PUBG When your game is so popular your test server is in the top 10 played steam games


When your game is so popular your test server is in the top 10 played steam games

Posted: 30 Nov 2017 03:55 AM PST

A little quality of life change I'd like to see added. When teammates are out of range of the minimap, give a small indication of where they are so we don't have to open the big map every time

Posted: 30 Nov 2017 04:28 AM PST

My PUBG experience so far, summed up in 22 glorious seconds

Posted: 30 Nov 2017 05:17 AM PST

After 450+ hours this is still my dumbest win

Posted: 30 Nov 2017 07:46 AM PST

NEW Vehicle Speed Changes side by side comparison!

Posted: 30 Nov 2017 06:00 AM PST

If PLAYERUNKNOWN'S Battlegrounds was announced in 1998

Posted: 30 Nov 2017 07:54 AM PST

The Irony of Life.

Posted: 30 Nov 2017 04:06 AM PST

AnderZEL getting unstuck with nades

Posted: 30 Nov 2017 08:32 AM PST

Viss mickey mouse 3 pistol kill win

Posted: 30 Nov 2017 09:45 AM PST

On my flight today, i realized they should add this perspective from the plane.

Posted: 30 Nov 2017 05:35 AM PST

They gave the M249 100 bullets so potatos like me can use it to its fullest.

Posted: 30 Nov 2017 07:25 AM PST

PUBG 60fps on Xbox one X

Posted: 30 Nov 2017 10:23 AM PST

Rangefinding using the 8x scope - found at the rifle range, confirmed with in-game distances

Posted: 30 Nov 2017 03:51 AM PST

Someone made a pan edit of the Obi-Wan VS Darth Maul fight

Posted: 30 Nov 2017 09:47 AM PST

Holding Control while opening a door should Open it Quietly, instead of slapping it open

Posted: 30 Nov 2017 06:19 AM PST

I mean, you can stealth alot in this game already but how stupid is it that anyone Camping in a house will Know exactly where you are coming from?

submitted by /u/Saik1992
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Stealing Other's Videos, Uploading on own YouTube and Posting it Here

Posted: 30 Nov 2017 10:57 AM PST

/u/davidjanjic continuously steal PUBG videos from other people in the subreddit or on YouTube then uploads it as his own video on his own YouTube channel then proceeds to share it on this subreddt.

Example: https://www.reddit.com/r/PUBATTLEGROUNDS/comments/7djfux/fastest_way_to_cross_a_bridge/

/u/davidjanjic stole /u/luuey96 's video not only reposting it, but uploading it on his own YouTube channel for views and sticking it here on the subreddit where it was originally posted for the first time via Streamable. Original post is located here: https://www.reddit.com/r/PUBG/comments/7bjbhv/fastest_way_to_cross_the_bridge/

You can see on the stolen post that /u/luuey96 commented

Damn took my video gg

but it was gone un-noticed.

Edit: realized it was a cross-post, since original was posted in wrong sub, however, the person still stole the video and uploaded on his own YouTube then shared it on here for views. Dirty move regardless.

submitted by /u/SmackSmackk
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[Meta] To the people complaining about low tickrate - it's not as big of a problem as you think, and here's why

Posted: 30 Nov 2017 05:38 AM PST

Reddit being what it is, there are a lot of people on this sub who seem to think that throwing money at beefier servers will fix all the game's issues. And while a higher tickrate is undeniably a nice thing to have, fixing PUBG's gunplay is better done in a number of ways, none of which are server related.

Why 7 tickrate in PUBG isn't completely broken to the point of unplayability

The reason PUBG is playable is because of a fundamental difference in how hits are registered. In Counter Strike, the player sends packets of everything he does, including aiming and shooting, to the server. The server will then check against weapon inaccuracy, movement inaccuracy, and a number of other factors. This means that even the tiniest amount of desync can see you dumping ten bullets into a player's back to no effect. This was a big problem in the game's release. If a tick has not taken place in the time it took you to move from off a player, onto them, and fire, the shot would not register. Additionally, the player's hitbox is both server and client sided. Again, when there's a tiny (10ms even) desync, it can cause blood particles (on the client) but no hit registered on the server.

Conversely, in PUBG, all hit registration is client sided. The same level of authentication is just not possible with a hundred players, regardless of whatever pseudoscience networking explanation you try to throw at your fellow Redditor. Instead, PUBG just runs a check to see whether that bullet *blatantly* would have had to travel through a solid object to secure a kill. It will then manually negate the damage of that shot. This means that the hitbox for hit detection is only on the client side. While the server does keep a track of where the player is, it can afford to be way off generally, since it isn't needed for validation.

But I died behind a wall! This is clearly tickrate screwing me!

It is true that tickrate does present a delay. A higher tickrate would reduce the delay somewhat. HOWEVER. The delay from connection latency between players and the server is FAR greater than the effect of a low tickrate. If you're on 100 ping, and your opponent is on 100 ping, that's already 2-4x the delay that a low tickrate causes. This means that even if the server ran on 60 ticks, you'd still have died there. This is because the server confirms that (adjusted for lag compensation) the guy who shot you was still able to shoot you. Turning off this lag compensation would indeed make the game unplayable though, so it isn't really an option.

How to actually fix the problem

Ping locking. It's way, way more important than tickrate. The peeker's advantage with high ping is beyond titanic. Ping locking takes away a significant chunk of this peeker's advantage while playing on distant servers, while the tickrate will barely reduce it.

TL;DR: Please stop spewing nonsense about tickrate when you don't know anything about the subject. Ping causes far more latency than tickrate.

submitted by /u/Poo-et
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Imagine if we could loot something like this off the coast

Posted: 30 Nov 2017 11:22 AM PST

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