Playerunknown's Battlegrounds

  • Bald ist es soweit und da zumindest ich diesem Spiel in Zukunft die eine oder andere Stunde widmen werde, versuche ich hier eine Liste für die Updates und sonstige Informationen rund um das Spiel zu erstellen.

    Wer Battlegrounds nicht kennt: Es ist ein Spiel im "Hunger Games" Modus.
    Das heisst man meldet sich an, wird mit 100 anderen Spielern in eine Lobby gesteckt (Entweder im Modus Solo, Duo oder Squad = 4 Spieler Teams) und wird beim Spielstart in ein Flugzeug gepackt.
    Man fliegt dann mittels Zufallskurs quer über die Insel (das Spielfeld) und kann nach eigenem Gusto aussteigen.
    Nach der Landung geht es darum Waffen, Kleidung, Medizin usw. zu finden und sich gegen die anderen Spieler zu verteidigen.
    Gewonnen hat der/die Spieler der/die am Schluss noch als einzige am Leben sind.

    Wie das aussieht?
    Schaut es euch an!

    http://www.youtube.com/watch?v=IFaNadl0zlk#ws

    Ihr findet das es ähnlich ist wie die Arme 3 Battle Royale Mod oder H1Z1 KotK? Fast ;) Playerunkown ist der Drahtzieher hinter diesen Mods/Spielmodi und hat nun ein eigenes Spiel daraus gemacht mit den besten Teilen aus den "Vorgängern".

    Anbei einige Dev-Blogs um die Zeit bis zum Release am 23.03.2017 zu überbrücken:

    Charakter: https://www.playbattlegrounds.com/news/posts/characters

    Charakter Customization: https://www.playbattlegrounds.com/news/posts/character-customization

    Vehicles: https://www.playbattlegrounds.com/news/posts/vehicles

    Weapons: https://www.playbattlegrounds.com/news/posts/weapons

    Gunplay: https://www.playbattlegrounds.com/news/posts/gunplay-mechanics

    Anbei auch noch die Highlight-Videos aus der Beta ;

    http://www.youtube.com/watch?v=uygxLoNuHPk#ws
    http://www.youtube.com/watch?v=QugJcRnRwUY#ws
    http://www.youtube.com/watch?v=1JefrJ5MBec#ws
    http://www.youtube.com/watch?v=URUDN4Ga7YM&t=4s#ws

    Anbei noch eine Liste der Leute die BG spielen (einfach melden wenn ihr auch aufgeführt werden wollt):

    Gundral
    Maxy
    saiboT

    Intel Core i7-4790K mit 4.00GHz / 16 GB DDR3 1600MHZ / NVIDIA GeForce GTX 970 / 16GB RAM / 250 GB SATA 3 SSD / 2.0 TB SATA 3 HDD

    Einmal editiert, zuletzt von saiboT (24. März 2017 um 08:49)

  • Patchnotes zum EA-Start

    Sind im Patchnotes-Thread gesammelt vorhanden!

    Spoiler anzeigen


    Link zum Original

    [img width=700 height=393]http://cdn.akamai.steamstatic.com/steamcommunity…a499327abe9.jpg[/img]


    Our Steam Early Access launch is less 3 hours away, and here are the launch day patch notes!


    Known Issues

    Characters may seem like they are shaking when in spectate mode
    (For non-English users) Some of the in-game texts may still show in English
    Collision checks on destructed doors may not be in sync with how they look


    Performances & Stability

    Server stabilization and client performance improvement are consistently being worked on
    Slightly improved the issue that caused a large number of players to get disconnected from a game
    Destruction logic has been reworked so that the destruction of doors do not interfere with server performance
    Resolved some issues that were causing client crashes


    Content

    Added the SKS rifle to the game
    2 new face presets have been added (1 male, 1 female)


    Action

    Improved parachute controls
    Added freelook while in 1st person/ADS views


    UI

    You are now able to sort your items in your inventory


    Others

    9 new languages have been added and now we offer the game in 12 languages total. There may be some bad translations, but we will be consistently adjusting them throughout Early Access
    The exclusive items for pre-ordering the Deluxe edition are available via an in-game redeem function
    Slightly adjusted the balance on end-game rewards


    Bug Fixes

    Fixed the bug that caused the scope aim to seem different than the actual when spectating
    Fixed the bug that caused the end-game results screen to not appear when spectating and all your teammates die
    Fixed the bug that caused the indoors footstep sound to be too low
    Fixed the bug that cause stats from other game modes to be applied between Solos, Duos and Squads.

  • Performanceunknown Battleground ist geboren!
    Da soll doch mal noch jemand auf die DayZ- FPS in Städten schimpfen. ;) Für mich heißt es, ein oder mehrere Patches abwarten und dann mal wieder testen, aber derzeit ist das Game für mich unspielbar (höchstens in niedrigster Einstellung, dass vertragen meine Augen aber nicht :) ).

    Kurze Info zum System:

    i5 4760K
    R9 280x
    8Gb Ram (bis zur Kotzgrenze ausgereizt, was auf schlechte Optimierung für manche Komponentenzusammenstellungen schließen lässt)
    Windows 7 Ultimate 64bit

    Bitte nicht als Meckerpost verstehen, ist ein EA- Game und ich habe den Text zum Anfang des Games verstanden. Wenn das hier nicht gewünscht sein sollte, bitte einfach löschen.

  • Dev-Blog

    Sind im Patchnotes-Thread gesammelt vorhanden!

    Spoiler anzeigen


    Link zum Original

    Today is a very special day for me! For the last four years, ever since I launched my first Battle Royale game-mode using the DayZ mod on Arma 2, I have worked hard to try deliver an intense, dynamic and fun experience. Through its various iterations in the ARMA series, H1Z1 and now in my own standalone game, you all have shown me tremendous support, and for that I want to say a sincere thank you.

    We will look at what steps we will take to optimize the game later in this post, but first, our official early access launch trailer!

    And now comes the line I thought I would never get the chance to say… my game is now available to purchase on Steam Early Access!


    http://store.steampowered.com/app/578080


    I now want to run through a timeline for optimization of our game. A lot of you have been asking about how and when we will optimize the game, so hopefully this post will give you a better idea of our plans over the coming months.

    One important thing to note. Client optimization takes time, and will not be solved in one single patch. We will be working hard over the next 6 months to ensure all players enjoy smooth gameplay with no lag or FPS drops.


    Initial Performance Improvements


    Key Objectives

    • To reduce the overload on the CPU, and make sure that the GPU performs to its full capability


    Expected Results

    • Frame rates will be stable even when in high-density areas

    • Get higher frame rates across all graphic options


    ETA: Apr. 14th (Expected to take roughly 5 weeks)


    Further Performance Improvements

    [img width=700 height=399]https://d1wfiv6sf8d64f.cloudfront.net/admin/smartedi…90279310039.png[/img]

    Step 1: Art assets optimization (Apr. 7th)
    Decrease the total amount of vertex by adjusting the LOD on terrains

    Step 2:
    Improve the rendering performance of terrain and ocean shader (TBD)

    Step 3:
    Decrease the overload on the CPU by rearranging wall near buildings (TBD)

    Step 4:
    Decrease the usage rate of the video memory (TBD)

    * We have already managed to make some of the improvements in our final CBT build, decreasing video memory usage by 1 GB.


  • Performanceunknown Battleground ist geboren!
    Da soll doch mal noch jemand auf die DayZ- FPS in Städten schimpfen. ;) Für mich heißt es, ein oder mehrere Patches abwarten und dann mal wieder testen, aber derzeit ist das Game für mich unspielbar (höchstens in niedrigster Einstellung, dass vertragen meine Augen aber nicht :) ).

    Kurze Info zum System:

    i5 4760K
    R9 280x
    8Gb Ram (bis zur Kotzgrenze ausgereizt, was auf schlechte Optimierung für manche Komponentenzusammenstellungen schließen lässt)
    Windows 7 Ultimate 64bit

    Bitte nicht als Meckerpost verstehen, ist ein EA- Game und ich habe den Text zum Anfang des Games verstanden. Wenn das hier nicht gewünscht sein sollte, bitte einfach löschen.

    Nene, alles gut :)
    das Problem haben wohl mehrere, aber die komplette EA Zeit wird sehr viel bzgl. Performance gearbeitet, siehe den Post über mir :)

  • Hab gestern nur eine Runde bestritten, bei mir lief alles recht flüssig ab, kaum Lags, wenige Framedrops etc. So 40 fps im Schnitt würd ich sagen (meine HW: i5 2500@4500, GTX1060, 8GB, SSD, mehr Details über den Link in der Signatur). Laut HW Monitor waren meine CPU-Cores auch alle gut ausgelastet sowie die GraKa.
    Ich hab die Einstellungen im Spiel mal alle auf "Ultra" gelassen (Res: 1920*1080), ans optimieren mach ich mich mal wenn ich mehr Zeit hab und n paar Vids dazu gesehen und n paar Posts dazu gelesen hab.

    Ichkann aber schon jetzt sagen, das Game is mMn echt gut, macht Spass, is spannend bis hektisch blablabla

    Vl mach ma mal n GDZ Team, würd gern mal im Team spielen. Aber Solo hat halt iwie nen besonderen Reiz.

    Soweit von mir dazu, hf

  • So, neuer kurzer Bericht vom Wochenende:

    Gestern konnt ich ewig nicht joinen, matchmaking failed oder so ähnlich die Meldung. Nach etwa 30 min (gefühlt 30 h) gings dann auf einmal. Vorher n bisschen die Einstellungen der Grafik reduziert (war ja alles auf "ultra" @~30-40 fps) hatte ich dann 70-90 fps, jedoch lief das Spiel um einiges unrunder... War gestern einfach die Auslastung der Server so groß oder warum läuft das Spiel mit mehr fps auf einmal ruckeliger? Wie sind eure bisherigen Erkenntnisse?


  • So, neuer kurzer Bericht vom Wochenende:

    Gestern konnt ich ewig nicht joinen, matchmaking failed oder so ähnlich die Meldung. Nach etwa 30 min (gefühlt 30 h) gings dann auf einmal. Vorher n bisschen die Einstellungen der Grafik reduziert (war ja alles auf "ultra" @~30-40 fps) hatte ich dann 70-90 fps, jedoch lief das Spiel um einiges unrunder... War gestern einfach die Auslastung der Server so groß oder warum läuft das Spiel mit mehr fps auf einmal ruckeliger? Wie sind eure bisherigen Erkenntnisse?

    gestern wars laggy, jo, stand auch auf twitter, dass die server probleme machen.

    sollte heut wieder behoben sein.

  • [tweet]846633918065344512[/tweet]

    und was mich auch freut:

    [tweet]846622551413444609[/tweet]

    und zum Abschluss noch was witziges ;)

    [tweet]846115306582036480[/tweet]

    Intel Core i7-4790K mit 4.00GHz / 16 GB DDR3 1600MHZ / NVIDIA GeForce GTX 970 / 16GB RAM / 250 GB SATA 3 SSD / 2.0 TB SATA 3 HDD

    Einmal editiert, zuletzt von Gundral (28. März 2017 um 10:56)

  • Gerade noch was zu PUBG gefunden:

    FAQ

    Game

    Q: What is BATTLEGROUNDS?
    A: BATTLEGROUNDS is PLAYERUNKNOWN’s first standalone game.

    Q: How much will the game cost?
    A: $29.99

    Q: What Anti-cheat does PUBG use?
    A: BattlEye with a mix of their own created anti-cheat system.

    Q: Is the game 64 bit or 32 bit?
    A: 64 bit

    Q: Linux or Apple?
    A: These platforms aren't in top priority for the developers right now since the player base is small and putting resources into now isn't worth it. Windows version first.

    Q: What game engine is it running?
    A: It's running on Unreal Engine 4.

    Q: Console?
    A: Yes! We will primarily be concentrating on developing and launching a complete PC version. Since we are using Unreal Engine 4, we have the option to launch on Xbox One and PS4.

    Q: How big is the map?
    A: 8x8 km map

    Q: Why is game so familiar?
    A: It's a mixture of PLAYERUNKNOWN'S mods from Arma 2/3 and PLAYERUNKNOWN'S licensed Battle Royale mode in H1Z1 KotK.

    Q: e-Sports?
    A: PUBG wants to have 4 major events (maybe 4 times a year) for the top players on the leaderboards, alongside with the big streamers and YouTubers to raise serious money for charities. Then, with the custom servers (later on down the road), you will have the ability to rent servers with leaderboards attached so that people can host their own leagues on their own servers.

    Ranking

    Q: What is the ranking system?
    A: ELO

    Q: Stream snipers are killing me, how is PUBG going to combat that in ranking?
    A: PUBG will have ranked and unranked servers. But, throughout Early Access you will be put on the ranking system. Once ELO is fine tuned after Early Access, all the noobs that are trying to kill you and ruin your experience, they will be put on different servers according to your ranking. So these stream snipers will never be in a game with you anymore.

    Weapons

    Q: How many weapons right now (March 2017)?
    A: 20 main weapons in total (not including melee weapons).

    Q: Are more weapons coming to the game?
    A: Yes, more weapons are planned.

    Gameplay

    Q: How close to "real life" values are the current (Closed Beta / February - March) drop/velocities?
    A: "The initial velocity is same as IRL but without drag, the drop is a bit lower."

    Q: Bullet physics?
    A: "We are working on implementation of drag, penetration and deflection."

    Q: Destruction?
    A: Yes, there's destruction. As of right now, you can blow up doors, Vehicles blow up and you can knock down fences with a vehicle. Later on, PU wants the hunting sheds/huts to be destructible.

    Q: Is it like H1Z1 where if you jump out of the car you don't get hurt?
    A: No, you get damaged depending on the speed or you die.

    Q: Attachments? It's been stated that attachments change the gun? How so?
    A: Take the silencer for example. See one on the ground? Pick it up, the silencer reduces the distance you can hear the shot from to about 350m, so if they shot at you past that distance you wouldn't hear where the shot came from. All everyone else hears is a muffled shot, but that muffled shot you can be picked out if you listen closely to it (so be warned if anyone is near you).

    Clothing

    Q: Any cosmetics?
    A: "What were planning to do, is to add purchasable cosmetic items (like clothes/skins) via crates, this will allow us to create free DLC packs down the road." Mircotransactions are coming after Early Access.

    Servers/Gamemodes

    Q: What type of servers is PUBG currently using?
    A: Amazon Webservices (AWS)

    Q: What's the server tick rate?
    A: 60Hz, but due to unoptimized servers it does not go that high right now. But they are aiming to have all the servers run at 60Hz.

    Q: Will the servers be in each region?
    A: If the demand is high enough they can spin up servers in each region.

    Q: If someone queues behind me when I enter matchmaking, will they enter the same server?
    A: No, they will be put into different servers.

    Q: Mod support?
    A: Yes, Mod support is coming at 'Full Release' and they will have Steam Workshop support as well.

    Q: If I team in Solo servers will I get banned?
    A: Yes, you will be banned/suspended (depending on the circumstance).

    Q: What gamemodes are in the game?
    A: Regular (3rd and 1st person) and Hardcore (1st person only, Coming Soon)

    Q: What type of servers are there?
    A: Solo, Duo, SQUADS (team up in groups of 2, 3 or 4 players, or if you prefer, you can still play solo and take on everyone alone) and War (like from Arma 3 BR; a tdm style gamemode but with a BR ending, coming soon).

    Other

    Q: Where is the PUBG Studio?
    A: It's based in Korea, but a few people are working in Seattle, WA, USA.

    Q: How many people are in the studio working on PUBG?
    A: 35 people in the studio and around 5 freelancers.

    Q: BATTLEGROUNDS is being designed by Bluehole, what does their studio look like?
    A: View of the studio - [tweet]780668907833008133[/tweet]

    Early Access

    Q: Why Early Access?
    A: “Early Access is a great platform as it gives us the ability to get feedback from new players, as well as our existing community on new and existing content. PLAYERUNKNOWN’S BATTLEGROUNDS is being developed with full transparency to our players, and we will make adjustments and additions based directly on their comments. Feedback from two alphas and a closed beta test, along with responses from a broader group, will guide us in the creation and addition of new content and gameplay tuning.
    One of the ways we’ll use Early Access is to test Custom Games by giving certain players the ability to create their own versions of Battle Royale. This includes the option of setting the number of teammates, the type of weather, looting limitations and various other game options. Our initial goal is to test this feature among a smaller group of players and if all goes well, we’ll gradually roll it out to everyone. We’ll have more details on Custom Games once we begin implementing this feature.”[/i]

    Q: How long is Early Access?
    A: 6 months

    Was einige freuen wird: Es ist also ein 1st person only Modus geplant. Für mich eher uninteressant aber ich habe schon bei diversen Streamer mitbekommen das dies gewünscht ist und ich habe bisher noch keine Bestätigung oder ähnliches dazu gefunden abgesehen von der Aussage weiter oben.

    Intel Core i7-4790K mit 4.00GHz / 16 GB DDR3 1600MHZ / NVIDIA GeForce GTX 970 / 16GB RAM / 250 GB SATA 3 SSD / 2.0 TB SATA 3 HDD

    Einmal editiert, zuletzt von Gundral (28. März 2017 um 14:07)

  • Early Access Update 1

    Sind im Patchnotes-Thread gesammelt vorhanden!

    Spoiler anzeigen


    29. März - PLAYERUNKNOWN

    Link zum Original


    [img width=700 height=393]http://cdn.edgecast.steamstatic.com/steamcommunity…1506acdfebe.jpg[/img]

    Players,


    Today we outline the schedule for updates during Early Access and address some of the bigger issues some of you have faced so far.

    Early Access Schedule

    During Early Access, we plan to release updates in 3 phases.

    Daily updates, to improve server performance
    Weekly updates, to push bug fixes & client performance and stability fixes
    Monthly updates, to add new content and push balance passes for game-play


    Known Issues
    There is a rare bug which will cause some buildings not to render for players, allowing them to shoot others seemingly through the walls. We are tracking down the cause of this and will update you when it is fixed.

    Sound
    A lot of you have given feedback on our positional sounds, and today Marek will explain in a little more detail how sounds work in the game.

    Gunshot Sound

    Each gunshot sound you hear in game has propagation delay based on distance between source and the listener
    The propagation velocity is 340m/s so if a pistol is shot 340m away from the listener, he will see the muzzle flash first and hear the gunshot after 1 second
    If gunshot is fired from indoor or there is no direct or approximate line of sight (obstructed), the reverb effect and LPF are applied to the sound effect


    Bullet Crack/Whizz Effect

    Bullet crack effect (or bullet bow shockwave) is generated when a supersonic projectile passes in close proximity to the listener. The effect can be heard in a closest point on bullet trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left headphone, you know that the shooter is either directly in front of you, or behind you

    [img width=700 height=381]http://cdn.edgecast.steamstatic.com/steamcommunity…d4a96424fae.jpg[/img]


    Most of our weapons are supersonic. This means that you will hear the crack/whizz before you hear the actual gunshot
    In a scenario where you see a shooter 1000m away, using AWM (>900m/s muzzle velocity) the events will occur in such order:

    1. You see the muzzle flash
    2. After ~1 sec you hear the crack/whizz (assuming no air drag)
    3. After ~3 sec you hear the gunshot

    Bullets passing close to the player will generate a crack sound, the ones passing further away will only generate whizz effect
    We blend between different sound samples based on distance (the maximum distance and attenuation characteristic is also affected by suppressor attachment). The close gunshot sounds louder and more clear than the distant one


    In the current public build, all bullets generate a sound crack effect. We've changed this mechanic by adding a velocity check, so bullets travelling slower than speed of sound will not generate the crack effect but just whizz.

    I will do a Q&A session soon to get more feedback on sounds in the game, so stay tuned! - Marek

    Client Optimization
    In case you missed it last week, here is a look at our schedule for client optimization. This process will take time, and will not be fixed with a single patch. We ask for your patience as we work to improve performance.

    Initial Performance Improvements
    Key Objectives

    To reduce the overload on the CPU, and make sure that the GPU performs to its full capability


    Expected Results

    Frame rates will be stable even when in high-density areas
    Get higher frame rates across all graphic options


    ETA: Apr. 14th (Expected to take roughly 5 weeks)

    Further Performance Improvements
    Step 1:Art assets optimization (Apr. 7th)

    Decrease the LOD vertex for buildings seen at long distances
    Decrease the total amount of vertex by adjusting the LOD on terrains


    ETA: Apr. 7th

    Step 2:Improve the rendering performance of terrain and ocean shader (TBD)

    Step 3:Decrease the overload on the CPU by rearranging wall near buildings (TBD)

    Step 4:Decrease the usage rate of the video memory (TBD)

    Leaderboards
    Our leaderboard system has proven to be a very popular feature, and for the most part, we are happy with the current ranking system. However, the system will need balancing once we have sufficient data from a good sample size. The ELO system will need many balance passes before it is ready and to complete this we will be wiping the leaderboards on a monthly basis so to allow us to get a clean data-set from any changes we make.

    OC/SA Servers
    With tomorrow’s client update we will be bringing Oceania and South American servers online. These servers will feature their own regional leaderboards.

    Ping Lock

    We are looking into implementing a ping lock for our servers. We have no ETA on when this will be added just yet as we have limited resources, and at the moment server performance and stability is our highest priority. We also don’t want to restrict the ability for friends in different regions to play together, but we understand how frustrating it can be playing against high ping players and take this very seriously. Please bear with us while we come up with the best way to add this new feature.

    Finally today, here are the patch notes for the weekly patch we will push this Thursday.

    Week 1 Patch Notes

    This patch will be deployed for both clients and servers Thursday, March 30, 5PM KST/1AM PDT/8AM UTC

    Out-game

    Added Oceanian & South American servers

    Server Performance/Stability

    Resolved an issue where game server performance would degrade over time
    Resolved several server crash issues

    Client Stability

    Resolved several client crash issues

    Client Optimization

    Added View Distance setting to graphics options

    Gameplay

    Adjusted movement speed of endgame play zones
    Adjusted weapon sound volume in the lobby

    UI

    Removed crosshair while in a vehicle and not in the aiming state
    Added ability to see item durability state directly in vicinity pane

    Bug fixes

    Fixed a bug with the volume of crouch walking
    Partially addressed performance degradation when opening inventory
    Fixed a problem which would allow characters to go under the map in certain areas
    Removed the depth of field effect when spectating in team-play modes.
    Fixed a bug with the character creation system
    Fixed an issue in the REVIVE system where a player would get stuck in the revive animation when the downed player died
    Fixed a bug which would cause the PLAYERUNKNOWN hi-top trainers to render incorrectly
    Fixed a bug where a character would receive damage from vehicles while behind trees/walls


    See you in-game,

    PLAYERUNKNOWN