and do hardware ID bans.
Hardware ID bans would work well. I wouldn't region lock, there could be just as many people playing the game properly as cheating. They just need to fix the system a little so that it isn't so easy to cheat and get crates.

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I would honestly be happy without crates for that matter. I can't remember the last time I changed my appearance in any form.
 
Cheaters, what cheaters??

I always make it to 30 alive in squad or even occasionally to 15 alive and haven't experienced a cheater yet. *touchwood*

So what do cheaters do exactly?

They basically take out a whole 4 man squad in 2 seconds and you cant even see the dude.... All headshots even if you are behind cover. There is also speedhacks which they use to run around the map... Have a few recording of hackers. Its ridiculous...

I still have not seen a cheater in 500 hours lol. When you say cheater do you mean speed cheat/ 1 hit pistol or do you think he was walling or aim botting?


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Have around 400hours. Basically every second game we play we find a hacker. Most of them on the EU and NA servers. That being said we did not came across any of them last night. Just to mention, we don't play FPP
 
I've played around 300hrs and don't think I've personally seen any hackers (touch wood just in case). Only play FPP servers, mostly EU.
 
They basically take out a whole 4 man squad in 2 seconds and you cant even see the dude.... All headshots even if you are behind cover. There is also speedhacks which they use to run around the map... Have a few recording of hackers. Its ridiculous...



Have around 400hours. Basically every second game we play we find a hacker. Most of them on the EU and NA servers. That being said we did not came across any of them last night. Just to mention, we don't play FPP

I only have 50 hours and already encountered several hackers... the most ridiculous one was me and another team mate was hiding in a house and we both got instantly killed... along with 5 other people on the killfeed. Also encountered the speedhackers where they run as fast as bikes - shotgunned our squad from behind when we were making our way towards the next circle.
 
Seen a few hackers in my time but always give okes the benefit of the doubt. Like to see how I could've played the situation better :)
 
You guys need to keep an eye on the kill feed, you can usually see if there is a possible hacker, they kill everyone with headshots and they take out teams in like 2 seconds. You sometimes also dont hear the shots going off, you just get knocked out by a mini/m16 or whatever gun they use even if you are behind cover. They use autoaim so basically they just pull the trigger and you die even if they are like 500m away...

Lets hope they can fix this, hackers are killing the game lol. We had an average run on the weekend (6 squad wins) even though we did not find any hackers. Last weekend we had hackers in like every second game and only managed 2 squad wins
 
I've played around 300hrs and don't think I've personally seen any hackers (touch wood just in case). Only play FPP servers, mostly EU.

Yup if you want to avoid hackers then play FPP, they only play the normal mode...We dont play FPP, it does not feel right, almost like a fake fps game lol (for me now)

I only have 50 hours and already encountered several hackers... the most ridiculous one was me and another team mate was hiding in a house and we both got instantly killed... along with 5 other people on the killfeed. Also encountered the speedhackers where they run as fast as bikes - shotgunned our squad from behind when we were making our way towards the next circle.

Yup pisses me off. Our whole squad got killed by 1 oke with a kark the other night, all headshots in like 2 seconds, bare in mind the reload time and he was nowhere to be seen. We were behind a mountain so there was NO WAY anyone couldve taken those shots. Also, you could not here the shots, you just got knocked
 
True


True

Now stop making sense and making me look bad!! :anonymous:

I've played MANY MANY games and only ever encountered a blatant cheater once ! He punched 5 people to death while dropping out the sky :)

There's far less cheaters on PUBG than CS:GO imho :)
 
Yup if you want to avoid hackers then play FPP, they only play the normal mode...We dont play FPP, it does not feel right, almost like a fake fps game lol (for me now)



Yup pisses me off. Our whole squad got killed by 1 oke with a kark the other night, all headshots in like 2 seconds, bare in mind the reload time and he was nowhere to be seen. We were behind a mountain so there was NO WAY anyone couldve taken those shots. Also, you could not here the shots, you just got knocked
With the group of friends I played with, we always play fpp, so maybe that is the reason why we haven't found one.

I also play a few third person squad with another group and well all good so far.

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I have played 270 hours and I have not once encountered someone where I could say they were blatantly cheating. I play fpp 95% of the time so guess all the cheaters are on 3rd person mode.
 
Only encountered one cheater, 2 shotgun shots in the head without helmet and doesnt die.
Game will be much fairer if there is a kill cam after death
 
Only encountered one cheater, 2 shotgun shots in the head without helmet and doesnt die.
Game will be much fairer if there is a kill cam after death

That’s de-sync/lag. Currently they don’t have a god mode cheat. Only aimbots/walls/speed/auto looting.


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EOH to offer full Amazon web services in South Africa.

So that could mean SA servers right?

No. The local player base is not big enough to sustain servers here, as the developers have said before.
 
No. The local player base is not big enough to sustain servers here, as the developers have said before.

I don't play the game so it doesn't affect me in the slightest, I was merely wondering if this in theory could make it possible for SA servers to become a thing.
 
No. The local player base is not big enough to sustain servers here, as the developers have said before.

They said that they will give us custom servers though. So we can get local custom servers at least. We keep them filled and who knows. A bit down the line we can get local servers.


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They said that they will give us custom servers though. So we can get local custom servers at least. We keep them filled and who knows. A bit down the line we can get local servers.


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You sure it is local custom servers and not local custom games, running of EU servers?
The custom server are most likely for the occasional tournament?
 
https://twitter.com/PUBATTLEGROUNDS/status/923162588531261440
We're going to have one hour maintenance from 11AM KST / 4AM CEST / Oct 25th 7PM PDT on the live servers to implement the latest patch.

http://steamcommunity.com/games/578080/announcements/detail/3012205666575627380

Early Access – Week 31 – Patch Notes

Gameplay

Blue zone DOT (Damage over Time) increases when characters are farther away from the play zone
This principle does not apply to the first blue zone

Bug Fix

Resolved a bug where bullets would sometimes ignore armor
 
2gb update and my pc is off at home. Great. lets hope my internet connection is decent when i get home
 
[video=youtube_share;SwZ_NUruGTM]https://youtu.be/SwZ_NUruGTM[/video]

17hz...Pathetic
 
Damn, these days you never know with the state of internet in this pathetic country. Luckily my update was complete when I checked lunchtime.
 
Test Servers for PC 1.0 - Update #1
Players,

We’re excited to share that we will be running the test servers for PC 1.0 for the first time next week! We would like to invite our players to test vaulting & climbing and other existing features and systems we have modified. The test servers will be up for several days to allow everyone to try out the test build and give feedback.


Key changes:
Client and server optimization
Added vaulting & climbing
Changes in vehicle driving
Ballistics overhaul

We have made changes to some mechanics to make them more realistic and balanced. However, all changes are not final and we need your feedback after testing. In addition, this is only the first test build so there will be issues and bugs that have not been fixed yet. But we would like to assure you that we will do our best to address most of those issues when we release 1.0 unless there is a critical roadblock.

Patch notes will be posted early next week but we wanted to explain a little bit about vaulting & climbing today. Action & Gunplay Lead Pawel Smolewski has written a piece about the feature.


Vaulting & Climbing

Crossing and scaling obstacles may intermittently create many new tactical options available to the players. The standard jump feature can be used in standard situations, but there are many areas where it does not suffice. After all, PUBG features a play area of considerable proportions. In addition, objects located on the map differ greatly in shape and size. Such complexity can cause many problems for the players who need to rely on fast and effective means of jumping over (or on top of) boxes, containers, fences etc. For that reason we have decided to implement dynamic vaulting and climbing mechanics.

This feature enables in-game characters to quickly scale obstacles in front of them. Although we initially planned to allow crossing over structures which are up to 1 meter high, we have eventually decided to extend the functionality of the feature by increasing the limit to about 2.3 meters. Almost any static object that meets the dimension criteria can be scaled. Additionally, passing through openings in structures (such as windows) is possible as long as they are wide and tall enough. You may scale almost any static object which is short enough. Objects which are chest level high can be scaled with a weapon in hand. Taller structures that require pulling up to vault need to be performed with both hands free of any items (they will be holstered automatically when animation is played). Running towards the obstacle will generate momentum that will ensure faster motion. Performing the action from stationary position is also possible but the animation played will be slower, leaving players vulnerable for a longer period of time.

On the technical side the system consists of about 40 animations adjusted for different heights and situations. We internally use the term vaulting to describe the action that involves crossing over an obstacle while climbing refers to a motion that will cause the character to remain on top of it. By default control over vaulting and climbing is placed on the same key as jump and is context based. However, we do provide the players with a possibility of splitting the jump and vaulting actions to separate key-bindings in the controls section of in-game settings. When attempting to vault, the geometry of the objects in front of the character is scanned and an algorithm decides whether vaulting action can be performed and what type of animation can be used to get across or on top of it. Climbing will be preferred whenever there is enough space for the character to stand up. However, vaulting can be enforced by holding sprint button while moving – if the obstacle is thin enough, character will slide or cross over. Motion that involves pulling up can be cancelled before reaching the apex by starting to move in the opposite direction.

Due to the nature of this system, we expect possible issues, bugs and problems to occur. Ironing out this feature may take some more time, but we do hope you will have a lot of fun with it and make great use of it. We are eagerly awaiting your feedback and reports.


In the next few days, we will also touch on other important changes. Please stay tuned for more updates on the test server.

Regarding the use of cheats, we will be doing everything we can and use all resources available to detect and impose penalties on users who use cheats. Recently, we have implemented new measures to better identify and track their usage. We have designed reliable systems to do this more efficiently than before.

For a very long time, our development team has been analyzing data from a large pool of users who show abnormal gameplay behavior to build a system that helps us positively identify cheaters. We are now able to use the system to identify and ban these users more proactively. Using this system, we have already identified and banned about 20K additional users in only one day.

This is only a start. On top of BattlEye, we will use a monitoring system to strengthen our efforts to prevent use of cheats and impose penalties on them. We promise you that we will continue to do our best to quickly find and ban people who use cheats. We hope you will start to see an improvement going forward.

Thank you.
The PUBG Development and Community Team

http://steamcommunity.com/games/578080/announcements/detail/1460716231303174412
 

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