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  1. Last week
  2. Players, We plan to run a few rounds of test servers prior to the PC 1.0 release, but we have one more live server patch to roll out before that. This patch will be deployed to the test servers first early next week. We will update you with the exact date and time soon. Before we delve into the patch notes, we would like to share several important announcements and the schedule for the test servers. First Test Servers: Focus on the Vaulting & Climbing Feature We have decided to run the first test servers prior to the PC 1.0 release in early November. Vaulting and climbing feature is the main content of this patch, and it needs a minimum of three days of extensive testing. We ask you to play in the test servers, and try this feature out. We will make a separate announcement about a detailed schedule and the contents of the first round of test servers soon. We will do the same for the second and third rounds of test servers which will follow. Optimization, Bug Fixes, and Upcoming Announcements about Test Servers Our Development team has been working diligently to push out the official release by the end of this year. We plan to solve many of the bugs from the current live servers, and we are also constantly working on optimization. You will be able to experience bug fixes, optimization, and many other improvements in the test servers that will be run prior to the official release. Please keep in mind that the live server build and the developing PC 1.0 build are not easy to integrate or merge together. Even if some of the issues are resolved during internal development, these changes cannot always be reflected upon the live servers immediately. As mentioned above, we plan to run the test servers at least three times before the official launch. However, the announcements for what is being implemented into the test servers may be delayed and often published on short notice. This is because we are constantly trying to implement and fix as many things as possible, and we want to make sure that our announcements to the community are as accurate as they can be. We also pay close attention to your feedback and bug reports. Some of the issues you brought up have already been fixed in the internal development build. However, as stated before, it is not always easy to merge the changes to our live build, because our development build and live build are separate. If we had kept rolling out weekly patches, our official launch schedule would have been delayed. Therefore, we have decided to merge improvements, bug fixes, and other features, all at once to the test servers, which will then be implemented cumulatively for the 1.0 release. Early Access – Week 31 – Patch Notes Gameplay Increased the blue zone DOT (Damage over Time) Bug Fix Resolved a bug where bullets would sometimes ignore armor We have received a lot of feedback asking for improvement of the blue zone. We have decided to adjust the blue zone damage to encourage engagement inside of the play zone. From this new update, you will be able to focus more on the immediate, close-ranged skirmishes inside the play zone, instead of dealing with enemies outside of the play zone during the mid to late phases of the game. We would love to hear the responses regarding the changes from all members of our community once you’ve tried it in the test servers. We are aware that we still have quite a bit to do before our official launch, and we genuinely appreciate all of the support our players have shown for our game. We are committed to doing whatever it takes to provide our players and community with a better game experience. See you in-game, The PUBG Development and Community Team View original article
  3. CS:GO NewsThe Dust has Settled

    Thanks for all the feedback! The new Dust II is now live! The quintessential CS:GO map, Dust II has been a classic since its original release. The map captures the essence of CS and in this new release we wanted to honor its pure form while buffing away the jagged edges. Click the image below to find out what’s new. We will continue to update the map as more feedback comes in. View the full article
  4. Earlier
  5. Players, We only have 11 weeks until the end of 2017 and we know you have many questions about our development roadmap. To make sure we deliver PC 1.0 version and Xbox Game Preview by the end of this year, our development team is hard at work day and night. Today, we would like to share our plans on how we are preparing for PC 1.0 and Xbox Game Preview launch. Many of you already know the new content and features that will be available in PC 1.0 version from reading media interviews and articles. Currently we have been using an internal build to develop and test new content and features including vaulting & climbing, desert map, new vehicles and 3D replay. We have been constantly working on optimization and stabilization as well. We will be able to share more about the roadmap soon, once the development has progressed further. Road to Launch Our development team is heavily focusing on developing the builds for PC 1.0 and Xbox Game Preview. For PC, we will be only focusing on doing our best to stabilize the launch build and we don’t have any plans to deploy patches to live servers except for this week. However, there will be features like vaulting and climbing which will have a huge impact on the game and need to be tested for at least a month. We will be running test servers at least three times in preparation for that. Through these test servers, we would like to conduct large scale tests for the content and features that are not in the live build and create a foundation for a very stable official launch. Test Server Operation Plan 1st phase: Focus on testing vaulting & climbing 2nd phase: More testing of vaulting & climbing, test other new content and features 3rd phase: All new content and features including the desert map The content and features that will be in test servers need to be tested for at least 2 to 4 weeks. It will be very difficult for us to provide a stable service if we rush updates to live servers after short bursts of testing. As we would like to go through rigorous testing to prepare for official launch, we will not be updating new content to live servers and run test servers for a longer period of time instead. You will be able to try out vaulting & climbing first in late October or early November. We will give you an update on test schedules later. Leaderboard Update & FPP Servers We have been working on leaderboard optimization to ensure their stable operation. It took us longer than expected to work on updating leaderboard systems so we need to delay the start of the new season to October 20th. We apologize for this change in the starting date for the new season. We will make an announcement on when the new season will begin later this week. We added KR/JP servers and all modes were added to the servers. In addition, we will be adding First-Person Squad modes to SA, SEA and OCE. FPP Squad mode was played the most everywhere so we decided to add Squad mode first. FPP Squad will be added later this week after we update our leaderboard systems. We will continue to monitor player numbers and provide updates when necessary. Patch Notes for This Week This week we will deploy a small patch to live servers which will be the last before rolling out the test servers to prepare for official launch later. Test server will be up today – October 16th, 3am PDT / 12pm CEST / 7pm KST. If everything is stable, we will deploy a patch to live servers later. Gameplay Decreased the Starting Island item spawn levels in order to adjust the item balance on the Northeast side of Erangel Bug Fixes Eliminated the fire animation and effect that occured in the Starting Airplane when a player was on fire from a molotov cocktail Fixed a bug that enabled a character to hold a main weapon and frying pan simultaneously Fixed a spectator mode bug of flickering weapon UI icons Lastly, we would like to thank all our players for the support since our Early Access launch on March 23rd this year. We cannot wait to see everyone try out vaulting and climbing for the first time in a few weeks. We hope to get a lot of feedback from you on vaulting and climbing. Please stay tuned for our announcement on test schedules. See you in-game, The PUBG Development and Community Team View original article
  6. CS:GO NewsPardon our Dust

    Perhaps the quintessential CS:GO map, Dust II has been a classic since its original release. The map captures the essence of CS and in this new release we wanted to honor its pure form while buffing away the jagged edges. Click the image below to find out what’s new and how to try it out. We are looking forward to your feedback. View the full article
  7. This week, Brian is back with some of his early development memories, and a look at the future of DayZ with modding. Eugen is following up doing his best to explain our basic goals for 0.63 Experimental and 0.63 Stable (BETA). We're also welcoming back our Lead Gameplay Programmer Mirek - after months of non-stop hardcore programming, we made him share some of the behind the scenes science happening under his watch. To close things off, as usual, we have Baty taking a look at your awesome community content, and in his short update, we have our Brand Manager Martin offering what could possibly be a dream job for many of you content creators out there! Let's get to it. Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Martin Community Spotlight Dev Update/Brian Greetings Survivors! Apologies on missing the last Status Report - cards on the table, I knew the rest of the team had strong detailed info for you all and I didn't want to keep rehashing my sentiments on public development, or how big the move into BETA is for DayZ as a product. In the case of the last Status Report, I think the video said a lot more than anything I could type. Most of what you end up reading from me at this point in the project is related to postulation, concepts, and struggles and I'm honestly not certain that most of you are interested in that. We're at a stage where I feel like so many people out there are just holding their breath, waiting to get their hands on the first BETA builds and see for themselves how big the change is. Hell, I think I'm right there with you all on that. Back in the summer of 2013 when Dean, Matt, and I were stuck in a tiny room above a laundry room out in Mnisek, we were whiteboarding key elements we thought DayZ should improve on the gameplay of the mod (beyond the obvious). A good deal of what was prototyped over 2014, and 2015 came from those whiteboard meetings. I remember very clearly sitting down with Dean thinking on how we could improve the fresh spawned players chances to survive without basic weapons, as the desire was to make DayZ an experience similar to the novel "The Road" - which is where "punching" came in to play. (I distinctly remember Dean asking me if I thought it would make fresh spawns even more of a threat, and thus have a higher mortality rate when encountering skittish geared players - clearly I was wrong in dismissing this). I'm rambling, but the point I'm trying to make is there is so much that the team, myself, Peter, have worked on throughout the years that just couldn't be done within the limitations that RV offered us - and it killed me to know time and time again that after documenting, and prototyping portions of the key design of what DayZ is to be that we were time and time again limited by the technology that DayZ originally steam with. I can't emphasize enough to you all how insanely fortunate DayZ, and the DayZ dev team have been to have a company behind us that believes in the vision we set forth at the start of development to reach. So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision. It might be irritating to some out there in the user base, but the fact that we haven't had to sacrifice any of the core gameplay features yet is massive. That said, one of the things Dean and I used to stress early on was that DayZ was not just a platform for people to create their own stories - but that like so many Bohemia titles before it, it is a platform for people to create their own vision of the apocalypse (or anything else that strikes their fancy). This specific pillar of DayZ is one of many that will benefit massively from all the work that the engineering team has worked so hard on over the last few years. Ditching SQF alone is a massive step for any of you that have dabbled in modding the Arma titles, and the new animation system, as well as all the work the design team has done to new user actions takes the modding opportunities from what (to me) would feel like more of the same, modding Arma 2 or Arma 3 to a completely new level. I could go on for hours about all the possibilities I see there, and all the fantastic mod authors I hope to see get their hands on it, and bring their own vision to DayZ. Namalsk, DayZ 2017, Taviana, Panthera, DayZero, and so much more. Part of some of the most exciting times as a fan of the DayZ Mod was when we began to see people create mods of the mod itself, and I genuinely feel that what DayZ will offer to the talent of those individuals is so far beyond what was possible before. No, I don't have a set date for you for modding - but as it has been said in many status reports before - it will happen during our BETA phase of development. Obviously, for those that missed the announcement this will have to mean the release of the server tool package. I just hope I get enough notice to stock up on snack food for when the first mods start hitting DayZ, because you can bet your ass I'm going to be losing countless hours of sleep exploring these new takes on DayZ as a player and not a developer. - Brian Hicks / Creative Director Dev Update/Eugen Dear survivors, since there is no concise information on what BETA is and what exactly will happen near its release, I would like to focus on recapping what our current plans regarding these things are. You might have seen our Gamescom video, but there is more to come and lot more things to work on. Because the 0.63 update is bringing all the new technology to you, the players, there will be a very tight feedback loop following its release to Experimental. There will be numerous changes coming in over the course of 0.63 Experimental, and some features might not be available on the first Experimental release, as we slowly ramp up to keep the performance and bug fixing focused. There will be tons of players trying to get in, and we will try and accommodate as many players as possible, because I do strongly believe it will be very hard to go back to 0.62 after this huge change happens. Now once that goes through all of the parts that need proper testing, and you are happy with the stability of the experience, we will start preparing for the Stable launch of 0.63 - the DayZ BETA. At that point in time, it is our intention to make DayZ server files available to anyone for free on Steam, meaning that you will be able to host your own servers. As far as platforms go, we aim to have these for both Linux and Windows. Following that, I know a lot of people will start digging into the data itself and have fun modifying it. It's going to be interesting to see what you guys come up with. However, you might be a bit limited during the initial release, as the current state of things suggests that the modding toolset might be behind schedule, and will be released shortly after BETA comes online. The toolset will be running the new Enfusion tools that you might have seen on different pictures from the office, and will again be available to all our players. But since lot of the data is compatible in some way, I think a lot of models will find their way into the game quickly, and people will start researching the new script as they test it out. Since almost everything you see in game will be written in script, you will have some amazing opportunities to change and bend the game in any way you want. Together with the DayZ server release, we want to provide our back-end technology that we internally call the Srvlet. This is basically our hive implementation in its entirety. With this strong tool, you will be able to set up your own hive, and do anything you might have ever imagined with your servers. Because this is actually quite complex, our intention is to provide decent documentation for the technologies recommended to run this platform. After the toolset gets out, we will look into opening the workshop on Steam, so that you guys can start sharing your creations freely. It's something we are especially excited about! There is more to it of course, like having a DayZ Launcher as a central piece to access all that, and I will try and space out this information and go into more detail as we get closer. With what features we exactly have in mind, what content you should expect and how these things will be handled. Hopefully this has helped you to understand how serious we are about this important milestone in DayZ development. - Eugen Harton / Lead Producer Dev Update/Peter Alongside crucial improvements which affect core parts of DayZ such as movement, ranged or melee combat we often mentioned, there is also other parts which are very important for delivering the best overall experience. You could already see the dynamic target selection in one of the previous Status Reports, and some of you could try it out in action with showcase of DEMO build at Gamescom. For me, together with whole HUD and new user actions, it’s an important part of the game which underlines all these great changes which separate old (0.62 and previous versions) and new DayZ (upcoming 0.63 AKA Beta). From our internal playtests and feedback from players at Gamescom, we decided to improve the HUD part of dynamic target selection and user actions a bit further. Now there is more options related to user actions, usually performed on some kind of target in world, shown directly in the floating widget of dynamic target selection, which makes it more readable for the player. These were previously located in bottom left corner, and they were quite easily overlooked when they became possible to perform (remember new user actions are contextual). In bottom left corner, there are nowonly actions which are applied directly to your character for now. Another improvement to the bottom left corner of HUD that we've currently made is the addition of item in hands. Its name, actual condition and its quantity or stack is now shown in the bottom left too, above actions. This offers constantly consistent overview of information related to equipped item and items around the character without the need to over-use inventory screen to find out such basic info. While shuffling parts of HUD around, we ended with dynamic cross hair, also. It changes form contextually when needed, to indicate some possibilities or states. Good example is a time progression of currently performed continuous action. Of course, HUD visuals are nowhere near final by any means. For those players who want to be immersed as much as possible in the world of DayZ, there is an option to turn off HUD completely on demand (of course independently from quick-bar). To mention melee combat as well, its state is very rough and basically still in a state of prototype. We wanted to proof the concept out with new system of targeting and full body attack animations which are locking character movement, alongside with hit impacts which can take controls of character completely. Now when we've laid the basics and seen the potential it has, it is the way to go for us, unless something unexpected happens. As we definitely want to add some player skill to melee combat, we need to extend it with possibilities. Currently we are prototyping blocks, which reduce received damaged and influence hit impacts from attack, as well as evades, which helps to get out from line of attack. Next up is adding melee attacks with ranged weapons, like stabbing with bayonets, hitting with butt stock or pistol whips, as there is no worse feeling of helplessness when you are armed and someone successfully locks you into series of impacts and you need to throw gun down to be able to fight. Planned next are advanced moves such as knock-downs, finishing attacks on opponent on the ground or kicks/pushes. Anyway it’s really important for us to make solid foundation first because without it, melee combat won’t work as a whole, and it won’t matter how much depth and added layers will be there. As far as new camera implementation I mentioned in last Status Report goes, it’s from great part done. We just need to promote some functionality to the script, so we can set specific FOV in iron sights and optics. Also we will be able to start toying with naked eye zoom again. Apart from that we are dealing with 3PP camera position in space in different modes like raised, melee combat or sprint. With form following function... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Some time has passed since I last wrote my Status Report. One of the reasons is that we're now working on longer term tasks and it's quite hard to write a Status Report without repeating myself. Another reason is that we're mostly working on things which aren't immediately visible. Today, I will summarise what we have done over the last two months. During August, major part of the team worked on delivering features that ended up being part of the DEMO version for Gamescom. It was quite stressful, because time was passing very fast and we had to stabilise the DEMO build and fix the most visible issues. Anyway, I believe that we were successful and we could return to our unfinished work with a good feeling of accomplishment. Now, we are mostly focused on improving character's movement and combat mechanics, because the entire development team is still not very satisfied with what we have presented at Gamescom. This is a very important part of the DayZ experience and we want to have the best possible implementation before we hit BETA. It's also important for fighting against the infected, because it's almost impossible to tweak and polish AI behaviour without having the player movement finalised - and so this is the reason why work on AI is also a bit on hold for now. One of the major things which were in progress before Gamescom is the game entity hierarchy (which is how the scene is represented for the game - so it is a system you won't be able to see). DayZ has been using an Arma legacy "proxy object hierarchy" - and this technology was limiting us to do some of the more exciting stuff from the DayZ feature list. We decided to switch this scene representation technology to the new one provided by our in-house Enfusion Engine. This will allow us to do things better and in a more optimised manner, allowing us to add more visual effects easily and for example create much better animations for weapons handling. Another thing we're now working on is the re-implementation of vehicles using the new systems. I have to admit that we're still working mostly on the physics part, and the character part is still not ready - but we hope that we will start working on character representation in vehicles soon (probably right after movement and combat mechanics). The entire system around vehicles has changed a lot. They are now composed of several configurable components, we're supporting generic number of axes (not only two like in 0.62 and before), handling is much more responsive and vehicles have a new suspension model, which will help players driver over smaller obstacles. Things which still are not finished are better tires friction model and simulation of some gearbox extreme limits. I wasn't sure if I should show you the following teaser (like I said, the character representation in vehicles isn't ready yet), but here it is. This is how we're testing vehicle physics for now - please welcome Fred Flintstone as a DayZ survivor, testing the new suspension system: (Please note: these are not final values for suspension and current values are serving for demonstration of new suspension model) Also, there are things which I would like to write about the topic of modding and what we are doing for supporting this feature, but it would be a lot of text for now, so I will write about it in next status reports (at least I'll have some ammunition for next time!). - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Martin Hello survivors! As I shared in the last Status Report, creating videos of a game in development is not always an easy task for us. It takes a lot of time from our regular schedules, and the closer we are to major releases of DayZ, the less time we have for recording gameplay. After experiencing the production of the 0.63 Dev Log, evaluating our options, and looking at the upcoming BETA/1.0 releases, we've made the decision that now is the right time to invest into our video production some more. Just yesterday, we've put up a job opening for what we at Bohemia call a Game Capture Artist. Ultimately, we're looking for a content creator that will work alongside me, Baty and Eugen, and spend most of his/her time capturing DayZ gameplay, as well as coming up with concepts of DayZ videos (and, eventually, trailers). It's a job that provides a perfect opportunity for making the hire directly from our community of players and content creators, and we'd be the happiest people on Earth to actually hire a DayZ fan, so please do apply if the job ad sounds like something you'd like to do for a living! I'll just add a personal warning: don't be misguided into thinking that this job is just playing 0.63 all day! It's also a lot of planning and documentation, and you really need to understand the technical aspects of video production as well. That said, we don't need years of professional experience, but a creative, organised and communicative person who's going to drive our video production to a very high standard. We also need you to work directly with us in Prague or Bratislava, but Bohemia Interactive will help you relocate should you feel a bit on the edge about that! Send them CVs in - and come live closer to the real Chernarus! - Martin Čulák / Brand Manager Community Spotlight Hey Survivors! These two weeks have passed really quickly! So, let's see what's happening in the community. I need to start with a letter sent to our forum. It is from our big supporter to the Dev Team. Her name is Baroness, she is an amazing content creator and her message made me cry. She met her husband in DayZ! What an amazing story! Thank you, Baroness, we love you! Hello. You don’t really know me. Well, maybe Baty does, a bit, in a way. I’m just a regular player. When the standalone came out, I was coerced by my brother into buying this game and play with him. I had never gamed on PC ever, had only ever slightly gamed on console when I was 12-13 (I am 34 now). Everything was very new to me. He told me it looked promising, explained what alpha was, and off we went on adventures as I spawned in Kamyshovo for the first time. Being on the creative side I have always enjoyed documenting my travels inside Chernarus. When I had gathered enough friends, we made clans, we built communities, alliances and harbored hate with other groups, as these things usually go. Some are still ongoing friendships that are on a deeper level, and this is amazing to me. About 2 years ago, some friends and I disbanded our group and decided to join a roleplaying community. It was fairly small at the time, and being the creative and helpful person I am, both of the leaders decided to include me on staff, where I developed some community management skills, learned to deal with all the kinds of hate that you guys are getting right now. I mean, I’ve been called Cersei more times than I can count on 2 hands. I’ve sowed many seeds of rapport, friendship, kindness and warmth, and I’ve been able to reap affinities, loyal friends, loving bonds, and even love. I met my husband in this last community, it was called ChernarusRP. My now husband (then-gamer-friend) and I joined forces and nurtured this incredible fellowship of like-minded survivalists with a penchant for roleplaying. All 700 of them. Us working together, entertaining complimentary notions of unity, respect and healthy dialogue, got us thinking; we very quickly found out that, through working so closely together for a long period of time, we just ‘clicked’, and it just ‘worked’. Within the year, our relationship grew steadily towards a goal that we felt was right for the both of us; he moved from Texas to be with me in Québec (Canada). We have been together ever since. It was because of your game and everything that is has to offer, that I was able to meet the man of my dreams, the love of my life, my missing puzzle piece. My everything, really. Why am I writing this to you? Because I’ve noticed lately all the hate that you are getting. Spaggie and I had a long and interesting conversation about everything that you guys do behind the scenes that go completely unnoticed. He told me that he sometimes writes little thank you notes and encouragement in the bug tracker, just for you guys to see that all that you do is greatly appreciated. In my opinion, more people should do this, every day. And had I not installed this game and kept at it, I would not be with this incredible man who I am with today. And I have you guys to thank for that. So thank you. For everything. BETA will be a blast I’m sure. I am following closely. We all are. And screw the haters. You got such a loving fan base and we’re all behind you and cheering you on. We might not tell you every day, but trust me, we all root for you and this wonderful game. Thank you for reading. Baroness <3 And thank you all for all your support, like in this thread. It means a world to us. Thank you! Let's see a new chapter of the Humans of Chernarus series. If you don't know it, it is a collection of thoughts of fictional people living across Chernarus. A people who are facing this post-apocalyptic world and try to survive to the next day. You can find the whole collection here. "Good luck is a funny thing. It always seems like it belongs to someone else. Bad luck, on the other hand, we all have it. We harbour it to convince ourselves that our problems and misdoings are not our own... However, there in truth I’ve learned one thing during my stay on this shitty Earth. There is no such thing as luck, good or bad. There are only those who are prepared, and those who are not.” -Symon, of the Gomorrah Casino I love weddings! And I hope you do as well, because this one happened in DayZ. It may not have been the most romantic one, but it surely was entertaining. Dr. Von Hauer married his wife in Novodmitrovsk church. They said their vows and lived happily until their deaths. Which could not have been too long, as it is DayZ after all. I myself almost got married in DayZ, so I envy the bride for making it all the way. The highlight of the video for me is the flower boy, who throws pieces of ghillie on the ground. Let's check out some art now. Valdark2 posted his newest picture to Reddit and it is pretty cool, what do you think? If you need some large wallpapers, just tell NeuroticEUROtic, he is a specialist. It is sometimes hard to find a really good wallpaper for three monitors but this guy can sort you out. Here is Skalisty Panorama 5760 x 1080 by him and it is beautiful. I have it on my background already :) The last thing that I was looking forward to showing you today is a riddle again! In the last Status Report, it was West Lopatino Evacuation Camp. You sent me a lot of correct answers last time and you said it was toooooo easy. Okey! Here is a challenge for you. Where can you find this deer stand? Send me your answers to our official Twitter account. And thank you for all your answers! That is all from me today guys. Have a nice day and play DayZ! Header picture: WilliamFilms - Baty / Community Manager View the full article
  8. Players, We would like to start off with an apology to all users who have been waiting for the leaderboard reset. We were planning on starting a new season on October 11th at 11AM KST / 4AM CEST / October 10th at 7PM PDT as mentioned in a previous announcement. However, our concurrent users have been increasing rapidly, and we are genuinely concerned that we may not be able to provide you with a comfortable and seamless gaming experience by starting the new season immediately. In order to deliver a more reliable service, we would like to make some back end improvements. Leaderboard Reset Schedule Current leaderboards season ended: October 10th at 11AM KST / 4AM CEST / October 9th at 7PM PDT New leaderboard season begins: October 17th at 11AM KST / 4AM CEST / October 16th at 7PM PDT Users can still play the game until the new season begins, but the game results will not be recorded There may be server maintenance before the new season and we will keep you updated with more details We sincerely apologize for this change in the leaderboard reset schedule. Thank you for understanding that we are implementing these changes to make the long term gameplay enjoyable for our users. The PUBG Development and Community Team View original article
  9. We’re excited to announce CS:GO’s next Major Championship Series will be hosted by ELEAGUE, with Playoffs taking place in Boston, January 26-28. Regional Champions Two teams from Regional Minor Championships in the Americas, Asia, Europe, and CIS regions will advance as contenders at the ELEAGUE Major Qualifier. Asia – October 26-29, Seoul CIS – October 26-29, Bucharest Europe – November 2-5, Bucharest Americas – November 2-5, Toronto Contenders, Challengers, Legends For the first time, the CS:GO Major Qualifier, Group Stage, and Playoffs will take place across consecutive weekends, with all stages of the event streamed live on Twitch, ELEAGUE.com and YouTube. It starts with the ELEAGUE Major Qualifier (Jan. 12-15) and ELEAGUE Major Group Stage (Jan. 19-22) at the ELEAGUE Arena in Atlanta. The event culminates with the Playoffs (Jan. 26-28) at the Agganis Arena in Boston, with the winner taking home their share of the $1,000,000 prize pool and becoming CS:GO Major Champions! For tickets and more information, visit www.eleague.com View the full article
  10. Partnerships Applications

    We’re happy to announce that we’re once again opening applications for PUBG Partnerships! Applications are open from October 5 – October 12 The application may be found here: English: https://goo.gl/forms/kd2I3fEKwrqwWCYu1 Portuguese: https://goo.gl/forms/t8iO5j4OPK9gZCak1 Russian: https://goo.gl/forms/1JCzEmz8DVh7EpN52 Japanese: https://docs.google.com/forms/d/e/1FAIpQLSdDzCsvW26lQZYEpbKHUvO69i2TuZNZ7t13fSyPs33SwX_0IA/viewform Here’s what we look for in a PUBG Partner: Content creator on livestream or pre-recorded video platforms A history of PUBG content on the channel Community leadership and being a good role model An established community Great audience engagement Minimum recommended requirements: Pre-recorded content: Two (2) PUBG videos every 30 days AND 50,000 Subscribers Livestream content: Three (3) PUBG livestreams every 30 days AND 150 concurrent viewers You will not receive a confirmation email once you submit your application. You will receive a response regarding your application no later than OCTOBER 31st. If you do not receive a response please make sure to check your spam messages and then reach out to us on twitter @PUBGPartners. Meeting minimum qualifications does not guarantee a spot in the Partnership program as spaces are limited. If you wish to apply for custom game access on behalf of an organization this is not the form for you. More information about CGA for organizations can be found here: View original article
  11. Partnership FAQ

    Hi everyone, I understand many of you have questions regarding the PUBG Partnership Program and the benefits of the program versus the access given through the Esports Program. Please review the questions and answers below: What is PUBG Partnership? The PUBG Partnership program is designed for established content creators who are brand ambassadors for the game. They have priority support and are able to provide direct feedback to the developers for the game. Partners receive perks and benefits from being participants in the program and are given support to help grow their channels and communities. How do I apply? Please follow https://twitter.com/PUBGpartners for updates on when the application periods are open. What are the requirements for partnership? Demonstration of PUBG community leadership and being a good role model A history of PUBG content on your channel Minimum recommended requirements: Pre-recorded video content: 50k subscribers and PUBG content twice every month Live-steam content: 150 average concurrent viewers and PUBG content three times every month I didn’t receive an email confirmation for my application, can you check to see if you received it? We use a Google Form for all submissions. There will be a final screen with a notification that your application has been submitted. We recommend that you screenshot this confirmation, as it also contains the date by which you will receive a response from us. Will I automatically be accepted into the program if I meet or exceed the minimum viewership requirement? No, you must also fulfill the content requirement and show that you are involved as a leader within the PUBG community. What do I do if I cannot write English well? As long as the ideas and thoughts expressed in the application are yours, you may receive help with the application. Either the application is translated into English for you and submitted or they may help you correct portions of your submission. I’m a partner on my content creation platform or a Twitch affiliate, does this mean automatic acceptance into the program? No, you must apply during the open application process and your application will be vetted by the team. There is more than one of us who work on the channel, can we all get partnership? We recommend each person from the channel apply, and it is up to our discretion whether or not all parties will receive partnership if the channel is accepted into the program. Pairs who stream on the same channel at the same time should also apply separately. If it is a group, we ask that the group leads indicate they are the leads on their applications. Who do I talk to about my application? (If I have questions about it or need assistance.) Please tweet at https://twitter.com/PUBGpartners for assistance. A member of the team will reach out to you within 24-48 hours. I made a mistake on my application, who should I contact to correct it? Please tweet at https://twitter.com/PUBGpartners for assistance. A member of the team will reach out to you within 24-48 hours. How long will it take for me to hear back about my application? While we are reviewing applications from the day the application process opens for submission, you will hear back within two weeks after the last day of submissions. I missed the deadline, can you make an exception? No, to be fair to all applicants who applied on time, we are not able to make exceptions. What do I get as a partner? Early access to new features (Custom Game mode, Observer tool, and more) Priority support and feedback Partner exclusive swag & in-game items Promotion on official BATTLEGROUNDS social media channels What is the difference between PUBG Partnership and the Esports program? The eSports program is designed for growing communities, Esports organizations with PUBG/Battle Royale Teams, and Tournament Organizers and productions. To apply for the eSports CGA (custom games access) please use this link: https://goo.gl/domrxf. The PUBG Partnership program accepts only established content creators who make pre-recorded video content (i.e., YouTube) or livestream content (i.e., Twitch, Neko Neko, Mixer, Periscope, PandaTV, AfreecaTV, etc.). Our goal is to work with content creators and provide them with the tools necessary to continue growing their communities through PUBG. I applied for the Esports program CGA, can you assist? No, unfortunately we are unable to assist with your request or with expediting your review. You will need to route all questions through Amir and his team, their information may be found here: https://goo.gl/domrxf. I haven’t started my channel, but I have plans to make PUBG my main content. Can I become a partner? No. Since this program is for established content creators with strong communities, you would not qualify for the program. Your application will not be approved, but we encourage you to start your content, build your community and apply again in the future. Why did I get a template response? Did you review my application? We receive numerous applications daily, and we review each and every applicant’s submission--we also go through your videos, previous VoDs and look at your livestreams (if applicable) to look at your content and community engagement. If we were to individually tailor responses regarding each channel, we would not be able to guarantee a 2 week turnaround for notifications. If you would like more information, we recommend that you reply to the email. You will receive a response within a week of your request. Why do I need to have VoDs from my previous livestreams? If we cannot determine whether or not you have met the minimum PUBG content creation requirement we will not be able to move forward with your application. We will also not review channels with VoDs locked behind a subscription wall. If you would like your application considered, please open VoDs to all parties during your open application period. I applied and I wasn’t accepted, but my channel has grown, will you reconsider my application? We will not be able to review your channel again until the next open application period. Please apply during the next application window. If accepted, can I lose my partnership status? Yes, your placement in this program is not permanent. Please carefully note that you have to meet the minimum requirements every 30 days to remain in the Partnerships program. Should you violate the ToS on your respective content creation platforms, you will also be subject to immediate removal. Please remember that you must be a good role model and a community leader as a PUBG Partner. Who will assist me with my questions when I’m partnered and what is the response time? PUBG Partners will have a couple of options available: Discord, Twitter DMs, and emails--they will also have an assigned account manager to provide them with additional assistance. The response time is within 12-24 hours. Are you going to host PUBG partners party at conventions? We may not necessarily have parties at conventions and we may not attend all conventions. It depends on what the company has planned for each event. Do you give custom games access for people who wish to run a charity event? You would apply for CGA through the eSports program at: https://goo.gl/domrxf. It is up to their team to review your application and provide you with assistance on your request. I run a Discord server/Facebook community page/Gaming site, can I become a partner? No, the program is for content creators who make livestream and/or pre-recorded video content. You must qualify under the requirements for partnership. View original article
  12. Players, Today we would like to address the connection, login and server crash issues some of you have been facing. First of all, we would like to sincerely apologize to everyone for the recent server issues which resulted in long waits and any inconveniences. Our development team has been continuously upgrading the service architecture to address the increasing concurrent player numbers and tackle any emerging issues. Despite our daily efforts, there were some unexpected issues during peak times and we were unable to resolve some of the issues as fast as we would have wanted to. 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. It has become increasingly difficult to manage servers during peak times. To alleviate the above, our development team will prepare our servers far more in advance so that they can handle a much larger number of concurrent players. This is something that we plan to continuously improve on. 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. The entire development team is doing their best to make sure all PUBG players in the world can play PUBG smoothly whenever they want. Again, we would like to sincerely apologize to all the players who experienced any inconveniences due to server problems or connection errors. Please rest assured that we have doubled our efforts to improve the quality of the service. On a side note, we have been continuously working on optimization and doing our best to make gradual improvements. Our team will not be content with the status quo and will do our best to improve your experience. Thank you for your patience and understanding. PUBG Development Team http://playbattlegrounds.com/news/95.pu View original article
  13. With Brian missing this week (no worries, he will be back at full force next time!), Eugen and Peter reflect upon the new features and content presented at Gamescom. Eugen is finally sharing our full 0.63 Dev Log video with 16 minutes of Gamescom DEMO gameplay in Full HD, Peter is reacting to some of the community feedback regarding the missing naked eye zoom and new key binds for firearms, and Martin and Baty share some of the good vibes from our community (both the one at EGX, where they travelled last week, and online!). Let's do some reading and watching folks, it's a juicy Status Report once again! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Martin Community Spotlight Dev Update/Eugen The last two weeks had us focused on different issues in the base and core features of DayZ. As previously mentioned, these are tackled through smaller scrum teams that are dedicated to these topics. Currently, we are running ranged combat team with focus on weapons and another one focused on melee combat. More are expected to be set up from vehicles to Central Economy or the infected. These should enable much faster iteration that can deliver on their goals as the technology requires less changes under the hood. This means that we are no longer tied to larger technology changes and can focus on the stuff that’s important to us and players alike: things that tackle immediate concerns that have troubled the game for a very long time. The approach we chose is based around priorities that carry through to other features, so we spend less time going back and redoing stuff over and over. Current priorities started with base movement of the character, which defines a lot of the work that is going to happen in both melee and ranged combat. Once we nail down the details, we can quickly implement and iterate things like player speed changing with rotation or rotation limits in order to cut on the erratic movement that is usually described as "zig-zagging". There are tons of things like these that community cares very deeply about. We take this feedback very seriously. Lot of these things have driven community interaction over these years. Bugs that we didn’t fix, features that didn’t have consistency or detail or were missing entirely. There is a reason behind everything. We spend a lot of time on figuring these out and once we are happy with our solutions we are going to get the discussion going. The process, however, requires you to test them in-game and that is where we go from prototype to full fledged feature. The thing is you try, and go for functionality first before the visuals get polished. It usually does not matter if it looks good if you’re developing the game. But it’s also the reason we don’t show many of these things that are in their early implementation. because they are just functional enough for us to iterate, but not polished enough to present ourselves with. That brings me to the next important thing. Imagine all these great things created with placeholders or skeletons of functionality that we look into and keep iterating on. Ideas are just ideas and they usually change for the better as development moves forward. What seems fun and good on paper though sometimes does not translate well in-game. If the technology used is layered enough to let designers test their ideas, we know we can differentiate the bad from the good. I don’t believe that we always come up with best solutions on the first iteration, and so that's why we listen to your feedback. Even when I look at our 0.63 Dev Log video below, I know (and see) tons of issues that just irritate me. But I’m not alone and this team is the best I had the chance to work with, and I have no doubt we can solve the issues. BETA can not come soon enough! That said, we would like to focus on covering these hot topics and how we solved them in the current iteration, because we bleed passion for what DayZ should be. Thanks for reading and enjoy the video! - Eugen Harton / Lead Producer Dev Update/Peter After DEMO showcase at Gamescom, many of you expressed concerns about missing zoom with naked eye as well as toggling to aim down the sights. First off all, I want to underline that absence of naked eye zoom was intentional as we run into technical problems due interference with switching to iron sights, witch was key-binded to middle mouse button. Time was running out and instead of fixing the old camera behaviour, we decided to cut it completely, so that we can start implementing a new camera from scratch to allow us to have more control over it (which is being worked on right now). Anyway, now when that dynamic zoom is currently missing, we can start asking questions: is it really needed? How does it contribute to gameplay? What are the pros and cons? Eye zoom is kind of a long-term trademark of Bohemia Interactive games, the same way as the free look being independent on character movement. Simulation of mid to long range engagement wouldn’t be possible without such feature, as fluid, on demand changing of field of view from wide to correct perspective is needed there, typically for observing your surroundings and during gunfights. Without it, characters are just small group of pixels in distance, and probably no-one enjoys pixel hunting. On the other hand, we know that in the case we gave the player character some supernatural abilities, we would lower the importance of items which should be used in such situations, like binoculars or scopes (which can be used even while not mounted on a weapon). Currently, these have very limited use among players, as naked eye zoom (or focus if you want to call it like that) is enough for them to observe environment. Also, there is a bit of a problem with continuous switching of object LODs and textures, which puts additional pressure on the CPU/GPU. While this would still be the case with binos and scopes as well, these changes to FOV are instant and not continuous. Missing eye zoom will lead to bringing player engagements to much closer distances - and that’s the most important thing in DayZ - player interactions. Final decision hasn't been made yet - personally, I’m inclined to keeping this feature in the game, but even in the worse case scenario, aiming down sights will maintain correct perspective (with a bit of added zoom while holding breath to simulate focus), to avoid aforementioned pixel hunting during gunfights. I mentioned aiming down sights and we are aware that current keybind (middle mouse button click while raised) is far from ideal as it feels clunky - exactly opposite to real life, where aiming down sights is as simple as just moving your head and aligning the eye with sights. What is really important to me is the fact that there shouldn’t be any toggle into the aimed stance (raised nor iron sights/scopes). Which means character should go ideally to an idle pose when all controls are released. Toggle-able aggressive stance can unintentionally fiddle with character’s body language, which disrupts gameplay and the experience players have during their interactions. Currently, we are experimenting with different approaches of switching to iron sights while raised. Key-bind on keyboard can work, but I’m not a fan of it as it destroys the basic firearm controls between mouse and keyboard. On standard mouse, there is only two buttons which come as possible candidates to use - middle mouse button, and right mouse button. Scrolling up with the mouse wheel to aim down sights is much better than precisely clicking the wheel, also it’s meant for switching between iron sights and scope in case the given firearm allows it (think AKs and other guns from the eastern block, or additional sights mounted on RIS from the side of a weapon) and for cycling through scope zoom levels (for example hunting scope). Personally, I prefer a simple double click and holding right mouse button (basically double click without releasing the button after the second click of button) as a shortcut to switch directly from lowered arms to iron sights. To switch back from aiming down sights (ADS), just release the right button, click and hold it again (same for toggling from raise to ADS). These two methods are far better and we will most likely keep both. Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns). Sprint Turns GIF (I don't know why I can't embed it here...) This solution differs from full-fledged inertia system, which can lead to players feeling like they are driving a tank with all that acceleration, deceleration and stopping after sharp turns. We want to thoroughly test it now, to feel how it plays and if it’s capable enough to achieve our goal of having smooth navigation through environment - as we definitely would like to maintain the hardly earned responsiveness and smoothness of the new character. Without zigzagging... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Martin Survivors! After a vicious editing battle that took waaaay longer than we all had planned, we were finally able to deliver the 0.63 Dev Log today. It's taking a quick (well, relatively quick, it's some 16 minutes of gameplay!) look at the key things that we presented at Gamescom last month. Let me just quickly give credits to Baty and our QA Engineer Dan Fialka for their tireless work on the actual gameplay capture - as I have said in the previous Status Report, it's not always an easy work tinkering with the internal build. I hope you'll all appreciate the early look at 0.63 at least in this format - it's certainly not the same as experiencing the new animation system and player controller first hand, but it's the best we can do now. Suffice to say, this Dev Log was a good learning experience and it made us rethink the way we produce video content for DayZ. Going forward, we want to streamline the creative process behind making development videos, and hopefully find a good, effective workflow for gameplay capture in 0.63. Last week, me and Baty also visited EGX in Birmingham, and boy: did we meet a lot of awesome people! Originally, our visit was really planned as a last-minute trip, as we just wanted to meet a couple of DayZ content creators at EGX - there was no booth involved like at Gamescom, and we only packed a bunch of DayZ lanyards just in case. Somehow, we ended up meeting with some 30 fellow survivors at once, occupying half of the EGX business lounge and demoing 0.63 to everybody (thanks to Matthew and the rest of the EGX organisers for not kicking us out!). Blue and Queenie, M1ndr, SepticFalcon and Dzoana all had their mods and friends there, we've also finally met the Twitter super-spammer Spaggie (and his friend @EssexRockerz!)... well I would like to name everybody we met, but it would make for a really long list. Thanks everyone for coming and chatting with us (and thanks Baty for talking me into the trip!), you all make the best, most dedicated community out there. We'll definitely be back to EGX next year, hopefully with a more official presence and a proper booth! Here's a couple of photos (credits to N-Reid!) and Tweets from the event: - Martin Čulák/ Brand Manager Community Spotlight Hey Survivors! I hope you had amazing two weeks. As Martin mentioned, we were at EXG and it was epic, thanks everyone for coming. It was nice to meet you all! Let's start with the Real Chernarus by BrenUno, who‘s been there and took some amazing pictures for the community. Can you recognize all these places? Streamer DeadlySlob did an amazing and very funny role-play video, where he acts as a drug addicted person. Other players were really surprised by his behaviour. We love it! Let's check out some art. I chose three guys from community today, who are amazing artists and did nice job on their artworks. They have really similar style and we really like this. The first one is Will. He did two artworks inspired by Chernarus. And the second one is by Squad_Crow, who did his view of Novodmitrovsk and Lopatino Castle. AFX was on Rose City Comic Con in Portland as a survivor from DayZ. She had everything that the true survivor needs - duck tape, military boots and a long stick with an apple! I don't know if she killed any infected on her trip but she is definitely ready for it! French server Team Onu is preparing an event again. It is called Manhunt - Dark Walk and it will be tomorrow and you can see more info after you log in to their web pages. Here is a little teaser for it. If you prepare any event for your community, just let me know on my Twitter and someone from our team can be there too. And I have a riddle for you today. Can you recognize this place? Tweet it to the official DayZ Twitter, I want to know how many players we have, who know the map very well! I know it is easy for hardcore players, but I will do a harder one next time. I am so happy to see all your content guys, no kidding. I try to watch all your videos, pictures and everything you post to our social networks or Reddit. Thank you for that and for your support, because we need it. We really appreciate to know that YOU CARE about DayZ. Because DayZ is love, DayZ is life for us. Header image by Sahindi. - Baty / Community Manager View the full article
  14. Players, Today we look at what we have changed and fixed in our 27th weekly patch. This patch will be deployed to the Test Servers on Wednesday, September 27th KST, and to the Live Servers later if everything is stable. Early Access – Week 27 – Patch Notes UI/UX Enhanced breathing animation in the Spectator mode Added a new feature in the Settings to adjust the zoom-in and zoom-out speed of the World Map Bug Fixes Fixed a bug that made the shadows disappear mid-game Fixed a graphic bug related to players who left the game inside of the starting airplane Fixed a bug that prevented users from seeing the full alias of their teammates Improved the synchronization between player aim and spectator aim Fixed a bug to accurately display teammates' marker direction in Free Look mode See you in-game, The PUBG Development and Community Team View original article
  15. CS:GO NewsOperation Hydra Extended

    Operation Hydra will be extended until November 13th, and operation passes are now 50% off! This will give new players who joined us recently a chance to spend some time playing operation maps and events. Stick Around After Operation Hydra ends, some of its most popular features will live on. First, the most-played operation game modes during the final month of the operation will be added to CS:GO. Second, the most played operation maps of the final month in Competitive Matchmaking and Casual (currently Agency and Austria, respectively) will replace the least played maps in those modes. Which maps and modes will end up in CS:GO? It’s up to you, so jump into a match and add some playtime to your favorites! View the full article
  16. Players, Today we look at what we have changed in our 26th weekly patch. This patch will be deployed to the Test Servers on September 19th KST, and to the Live Servers if everything is stable. Early Access – Week 26 – Patch Notes UI/UX Added the following feature to the Map Help section on the World Map: Marking your character's current position (Default key set to Insert) Other You may no longer modify ini files to set a key bind for multiple actions on the same key Bug Fixes Fixed a bug that enabled angled foregrip to attach to Tommy Gun Fixed a graphic bug regarding building locations Fixed an animation bug that appeared when a character used healing or boosting items in the driver's seat Fixed a bug that did not cancel a player's reload if the character was knocked out during the reload Fixed a bug where an uncooked grenade could explode if a character was knocked out while holding it Fixed a graphic bug that would cause a black box texture to appear while scoped when Anti-Aliasing was set to Low or Very Low in the Settings See you in-game, The PUBG Development and Community Team View original article
  17. CS:GO NewsChina, are you ready?

    Today our favorite game becomes truly global as we welcome a massive community of the most dedicated gamers in the world. To all of the new players joining us through Perfect World in China, welcome to CS:GO! Join CS:GO today! Low-latency Chinese servers, instant Prime matchmaking status, it’s all free when you sign up for a CS:GO account through Perfect World and complete a quick identity verification process (CS:GO licenses are also available for purchase for your Perfect World account). Perfect World players who join us in the first month will receive a free graffiti pattern and two free stickers, featuring art created by Perfect World. These stickers and graffiti will be available for purchase worldwide starting in October. Spectral Dispersion Today we’re also introducing the new Spectrum 2 Case, available to all CS:GO players worldwide. The case includes a series of community-designed weapon finishes, with a rare special item from the second generation of knives in Chroma finishes. Incoming! This week, players had a chance to evaluate changes to the Glock, P250, and unarmored aimpunch (click here for details). Those changes are now live, so jump on to a server and give them a try. View the full article
  18. An outbreak of Gamescom plague caused chaos in our schedules and organisation, but most of the team is back in business now. Brian sets a perspective on how to balance excitement and expectations now when we're approaching an important milestone in DayZ development. Eugen sums up our immediate internal development goals that will eventually lead us to that BETA milestone, and how they add up to the big picture of DayZ 1.0. We're welcoming back Viktor, who's found some time to reflect upon the new animation changes presented at Gamescom, and there's also Martin's update on the status of a promised 0.63 Dev Log video. As usual, Baty is closing of with awesome community content, and invites everyone to Birmingham's EGX next week! Let's get ready for some reading! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Viktor Dev Update/Martin Community Spotlight Dev Update/Hicks Greetings Survivors, Y'know, I've seen a lot of folks talking about 0.63 like it will solve world hunger - which is something I've seen associated with other pending builds before. Be it the new renderer, changes to sound, adjustments to economy, or even the introduction of the V3S. Typically people get pissy with me when I have to try and bring things down to earth, but I'm alright with being the bad guy in this case. Anytime you change the technology powering a piece of software, hell anytime you change the software itself in any way, you come up against risk. The degree of risk is the factor that fluctuates, and its up to the developers creating said software to weigh the risk of a change, versus the pay off. For us as a team, and for DayZ as a product the pay off is well worth the risk. For years now we've been internally prototyping, be it in documentation, in script, or in intermediate technologies built to serve the gap between what is functioning on the consumer Steam branch, and what is functioning internally on the main trunk. I've had the pleasure of previewing, discussing, and in some cases "teasing" these prototypes, and documentation for years. Eager to share our intent with you, but often blocked from actually sharing the experience with you due to technical limitations. The .63/Beta update is the first major step towards the technology finally being able to bring this vision forward. It is not the end of the road, but it is most certainly the most important lap we have made I did not overstate it when I said that the change to animation system, player controller, and scripting language would begin to alter how you interact with the world itself. This is fundamentally a huge change, both internally and externally for you, the consumer. I'm neither trying to charge up the hype train, nor am I trying to crush anyone's hopes and dreams. It's rare that a title gets the support from a company to spend the time working on improving the core technology to better meet the needs of design. Typically, technology limitations inform design within a few small exceptions from time to time. Its been a long road, and bumpy as hell ,but we're finally within sight of being able to finally share with all of you the things we've all worked on for so long. And we couldn't have done it without all of you. - Brian Hicks / Creative Director Dev Update/Eugen Hello survivors! Post-gamescom rush has ended quickly with a lot people getting sick, feverish from Gamescom plague. With people missing we were trying to get through the feedback in our internal post-mortem and follow up it up in the plan for following months and weeks before BETA becomes available. I have to say that the road does not end there, and we still are dedicated to polish the experience further before we leave Early Access. What BETA means is that most if not all features promised will be implemented in the new technology, and iterated upon further as we move to leave out of Early Access with 1.0 version. I believe that feedback will be critical in this phase where all the issues need to get ironed out. In the meantime, we focused on issues either seen during Gamescom or general plans that have been set out. Special attention has been put on critical issues of camera that was still up for refactor. As it is nowhere near the level that we want from the game, nor has the feature set needed. From the clipping issues to twitchy movement and abuse, there is lot of ground to cover. And there is a lot more as the whole Gamescom experience worked as an amazing focus test on large scale. We had the chance to see how people work around the new stuff available and observe to see the flaws in the whole system. Which was an amazing opportunity, and I can`t wait to have the same experience with other people online, so that we can make this game the best it can be together. The next step for us, is to finish up more advanced features for melee and ranged combat, additional camera technology to support all the new gameplay, and finalizing the character movement and variation, before we move heavily into area of infected, where some heavy work needs to be done. Once the base loop feels really good, we will move onto rest of the game to polish all these things in the new technology. We will survive!   - Eugen Harton / Lead Producer Dev Update/Viktor Hi everyone. It has been a while since the last time I contributed to the Status Report. The past weeks were a bit hectic with the animation things related to the Gamescom build. I think animators did a great job adding all the content which everyone was able to play for couple of days. We were very pleased by the positive feedback to the new player controller, injured animations, heavy items animations, combat and everything else that was presented. The version available to play was not final by any means. We are still aiming for significant improvements in many areas of player character and infected as well. The presented wounded character was a first draft in fact. In the upcoming days, weeks and months we will continue on animation improvements and reworks. Currently, we are also working on some new death animations. We are adding directional deaths for all item types and all stances. Initially, the character will play the pre-recorded animation only but later, we will start with directional death animation and in the middle of the animation, we will switch to ragdoll so that the characters would fall and align with environment nicely. Another big part of the game that is being worked on are poses for different items. There are hundreds of various food items, weapons or tools that need a proper pose. From the very beginning of the DayZ, we have decided to have a nice holding for each of these items. At the moment, all these poses are being made and added to the game. - Viktor Kostik / Lead Animator Dev Update/Martin Survivors, I just want to briefly update you on the status of the 0.63 Dev Log that we teased and promised to deliver after Gamescom. Unfortunately, a sizeable portion of the team (including Baty, Eugen and me) got hit by an outbreak of some sneaky virus that we most likely brought with us back from Gamescom. Since we have a very small marketing/community team here, this further delayed the production of the Dev Log video, but we're back in business now, and we've also managed to get some additional help from our QA Engineer Dan Fialka (who's been with us at Gamescom as well). He's recording some of the gameplay clips as we speak, so hopefully we'll be able to speed things up a notch now. Recording a couple of gameplay clips from an internal build may sound like an an easy task, but if they are supposed to be done according to a script, and connected with a developer voice over, it suddenly becomes a complicated undertaking - especially when the internal build of DayZ just decides to behave weirdly, and randomly throws crashes and glitches your way. Of course, we want to avoid showing these things in official content as much as possible, as the intent is to present the best of what the current build can offer. If anything, it also shows that the build is simply not ready to be played beyond a very controlled and structured environment that was the Gamescom booth, and that our decision to not release it on a Steam branch was very well reasoned. We'll let you know on our forums and social media channels the moment the video is ready - for now, please hold tight end enjoy some of the community content from Gamescom that we shared in the last Status Report! - Martin Čulák/ Brand Manager Community Spotlight Survivors! The Gamescom epidemic hit a lot of us and I wasn't an exception. But I am ready for a new event! You might know there is a show called EGX in Birmingham, England. I and my colleague, brand manager Martin Čulák, will be there on Friday and we want to meet everyone from DayZ community, who is also planning to attend this gaming event. Watch our Twitter for more information. Barely Infected came with an amazing idea. He organized a group of survivors and built a camp named "DayZ Village" where all the good people can live together and help each other in this cruel time of apocalypse. This project had great success and The Village is nowadays still pretty crowded. You can find it on Spaggie's server at 185.16.86.48:2402 and The Village is located on the Zub castle. I spent some time there and it was awesome. People are nice, they care about each other and try to protect The Village together. The Village was planned for just one week, but with this success, Barely Infected decided to prolong it. Barely Infected has documentation of every day on his server. You can find a lot of content from creators on Youtube and make your own impression of what is going on on the server. For example from these guys: Gaming Junkie, CitizenZ, CamCANTRUN, Raig Prime, Kerbo, FriendlyNikolai, 2dogsgaming, RageBruh or HandZ. Here is a funny prank from M1NDER, he pranked the whole village. And one last thing about this event - artwork of DayZ Village by Dominik Figlhuber. Everyone is looking forward to the 0.63 update. But not as much as this guy. KaskadianRepublik's body is ready. But since 0.63 is still not ready for public, you will need to wait until it's done. I want to show you one video. It is about love between a dog and a human. Fluffy cute wolf who wants to eat everyone around him. But Whoopsie DayZ falls in love with him and wants to have him as a pet. How this can end? I laughed a lot, you need to see it. Have a nice time guys and see you in two weeks! Header image by Vernon Price. - Baty / Community Manager View the full article
  19. An outbreak of Gamescom plague caused chaos in our schedules and organisation, but most of the team is back in business now. Brian sets a perspective on how to balance excitement and expectations now when we're approaching an important milestone in DayZ development. Eugen sums up our immediate internal development goals that will eventually lead us to that BETA milestone, and how they add up to the big picture of DayZ 1.0. We're welcoming back Viktor, who's found some time to reflect upon the new animation changes presented at Gamescom, and there's also Martin's update on the status of a promised 0.63 Dev Log video. As usual, Baty is closing of with awesome community content, and invites everyone to Birmingham's EGX next week! Let's get ready for some reading! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Viktor Dev Update/Martin Community Spotlight Dev Update/Hicks Greetings Survivors, Y'know, I've seen a lot of folks talking about 0.63 like it will solve world hunger - which is something I've seen associated with other pending builds before. Be it the new renderer, changes to sound, adjustments to economy, or even the introduction of the V3S. Typically people get pissy with me when I have to try and bring things down to earth, but I'm alright with being the bad guy in this case. Anytime you change the technology powering a piece of software, hell anytime you change the software itself in any way, you come up against risk. The degree of risk is the factor that fluctuates, and its up to the developers creating said software to weigh the risk of a change, versus the pay off. For us as a team, and for DayZ as a product the pay off is well worth the risk. For years now we've been internally prototyping, be it in documentation, in script, or in intermediate technologies built to serve the gap between what is functioning on the consumer Steam branch, and what is functioning internally on the main trunk. I've had the pleasure of previewing, discussing, and in some cases "teasing" these prototypes, and documentation for years. Eager to share our intent with you, but often blocked from actually sharing the experience with you due to technical limitations. The .63/Beta update is the first major step towards the technology finally being able to bring this vision forward. It is not the end of the road, but it is most certainly the most important lap we have made I did not overstate it when I said that the change to animation system, player controller, and scripting language would begin to alter how you interact with the world itself. This is fundamentally a huge change, both internally and externally for you, the consumer. I'm neither trying to charge up the hype train, nor am I trying to crush anyone's hopes and dreams. It's rare that a title gets the support from a company to spend the time working on improving the core technology to better meet the needs of design. Typically, technology limitations inform design within a few small exceptions from time to time. Its been a long road, and bumpy as hell ,but we're finally within sight of being able to finally share with all of you the things we've all worked on for so long. And we couldn't have done it without all of you. - Brian Hicks / Creative Director Dev Update/Eugen Hello survivors! Post-gamescom rush has ended quickly with a lot people getting sick, feverish from Gamescom plague. With people missing we were trying to get through the feedback in our internal post-mortem and follow up it up in the plan for following months and weeks before BETA becomes available. I have to say that the road does not end there, and we still are dedicated to polish the experience further before we leave Early Access. What BETA means is that most if not all features promised will be implemented in the new technology, and iterated upon further as we move to leave out of Early Access with 1.0 version. I believe that feedback will be critical in this phase where all the issues need to get ironed out. In the meantime, we focused on issues either seen during Gamescom or general plans that have been set out. Special attention has been put on critical issues of camera that was still up for refactor. As it is nowhere near the level that we want from the game, nor has the feature set needed. From the clipping issues to twitchy movement and abuse, there is lot of ground to cover. And there is a lot more as the whole Gamescom experience worked as an amazing focus test on large scale. We had the chance to see how people work around the new stuff available and observe to see the flaws in the whole system. Which was an amazing opportunity, and I can`t wait to have the same experience with other people online, so that we can make this game the best it can be together. The next step for us, is to finish up more advanced features for melee and ranged combat, additional camera technology to support all the new gameplay, and finalizing the character movement and variation, before we move heavily into area of infected, where some heavy work needs to be done. Once the base loop feels really good, we will move onto rest of the game to polish all these things in the new technology. We will survive!   - Eugen Harton / Lead Producer Dev Update/Viktor Hi everyone. It has been a while since the last time I contributed to the Status Report. The past weeks were a bit hectic with the animation things related to the Gamescom build. I think animators did a great job adding all the content which everyone was able to play for couple of days. We were very pleased by the positive feedback to the new player controller, injured animations, heavy items animations, combat and everything else that was presented. The version available to play was not final by any means. We are still aiming for significant improvements in many areas of player character and infected as well. The presented wounded character was a first draft in fact. In the upcoming days, weeks and months we will continue on animation improvements and reworks. Currently, we are also working on some new death animations. We are adding directional deaths for all item types and all stances. Initially, the character will play the pre-recorded animation only but later, we will start with directional death animation and in the middle of the animation, we will switch to ragdoll so that the characters would fall and align with environment nicely. Another big part of the game that is being worked on are poses for different items. There are hundreds of various food items, weapons or tools that need a proper pose. From the very beginning of the DayZ, we have decided to have a nice holding for each of these items. At the moment, all these poses are being made and added to the game. - Viktor Kostik / Lead Animator Dev Update/Martin Survivors, I just want to briefly update you on the status of the 0.63 Dev Log that we teased and promised to deliver after Gamescom. Unfortunately, a sizeable portion of the team (including Baty, Eugen and me) got hit by an outbreak of some sneaky virus that we most likely brought with us back from Gamescom. Since we have a very small marketing/community team here, this further delayed the production of the Dev Log video, but we're back in business now, and we've also managed to get some additional help from our QA Engineer Dan Fialka (who's been with us at Gamescom as well). He's recording some of the gameplay clips as we speak, so hopefully we'll be able to speed things up a notch now. Recording a couple of gameplay clips from an internal build may sound like an an easy task, but if they are supposed to be done according to a script, and connected with a developer voice over, it suddenly becomes a complicated undertaking - especially when the internal build of DayZ just decides to behave weirdly, and randomly throws crashes and glitches your way. Of course, we want to avoid showing these things in official content as much as possible, as the intent is to present the best of what the current build can offer. If anything, it also shows that the build is simply not ready to be played beyond a very controlled and structured environment that was the Gamescom booth, and that our decision to not release it on a Steam branch was very well reasoned. We'll let you know on our forums and social media channels the moment the video is ready - for now, please hold tight end enjoy some of the community content from Gamescom that we shared in the last Status Report! - Martin Čulák/ Brand Manager Community Spotlight Survivors! The Gamescom epidemic hit a lot of us and I wasn't an exception. But I am ready for a new event! You might know there is a show called EGX in Birmingham, England. I and my colleague, brand manager Martin Čulák, will be there on Friday and we want to meet everyone from DayZ community, who is also planning to attend this gaming event. Watch our Twitter for more information. Barely Infected came with an amazing idea. He organized a group of survivors and built a camp named "DayZ Village" where all the good people can live together and help each other in this cruel time of apocalypse. This project had great success and The Village is nowadays still pretty crowded. You can find it on Spaggie's server at 185.16.86.48:2402 and The Village is located on the Zub castle. I spent some time there and it was awesome. People are nice, they care about each other and try to protect The Village together. The Village was planned for just one week, but with this success, Barely Infected decided to prolong it. Barely Infected has documentation of every day on his server. You can find a lot of content from creators on Youtube and make your own impression of what is going on on the server. For example from these guys: Gaming Junkie, CitizenZ, CamCANTRUN, Raig Prime, Kerbo, FriendlyNikolai, 2dogsgaming, RageBruh or HandZ. Here is a funny prank from M1NDER, he pranked the whole village. And one last thing about this event - artwork of DayZ Village by Dominik Figlhuber. Everyone is looking forward to the 0.63 update. But not as much as this guy. KaskadianRepublik's body is ready. But since 0.63 is still not ready for public, you will need to wait until it's done. I want to show you one video. It is about love between a dog and a human. Fluffy cute wolf who wants to eat everyone around him. But Whoopsie DayZ falls in love with him and wants to have him as a pet. How this can end? I laughed a lot, you need to see it. Have a nice time guys and see you in two weeks! Header image by Vernon Price. - Baty / Community Manager View the full article
  20. We’re live RIGHT NOW over at facebook.com/playbattlegrou… with our guest streamer Hunkstaban! This will be the last stream in our Facebook series. View original article
  21. Players, As we noted in our previous dev blog, we have changed our patch and update schedule to increase the amount of time we spend on testing and fixing new features before we deploy them. This week, we will push out an update to the Test servers that will be available for download on Tuesday evening KST (Tuesday morning CEST, Tuesday early morning PDT) and will include some new features, bug fixes, and improvements. Before we dive into the patch notes, we would like to address few important topics. Vaulting – Update on progress We are aware that many players have been looking forward to trying it out. Our Action and Gunplay Lead Pawel Smolewski has addressed this in his interview but there are some challenges to introducing the feature as soon as people are requesting. First of all, our vaulting system is not built on predefined objects or locations in the map. There are tens of thousands of objects that should be vaultable or climbable in Erangel. To perform the action, the geometry and properties of each object have to be dynamically detected and analyzed. The algorithm is quite complex and requires rigorous testing and fine-tuning of the map. Testing it for only a couple of days before deployment on the Live servers won’t be enough for us to identify all bugs and side effects. Therefore, we are planning to test it for a longer period of time in early November. If needed, we may roll it out on test servers for a certain amount of time even before November. Until then, we will be working on the feature internally. Please stay tuned for an update on the testing schedules for vaulting. Idle players earning BPs We have implemented rules that will not allow idle players to earn BPs. We will monitor this and improve the current system going forward. Adding FPP servers We have recently added first-person only servers for DUO on OCE servers. For SOLO and SQUAD, we will continue to monitor player data in the region and determine when we can add another game mode. After looking into data and adding FPP to OCE servers, we have also found that the number of FPP players in South America and Southeast Asia has increased recently. We will continue to monitor data and provide an update as soon as conclusive results can be reported. We would definitely like to provide a better FPP experience to players in SA and SEA servers. However, we must look into this with more detail to ensure that adding another game mode does not hurt the user experience for the player base as a whole. The entire team is hard at work to stay on track with the current roadmap and move out of Early Access before the end of Q4 2017, and we hope to share more details about the official launch later this month. While we would like to provide updates as soon as we can, we want to take some time to finalize all the details and give you the full picture. Test servers: This week, test severs will be up for at least 2 days o KST: Tuesday evening o CEST: Tuesday morning o PDT: Tuesday early morning o Live server update: Later this week – TBD Below are the patch notes for this week's update. Client Optimization Optimized shadows Improved performance on low-end PCs by optimizing buildings Optimized client and server performance when there are multiple vehicles in a close vicinity Optimized UI World Added Foggy weather o The foggy weather effect will hinder player sight on the map. This weather effect has a low probability to occur o In order to test the weather effect, the foggy weather will have a higher chance to occur during test server gameplay, but will be reduced for Live servers Enhanced graphics of the sky in pre-existing weather effects Added a new town, East of Stalber UI/UX Added new Option to change Cross-hair color Added new Double Tap feature in control options for leaning (Default keys set to Q and E) Added new option to improve the visual effect of going from free look back to character's line of sight Added new key binds when using Consumables Teammates' names are now representative of their current postures (IE Standing, Crouching, Prone, etc) Added new key bind to mark your current position on the map (Default key set to Insert) Added a new key bind to center the map around the character's current position (Default key set to Space) Added a new key bind to use the Consumables in the order of Med Kit, First Aid Kit, and Bandage (Default key set to "-") Added a new feature to reset the zeroing distance using Mouse wheel click Adjusted the position of the Report window New Item Added a new weapon, the Mini-14. The Mini-14 is a lightweight and compact 5.56 semi-automatic marksman rifle o The weapon uses sniper rifle attachments for both the muzzle and magazine slots, and can take any type of optic sight o This weapon has lower damage stats than other DMR's, which is compensated by very high muzzle velocity and low bullet drop Gameplay Distance at which shadows are rendered are now synchronized across all graphics settings to ensure fair play Characters who are knocked out while underwater will now have a breath gauge as well as take additional damage over time Adjusted the balance of several weapons: o Increased the Crossbow reload speed by 35% o Tommy gun has been removed from Care Packages and become a world spawn. It now supports attachments such as the Silencer, Vertical Foregrip, and Magazines o Horizontal recoil scale has been clamped for greater consistency for weapons with high horizontal recoils You may now holster grenades by switching to another weapon or unarmed state unless the grenades have already been cooked The firing mode of weapons will now remain consistent with the firing mode that was selected, after dropping a weapon and picking it back up again Adjusted the collision damage of Motorcycles Actions Recoil animations are updated for all weapons Adjusted animations and balance of throwables o Decreased fuse time of the Flash Grenade to 2.5 seconds o Increased the lethal and injury ranges of the Frag Grenade o Improved the animation for throwing grenades to allow for increased speeds and more accurate trajectories, but decreased visual trajectory distance of throwables o Cooking of grenades is now manual (Default key set to R) o You may now toggle the throwing mode between overhead and roll (Default key set to Right Mouse Click) o The movement speed of a character affects the trajectory of throwables Improved leaning animation; leaning on the left side to expose less of the body Sprinting will no longer prevent regeneration of breath gauge and will stop leaning state automatically You may change your stance while reloading without cancelling the reload Sounds Added new sounds when using Consumables Adjusted the audible ranges of reloading and window breaking Added a new sound for collisions between vehicles and characters Added new sound for the animation of removing the grenade safety pin Bug Fixes Characters that fall or glitch underneath the map will now be reset to the ground automatically Fixed a bug where FOV slider value would be improperly set inside of vehicles in FPP mode, regardless of FOV slider setting Fixed a bug resulting in clients freezing when changing controls in the options Corrected the descriptions of certain weapon attachments Fixed animation bugs of other characters after reconnecting to a game Fixed several bugs related to the Spectator mode Fixed a bug of the breath gauge appearing at zero at the start of the game Reloading will now cancel if a character loots an item with Right Click during reload Fixed a bug with the honking sound remaining persistent when opening the map or performing other actions while honking You may no longer set different features on a single key bind in the Options Fixed a graphic bug of the Magazine position on the weapon in the Inventory screen when switching to a different weapon Others Revised the BP methodology to prevent BP farming and idle users Added FPP Leaderboard for all regions with FPP NVIDIA ShadowPlay Highlights™ now works on Window 7 and Window 8 (However, if Windows Aero is disabled it may not work) As always, please let us know your feedback in our forum once the update goes live on test servers. See you in-game, The PUBG Development and Community Team View original article
  22. DayZ News - Status Report - 8 August 2017

    Yes hope it is released as the crassmass pressie they promise
  23. Join us for a special stream this Friday on facebook.com/playBATTLEGROUNDS with our returning guest streamer JaredFPS! We look forward to seeing you all there and he may host some custom games. View original article
  24. PUBG Partnership FAQ

    Hi everyone, I understand many of you have questions regarding the PUBG Partnership Program and the benefits of the program versus the access given through the Esports Program. Please review the questions and answers below: What is PUBG Partnership? The PUBG Partnership program is designed for established content creators who are brand ambassadors for the game. They have priority support and are able to provide direct feedback to the developers for the game. Partners receive perks and benefits from being participants in the program and are given support to help grow their channels and communities. How do I apply? Please follow https://twitter.com/PUBGpartners for updates on when the application periods are open. What are the requirements for partnership? Demonstration of PUBG community leadership and being a good role model Minimum recommended requirements: Pre-recorded video content: 50k subscribers and PUBG content twice every month Live-steam content: 150 average concurrent viewers and PUBG content three times every month I didn’t receive an email confirmation for my application, can you check to see if you received it? We use a Google Form for all submissions. There will be a final screen with a notification that your application has been submitted. We recommend that you screenshot this confirmation, as it also contains the date by which you will receive a response from us. Will I automatically be accepted into the program if I meet or exceed the minimum viewership requirement? No, you must also fulfill the content requirement and show that you are involved as a leader within the PUBG community. What do I do if I cannot write English well? As long as the ideas and thoughts expressed in the application are yours, you may receive help with the application. Either the application is translated into English for you and submitted or they may help you correct portions of your submission. I’m a partner on my content creation platform or a Twitch affiliate, does this mean automatic acceptance into the program? No, you must apply during the open application process and your application will be vetted by the team. There is more than one of us who work on the channel, can we all get partnership? We recommend each person from the channel apply, and it is up to our discretion whether or not all parties will receive partnership if the channel is accepted into the program. Pairs who stream on the same channel at the same time should also apply separately. If it is a group, we ask that the group leads indicate they are the leads on their applications. Who do I talk to about my application? (If I have questions about it or need assistance.) Please tweet at https://twitter.com/PUBGpartners for assistance. A member of the team will reach out to you within 24-48 hours. I made a mistake on my application, who should I contact to correct it? Please tweet at https://twitter.com/PUBGpartners for assistance. A member of the team will reach out to you within 24-48 hours. How long will it take for me to hear back about my application? While we are reviewing applications from the day the application process opens for submission, you will hear back within two weeks after the last day of submissions. I missed the deadline, can you make an exception? No, to be fair to all applicants who applied on time, we are not able to make exceptions. What do I get as a partner? Early access to new features (Custom Game mode, Observer tool, and more) Priority support and feedback Partner exclusive swag & in-game items Promotion on official BATTLEGROUNDS social media channels What is the difference between PUBG Partnership and the Esports program? The eSports program is designed for growing communities, Esports organizations with PUBG/Battle Royale Teams, and Tournament Organizers and productions. To apply for the eSports CGA (custom games access) please use this link: https://goo.gl/domrxf. The PUBG Partnership program accepts only established content creators who make pre-recorded video content (i.e., YouTube) or livestream content (i.e., Twitch, Neko Neko, Mixer, Periscope, PandaTV, AfreecaTV, etc.). Our goal is to work with content creators and provide them with the tools necessary to continue growing their communities through PUBG. I applied for the Esports program CGA, can you assist? No, unfortunately we are unable to assist with your request or with expediting your review. You will need to route all questions through Amir and his team, their information may be found here: https://goo.gl/domrxf. I haven’t started my channel, but I have plans to make PUBG my main content. Can I become a partner? No. Since this program is for established content creators with strong communities, you would not qualify for the program. Your application will not be approved, but we encourage you to start your content, build your community and apply again in the future. Why did I get a template response? Did you review my application? We receive numerous applications daily, and we review each and every applicant’s submission--we also go through your videos, previous VoDs and look at your livestreams (if applicable) to look at your content and community engagement. If we were to individually tailor responses regarding each channel, we would not be able to guarantee a 2 week turnaround for notifications. If you would like more information, we recommend that you reply to the email. You will receive a response within a week of your request. Why do I need to have VoDs from my previous livestreams? If we cannot determine whether or not you have met the minimum PUBG content creation requirement we will not be able to move forward with your application. We will also not review channels with VoDs locked behind a subscription wall. If you would like your application considered, please open VoDs to all parties during your open application period. I applied and I wasn’t accepted, but my channel has grown, will you reconsider my application? We will not be able to review your channel again until the next open application period. Please apply during the next application window. If accepted, can I lose my partnership status? Yes, your placement in this program is not permanent. Please carefully note that you have to meet the minimum requirements every 30 days to remain in the Partnerships program. Should you violate the ToS on your respective content creation platforms, you will also be subject to immediate removal. Please remember that you must be a good role model and a community leader as a PUBG Partner. Who will assist me with my questions when I’m partnered and what is the response time? PUBG Partners will have a couple of options available: Discord, Twitter DMs, and emails--they will also have an assigned account manager to provide them with additional assistance. The response time is within 12-24 hours. Are you going to host PUBG partners party at conventions? We may not necessarily have parties at conventions and we may not attend all conventions. It depends on what the company has planned for each event. Do you give custom games access for people who wish to run a charity event? You would apply for CGA through the eSports program at: https://goo.gl/domrxf. It is up to their team to review your application and provide you with assistance on your request. I run a Discord server/Facebook community page/Gaming site, can I become a partner? No, the program is for content creators who make livestream and/or pre-recorded video content. You must qualify under the requirements for partnership. View original article
  25. Players, We are pleased to announce that first-person only servers for DUO will now be available for players in Oceania. Starting from 3 pm KST / 4 pm AEST today, players will be able to enjoy FPP DUO on OCE servers. For SOLO and SQUAD, we plan to introduce FPP at a later stage when we have an increased user pool on OCE servers in order to ensure a pleasant experience for all Oceanic players. It has recently come to our attention that players in Oceania who enjoy first-person matches have been facing problems with high latency/ping as they had to resort to playing the game mode on Asia and NA servers. We apologize for how long it took us to address this issue. One of our main concerns was the fact that it can affect the other group of players who do not play FPP. It has been proven by the data from other regions that we need at least 500 players for two game modes to ensure a reasonable matchmaking time. Currently, the number of concurrent users on OCE is sometimes lower than the threshold during certain times. According to our data, about 20% of the entire Oceanic player base plays FPP on servers in other regions. Adding another game mode now can make it difficult to sustain matches at all times. Furthermore, we will add a new map when we move out of Early Access later this year. All of these factors would result in a divided player base for each of these modes and ultimately affect the time required for matchmaking, especially in those regions with a smaller player base. However, we have decided to introduce first-person only servers to DUO first to accommodate players who want to fully enjoy the first-person only experience. Please note that you may experience longer matchmaking time or find it difficult to quickly join a new game from 1:00 am to 12:00 pm ACST. We, however, hope that adding FPP DUO to the OCE servers will boost the Oceanic player base and encourage more players to try FPP. We will continue to monitor regional data and add FPP to more game modes in the future once we know it won't have a negative impact on the entire player base for a long period of time within a day. Thank you for being patient with us and sharing your feedback with us. The PUBG Development and Community Team http://playbattlegrounds.com/news/89.pu - Aussie Aussie Aussie! Oi Oi Oi! View original article
  26. For a rare chance to win a free copy of PUBG for yourself or your friends, you can enter the Intel Ultimate Gaming Contest https://playonintel.com/ View original article
  27. If you use ShadowPlay Highlights for PUBG, there's a chance for you to win a GeForce GTX 1080 Ti. Learn how to enter the contest here: https://www.geforce.com/whats-new/articles/playerunknowns-battlegrounds-shadowplay-highlights-contest Good luck! View original article
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