Before this past Friday, that wasn't a rule and the PUBG team didn't tell anyone they changed the rules. Check out the game's Code of Conduct from June, and then look at it today and try to find anywhere on the website that notifies you of the change.
he needs to get banned for that, playerunknown was watching and team killing is a unacceptable.
Edit: 40k+ People were watching the streams via DrDis,Anthony,Grimmz. That is a HUGE chunk of the community. The viewers of these streams will think that it is 100% ok kill teammates with no consequences. He needs at least a temp-ban to prove a point to the community that teamkilling is wrong. Rules
Edit 2: He Got Banned (dont know time yet)
Edit 3: prolly perm PU is pissed
Edit 4: Temp ban according to dev.
It's just because it's more complex than your standard AAA title, they explained it here. While it may be hard to grasp at the start, you will notice the benefits this entails once you "get it".
Take a look at this:
http://playbattlegrounds.com/news/65.pu
Scroll down to the audio section, it will describe the method used. Long story short it's intentional, and requires some skill to discern where bullets are coming from, due to simulated sound propagation.
Bullshit. If the penalty for anyone else is a ban then he deserves the same thing. And team killing is against the rules that they just tweeted yesterday. http://playbattlegrounds.com/rulesOfConduct.pu
http://playbattlegrounds.com/rulesOfConduct.pu
> These rules are neither final nor exhaustive - we reserve the right to suspend disruptive users even if their behaviour doesn’t fall under any of the above rules directly. Be nice, play fair and respect others and yourself.
So it wasn't a rule until recently. https://web.archive.org/web/20170602060631/http://playbattlegrounds.com/rulesOfConduct.pu
For the love of god, notify people if you change your COC. In game. People don't go to your website @PlayerUnknown
No, Brendan started modding and the gamemode on DayZ:
Lead designer Brendan Greene, better known by his online handle PlayerUnknown, had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 film Battle Royale.[8][9] Source
After running the server for just under a year, Brendan decided to create his own mod based on the idea that players enjoyed a survival type PvP game. He found that players on the DayZCherno+ usually played for only 1-2 hours, and taking inspiration from the popular Survivor GameZ event in the DayZ mod and the film Battle Royale, he went on to create DayZ Battle Royale for Arma 2. Source
http://playbattlegrounds.com/news/130.pu
The 2018 Roadmap
>Today, I finally get to talk to you about our vision and roadmap for 2018. We have come a long way over the past 2 years and have learned so much. We’ve done a lot of planning over the last two months, and today we reveal how we want PUBG to evolve in 2018. We’ve worked hard over the past 2 years to build a good foundation for the most realistic Battle Royale experience out there.
straight from Green's keyboard.
Sound in this game has no issues. It just does things differently than most games when it comes to audio, it's much more realistic.
Take a look at this post, it may help you understand it better: http://playbattlegrounds.com/news/65.pu
Also, disable any surround sound processing on your headphones (7.x or 5.x) this game only supports stereo. That fixes a lot of problems with pinpointing the gunshot as well
I sought out this answer myself, when I bought this game, and that is exactly the answer I found. However, check the rules page here: http://playbattlegrounds.com/rulesOfConduct.pu Says clearly, that it is against the rules... So I'm wrong. However, here is the same page, from June, an archived copy. http://web.archive.org/web/20170602060631/http://playbattlegrounds.com/rulesOfConduct.pu
So the rule was added since then, I do not know when. However, seems like bullshit that reading the patch notes is no longer enough, and there is a second location where rules change, one players are not notified of? Apparantly..
http://playbattlegrounds.com/rulesOfConduct.pu
"we reserve the right to suspend disruptive users even if their behaviour doesn’t fall under any of the above rules directly. Be nice, play fair and respect others and yourself."
I'm not sure about this specific case, but the consensus seems to be that they have not been and will not be banning people for INI edits unless they are straight up cheating, like removing textures. It's kind of a grey area though. There was a comment from a dev or community guy from Bluehole in one of the INI threads, but I'm having trouble finding it
They usually do, but I don't believe they will be doing so with this patch. From what they've said, it sounds like they won't be making any other major updates to live before the release of 1.0 in December. So yes, there probably will be a gap without vaulting.
Ignorance is no excuse, though. Notice was given even if it wasn't the best possible way. Although, I'm not sure anyone would read the changes anyway if they had to click OK every single time the rules changed..
Also - did the rules actually change? Those links indeed just link to discussion on the way reporting has changed but have the rules changed or just the enforcement part? If it's the latter, there's even less of an excuse for team killing, in my view.
Are you mental? The sound is 100% as it is supposed to be. I have no problem at all telling from where I've been hit from, you do know that the sound of bullets whizzing past your ear is perpendicular from where you are being shot from?
You're probably getting a better Idea after looking at this.
When I get shot at, after 1 shot I can tell the general direction the sounds are coming from, after 2-3 bullets I can pretty much pinpoint the exact location I'm being shot from, down to an angle of like 2-3 degrees. Blood splatter is not supposed to directly indicate where you are being shot from, and when enemies have a silencer, you're not supposed to hear the direction other than the bullet whizz- that's the point of the silencer.
This game probably has the best directional sound I have seen in a videogame this far. That said, I heard Arma does a pretty good job at that too, but I haven't played that.
Well, if you follow them on twitter then you should've seen that they posted a link to the new rules of conduct. (Which i guess the Doc is checking regulary, which means he should've read the rules)
> Please note, these may change from time to time, so it's worth checking back periodically.
I do agree however that they should make the rules readable ingame and that, when the rules get updated, players should be notified.
It's not worse, it's all shitty, but should PU not say anything when it's directed at him? Also, I'm pretty sure they added rules about abusive chat in game not being allowed (not sure how it'll be enforced for people who spew that shit and the fact that you can't see their name)
I've said it elsewhere but forgot to here, this is the game's Code of Conduct from June, notice anything different?
Ha yeah, sometimes I'll turn my sound up and then have my ears explode when a teammate yells or something.
As for hearing the thump first, that could be from a subsonic gun, like the VSS, vector, etc. Most likely the VSS if it was at any kind of longer range.
Looking at the weapon stats, if the value for initial bullet speed is greater than 340, you'll hear the shot second.
That being said, I saw a comment on this sub where someone claimed that all of the guns in this game are supersonic, regardless of whether they should be or not. I'm pretty sure that's wrong though, as I'm sure I've heard shots before impact as you described, and the devs said "Most of our weapons are supersonic." (emphasis mine)
Edit: Just wanted to add, supersonic guns will also be a good bit louder (even with suppressors), due to the bullet breaking the sound barrier (which a suppressor doesn't silence). That's the loud crack you hear when a gun's fired
You can find a bunch of stuff on their website about the roadmap and visions for the future.
http://playbattlegrounds.com/news.pu
However this is a Battle Royale game so it will mostly be circles getting smaller and fighting until you are the last one standing. However there are already custom games in the game and for the full release they want to have full mod support.
>Many players have asked us about the increased number of server crashes in Asia. Recently, the number of concurrent players in Asia has rapidly increased and there were times the cloud service we’ve been using could not provide more physical servers. To address this problem, we added servers from another cloud service without sufficient testing. Some servers overloaded, which caused frequent crashes. Our development team is investigating the issue in order to prevent it from happening in the future.
They literally had to get servers that were not AWS servers to get it to work
Or maybe the people that would otherwise be working on netcode improvements are instead focusing on scaling their capacity due to the fucking ridiculous influx of players they've had in a short period of time.
You know, the things they mentioned in their last dev blog post? In terms of priorities, I think fixing crashes due to capacity is probably higher on the list than netcode.
> the number of users increased faster than our development speed which resulted in more connection and server issues recently
> Recently, the number of concurrent players in Asia has rapidly increased and there were times the cloud service we’ve been using could not provide more physical servers. To address this problem, we added servers from another cloud service without sufficient testing. Some servers overloaded, which caused frequent crashes
It's likely that many gains in optimizations are lost due to increased load on an almost daily basis.
Is the game perfect? No, but I feel it is a lot better than the immediate month after it came out.
They have a smallish team, mostly working on content development. Ive worked on that side as well, and can appreciate that if the model is designed to provide content updates, thats where your talent works. Unfortunately (fortunately) for them, this game has gone bonkers. I work on the business side of things now. No way they could have forecasted the growth. No way they could onboard and train people to get their server clusters and netcode up to speed to handle the volume of call requests they are getting.
Shit, i wouldn't be surprised if their loading screen (webpage) is getting killed by anti-ddos measures because of the volume they are getting.
EDIT funny - just as i post this, they post this
>Do not exploit bugs or glitches: If you find a bug or a glitch in the game that provides an unfair advantage, let us know about it instead of using the exploit for your own benefit.
Seeing as you are too stupid to find the rules of the game you play, here's some for you, the first of which applies to bothering someone else:
I'm suggesting continuing to to what they are doing now.
Assuming you don't already know what is being done against TKers (and other rule-breakers), here's an explanation:
If you, the player, sees someone breaking the Rules of Conduct, you can find out how to report them using the official PUBG forum's "report"-section. Right now, you have to give video evidence with your report. (full TK reporting instructions here) An admin will at some point have a look at your report and, if they deem the video proof enough, ban the offending player.
As the game gets closer to ~~release~~ Edit: full release (it's a Steam Early Access Game), an in-game report option will probably be added and the admins can look at the relevant section of the replay of the game (replays aren't implemented yet, but are coming soon) and find proof of misconduct that way without the player having to send a video.
On Friday, they introduced a way to report TKers which wasn't a thing before. They also updated the game's rules of conduct and didn't notify anyone. Check out this archive of that link from June. Notice something?
I sought out this answer myself, when I bought this game, and that is exactly the answer I found. However, check the rules page here: http://playbattlegrounds.com/rulesOfConduct.pu Says clearly, that it is against the rules... So I'm wrong. However, here is the same page, from June, an archived copy. http://web.archive.org/web/20170602060631/http://playbattlegrounds.com/rulesOfConduct.pu
So the rule was added since then, I do not know when. However, seems like bullshit that reading the patch notes is no longer enough, and there is a second location where rules change, one players are not notified of? Apparantly..
In other shooters you just hear the gun sound from the enemy player. In PUBG it's a little different. The devs described that in their blog: http://playbattlegrounds.com/news/65.pu
There's also an article on PCGamer about this, but it's basically a summary of the blog post: http://www.pcgamer.com/how-gunshot-sounds-work-in-playerunknowns-battlegrounds/
In case you missed it, they pushed back the window to the end of the year:
http://playbattlegrounds.com/news/80.pu
Definitely a good thing, IMO. Those of us who don't care about an "official" release don't care when it happens (as long as they keep updating the game), and those who do care will be ensured a more full-featured and bug-free game
Sorry, just got to my PC:
> 4) The items will be tradable/marketable once the Twitch Prime promotion is over on 7/7 (More announcements to come)
via Official Blog
I hadn't seen that post, thanks for the heads up! I think the blog post about skins is actually called <strong>Exclusive Limited Time PUBG Twitch Prime Skins!</strong>
The confusion probably comes from the way their news page is set up. It looks like the tiles at the top are manually selected articles, as opposed to the most recent ones, and they haven't changed the big featured one since week 8. If you scroll down a bit, you can see all the articles.
I assume you at least partially know this OP since you mentioned the skins post, just mentioning it for other passers-by.
You can get banned for this. Not sure how they would detect it, but its rule #9 in their Rules: http://playbattlegrounds.com/rulesOfConduct.pu
9: No cheating: Don't use third party programs, macros, client-side hacks, or other things that give you an unfair advantage in the game. Even if others haven't gotten caught yet, it doesn't mean you should do it.
Yes, this is a bug that they're currently working on, along with that when you're looking through a teammates scope it is not properly aligned with where they're shooting that. The devs mentioned that this should be fixed in the upcoming months.
In their Dev blog they have stated that they want to implement the first optimisation improvements by the 15th April. Read more here. They wanted to improve the optimisation after it hit EA.
In terms of development, this team is very good. I've been playing the game since the Alpha and they have made continual improvements to the game. During the CBT, there were weekly patches that fix certain bugs and made improvements. They plan to have it out of EA in around 6 months, so they truly are committed to the game.
I'm a little unclear on this but will ask around to see what I can find. In the meantime, there's a spot in their forums where you can report a player for a variety of reasons. I believe team killing falls under a "Breach of the Rules of Conduct". I don't know if they're reviewing reports for Xbox yet, but it couldn't hurt to try if you've got a clip saved.
https://forums.playbattlegrounds.com/forum/35-report-a-player/
> We anticipated about 1 million concurrent users in the beginning of our Early Access period and that is when our lobby server was initially designed. Since the end of June, our concurrent player base saw a rapid increase so we started designing a new server architecture. However, the number of users increased faster than our development speed which resulted in more connection and server issues recently.
How else do you explain why unchecking Auto Matchmaking says "too many requests" or "please try again in a moment" or something to that effect. Why you can ready up, be un-readied, and then can't ready up again. Why you have to refresh the interface in order to allow you to continue. Why you're always "Connecting to server" when you load the menu after every single game. If you've already connected to the game, should you have to re-connect every single time?
Think about it...
Why don't you read their recent dev blog post on this issue. I'll quote two relevant bits for you...
> the number of users increased faster than our development speed which resulted in more connection and server issues recently
>Recently, the number of concurrent players in Asia has rapidly increased and there were times the cloud service we’ve been using could not provide more physical servers. To address this problem, we added servers from another cloud service without sufficient testing. Some servers overloaded, which caused frequent crashes
The fact that their cloud providers can't keep up with PUBG's demand for servers should speak volumes.
Hello - Your post has been removed for violating one of our rules. The rule this post violated is outlined below
Rule 2: No discussion of exploits, scripts, hacks or piracy.
Absolutely no discussion of exploits, hacks or piracy. There's nothing we can do about hacks/exploits, and sharing them in a public place will only make them more prevalent in your games - reporting to Bluehole is the fastest way to get it resolved. Please do not post about a specific user you believe to be exploiting/cheating, this will be taken as a witch-hunt and will be removed.
Additionally, please read the rules of conduct
If you feel this post was removed in error/unfairly, please feel free to either respond to this message or send a modmail.
if you're referring to http://playbattlegrounds.com/news/95.pu then it also says how they've been working on "upgrading the service architecture" and "we started designing a new server architecture. However, the number of users increased faster than our development speed which resulted in more connection and server issues recently."
Basically saying that they were in the process of fixing how their code runs on the servers, but new players came in too fast.
We don't know. When they are ready they will announce it and push it to the test server.
They won't be releasing monthly and weekly updates anymore.
http://playbattlegrounds.com/news/86.pu
Also, I missed the stuff about the new weapons. Can you link something about that?
> Do not cheat: do not use third party programs, macros, client-side hacks, edited game files or anything else that may give you an unfair advantage in the game. This includes promoting or posting links to websites that provide or promote cheats or hacks.
Read the rules of the game you play, you could easily argue that what they are doing breaks both rules 4, 8 and 12.
They are harassing him by going out of their way to get in the same game and follow him. They spam by honking, and they stream snipe.
He can't copyright or claim any infringement because he passively agree's to the following link http://playbattlegrounds.com/playerCreated.pu All player created content is subject to Bluehole and their discretion. Only Bluehole has the authority to seek any action on it.
Put the video back up, the lad needs to grow up and realise as a streamer, the joke will be on him for entertainment aswell as the other way round.
I'd just like to add some facts to this case.
Firstly, http://playbattlegrounds.com/news/65.pu, this is a great thing to read, especially if you don't understand bullet cracks and whizz effects in PUBG. Check the diagram, and if you do not know about this, this will definitely help your gameplay out.
"Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left [or right] headphone, you know that the shooter is either directly in front of you, or behind you"
This means that:
Now, the shots did come from in front of him because of the gunfire. You can hear the enemy's, Yung_Yaboi, gunfire faintly. The gunshots are difficult to hear because of the crack/whizz effects. They sound like little knocks.
This now shows that the gunfire did come from in front of him.
Additionally, we cannot rule out that there was a person extremely far off in the distance, because of the low quality. However, we can take into account the player in front of him is using an AKM. The gunfire is from an AKM as well. It is very likely this is the person who shot and killed him.
Now as for the hacking accusations, I think he may have gone too far. It could be chopped up to server lag, or lag compensation. However, it is fishy that the guy in question has a 21 K/D this season. As for the evidence, the shot clearly came from the shack, or MUCH further away.
The gunfire localization is actually pretty good once you figure out how it works. You will always hear the whiz or crack at a position perpendicular to the bullet trajectory, and the gunshot sound at the position it originated. This can get somewhat disorienting at larger distances because the crack and gunshot are heard further apart. This is how it sounds in real life.
To better help you locate the position, it helps to visualize it. This image posted on the PUBG dev blog proved very useful for me in filtering out the "noise" and pinpointing where the shot came from. Generally speaking, listen for the position of the whiz or crack, and you will know that the shooter is perpendicular to it, either one way or the other. From there, even the faintest sound effect following it should be enough for you to discern which side of that perpendicular line the shooter is located. You should be able to tell the direction within a ~30 degree range and find appropriate cover.
You can get banned for this - "Do not cheat: do not use third party programs, macros, client-side hacks, edited game files or anything else that may give you an unfair advantage in the game. This includes promoting or posting links to websites that provide or promote cheats or hacks."
From here - http://playbattlegrounds.com/rulesOfConduct.pu
This will help you immensely in first person. You don't have the crutch of swiveling a camera around to play god and see everything to find people, so you need to rely on your ears a bit more.
This is exactly what I fear when I see the rules of conduct contain stream sniping. It might as well say we can ban you for any reason.
In case anyone hasn't seen it, rule 12 : http://playbattlegrounds.com/rulesOfConduct.pu
According to the new rules of conduct (point no. 12), it apparently is. I don't know why streamers would bitch about it when there's no real way to prove it and the solution is to delay your stream by a just a bit. Does anyone watching a stream of PUBG really care if they are a couple of minutes behind what's happening in the server in real time?
Never seen a pop up saying don't use outside aim assist either, are you going to be mad if you get banned for it? Being aware of the rules is a player responsibility. Rules are on their site.
> You're talking about something that's allowed by the game being allowed by the rules.
It's not allowed by the rules. Video evidence of solo teaming leads to bans.
Anyone who's a fan of Survival PvP, should take a look at PUBG.
Its in early access but still comparable in terms of bugs to division.
Constant updates with details of every major change extensively explained.
And a short term road-map showing whats coming next.
Coming from SE somewhere but not going to watch it more to find out where exactly, I agree it can be difficult at times.
Edit: I'm only judging by the bullet hole in the tree btw
All textures are drawn by the GPU, cities and forests have a lot of textures.
The game is early access and not optimized.
http://playbattlegrounds.com/news/65.pu
"To reduce the overload on the CPU, and make sure that the GPU performs to its full capability"
Except realism is a big focus in this game. The Developer came from ARMA. His name is literally in the title. They just released a Devblog update going in depth on this specific topic. The guns have real world muzzle velocities, the sounds use real world properties. Movement uses real-world acceleration for players. They have plans to add in air-drag and possibly even wind for bullet drop calculations. There is of course a limit to the realism, but for sounds & gunplay they are focused pretty heavily on it.
In regards to H1Z1 and PU's Battlegrounds, they are very different games from the same fundamental idea. H1Z1 is a fast-paced shooter that is more of an arcade game. It's extremely fun to play (groups up with friends if you want) and you'll get a lot of time out of it. If ARMA is at one scale and H1Z1 on the other, in terms of gameplay, Battlegrounds is somewhat in the middle. It is slower paced and requires more strategy than H1Z1 (imo), so it feels much more rewarding to get kills and win games. You can also play with friends in Duos or Squads (up to 4 people). Both are great games, but it's probably more of a decision between whether you are more into a tactical shooter of a run and gun type of game.
Currently, PUBG is not optimised. In their Dev blog they have stated that they want to implement the first optimisation improvements by the 15th April. Read more here. They wanted to improve the optimisation after it hit EA. In terms of development, this team is very good. I've been playing the game since the Alpha and they have made continual improvements to the game. During the CBT, there were weekly patches that fix certain bugs and made improvements. They plan to have it out of EA in around 6 months, so they truly are committed to the game.