PUBG Testing Blue Zone Balance Adjustment & More


Testing Blue Zone Balance Adjustment & More

Posted: 18 Jan 2018 11:39 PM PST

winning with 1 kill between the squad

Posted: 19 Jan 2018 03:11 AM PST

Bluehole, please give us this chicken dinner experience

Posted: 19 Jan 2018 06:02 AM PST

1911 and a Dream

Posted: 19 Jan 2018 06:35 AM PST

"I'm safe in this shack"

Posted: 19 Jan 2018 02:16 AM PST

Every night..

Posted: 19 Jan 2018 10:50 AM PST

Battlefeels Episode 18: Left Exit 12 Off Ramp

Posted: 19 Jan 2018 08:44 AM PST

43% of US owners have quit or otherwise not played in the last 2 weeks

Posted: 19 Jan 2018 07:27 AM PST

I did some math in this thread and it came to a disturbing result. Using the data from Steamspy, roughly 43% of the US player base has quit playing or otherwise not played in the last 2 weeks. Compare this with other countries: China, 18% have not played in at least 2 weeks; Korea, 19% have not played in 2 weeks; Germany, about 39% have not played in 2 weeks.

I saw in another thread a guy talked about how western countries were shedding players. Well, here's the math. He was right. If you want to run the math yourself, all of the data I used is found here.

submitted by /u/kaptainkeel
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When your cavalry comes in a little too hot

Posted: 19 Jan 2018 06:41 AM PST

Why do smoke grenades weigh almost twice as much as first aid kits?

Posted: 19 Jan 2018 01:46 AM PST

Ever since the release of patch 1.0 smokes have actually become very viable, but I've noticed that picking up more than two of them is just not worth it. Smokes currently take up 16 storage per smoke, while a first aid takes up only 10. They should change them to the same weight as frag grenades imo.

submitted by /u/DieEneBoy
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I don't know how to explain this...

Posted: 18 Jan 2018 04:35 PM PST

Why walk when you can swim through the air...

Posted: 19 Jan 2018 07:57 AM PST

Oldest trick in the book

Posted: 19 Jan 2018 07:01 AM PST

When it's 4v1 and you want to have some fun

Posted: 19 Jan 2018 08:44 AM PST

I finally got my chance!

Posted: 19 Jan 2018 06:05 AM PST

Avenged

Posted: 19 Jan 2018 02:45 AM PST

Campers of Erangel THE MOVIE (cinematic story)

Posted: 19 Jan 2018 05:34 AM PST

What a great way to start a game! ¯\_(ツ)_/¯

Posted: 19 Jan 2018 04:46 AM PST

He Never Saw it Coming!

Posted: 18 Jan 2018 03:46 PM PST

Why, Bluehole, why?

Posted: 19 Jan 2018 12:18 AM PST

Please, any dev here in this subreddit gives us FPP in SEA SERVER!

Posted: 19 Jan 2018 04:38 AM PST

The money should not be issue here, we paid the same price for the same game. I thought 1.0 will have all the features but not. There is even a tweet we going to get FPP DUO too when FPP SQUAD drops here is the tweet https://twitter.com/pubattlegrounds/status/913728647160242177?lang=en . That's like 2 months ago where is FPP DUO calling /u/PUBG_Hawkinz where is FPP server. Give us FPP SERVER...... I HAD IT GIVE US FPP SERVER ! IN SEA

submitted by /u/nelbein555
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I've been working on editing funny moment videos with friends in a "SovietWomble-like" style and I think I've gotten pretty good! Advice welcome :)

Posted: 19 Jan 2018 07:56 AM PST

Two Starting Planes: Solution to the Mid Game Problem

Posted: 19 Jan 2018 09:42 AM PST

Hi, im Mobius. This is a suggestion coming from a player who has played since closed beta and who has played consistently at the top of solo ladders since early access.

Right now the biggest issue facing PUBG's game design is the flow from early>mid>late game. The average solo game (probably similar for other modes, I'm not sure) runs like this: Before the first circle finishes closing, about 60-70% of the server is dead. Then, for the next couple circles very little action happens until you start to get to the last ten minutes or so of the match.

A lot of suggestions I've seen have focused on changing the number of circles, blue circle speed, etc. Here is my suggestion:

Use two starting planes that split the server and have them fly in different directions over the map.

Using this solution would allow players to utilize the entire map rather than what we currently see where 50% or more of the map isn't even touched the entire game (worse in Miramar). Players would have an easier time getting geared initially and more will survive to the mid game. It also means players would approach the first circle from more directions, resulting in a more even spread of action rather than a few chokepoints on the map.

This solution would dramatically reduce the death-matchy-ness of the first 5 minutes of the game and, IMO, result in more interesting fights. Instead of 30 players in the midgame, you'd have 50-60. Instead of the player count dropping off a cliff in the first 5 minutes, it would decline at a much smoother rate, resulting in a more steady flow of action.

I've never understood why the developers built these huge maps for 100 players when in any given game, 50% or more of it goes unused. The mid game problem is not so much an issue of the circle count or speed, as it is the initial distribution of players on the map.

TLDR: Use two starting planes moving in different directions to spread players more evenly across the map, resulting in a better midgame and more steady flow of action.

submitted by /u/mob1us-
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I must have a Guardian Angel!

Posted: 18 Jan 2018 05:16 PM PST

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