PUBG developers had planned to offer the test servers for around three days, but this week's test will be shorter due to the current status. Please note that you may encounter crashes on the test servers. This is normal, because the current build is not completely stable. This may not be the best of conditions to test all these new features. Bluehole hopes for your understanding as they continue to work out the issues.
The test will start tomorrow and will last approximately one day. If the developers decide to extend the testing schedule, you will be notified through an announcement on their official social media.
Calendar
- THIS : from November 14 at 3 a.m. until November 15 at 3 a.m. also.
- First person and third person singleplayer for North American and Asian servers.
Changed ballistics
The developers are constantly looking to improve weapon balance while adding a bit more realism. As a result, many changes are coming soon to how projectiles and weapons will behave.One of the major changes will come from the addition of a bullet trail effect which will affect the curved trajectory of a projectile. Once the bullet is fired, it will now lose speed over time, similar to what might happen to it in real life. Gravity also acting on the projectile, the fall of the ball will logically be faster. For most assault rifles, the change will be barely noticeable at close range. But it will become more and more obvious with distances greater than 300 meters.
Bluehole also made changes to the MOA (minute of arc) of weapons by basing the values ​​on those of their real-life counterparts. While some weapons may experience a slight decrease in accuracy, others will become much more accurate than before..
Following the changes made to the trajectories of the bullet, the developers looked at the ease of use of the different sights and scopes. In order to fully match the new ballistics, Bluehole has changed the way the calibration distance works to be slightly more realistic. Each weapon without a sight will have its own calibration distance (zeroing). Red dot and holographic sights will allow modification of the calibration distance at short ranges. You can also adjust reticle intensity. The sight of the x4 scope is automatically set to 50 meters for submachine guns and 100 meters for other weapons. Larger bezels will allow you to adjust the zoom level to your liking.
Changes have also been made to the areas that can be touched on characters. The initial system felt a little too simplistic and punitive for players for the developers' liking. This is why, with this new system, the neck area which remained quite problematic will now be protected by the helmet. Damage to hands and feet will be less than before. In addition to the various regular bonuses and penalties inflicted on hit areas, damage will be modified per weapon class.
These changes will further balance the use and functionality of the different types of weapon classes. However, keep in mind that these changes will not be final, many are, in fact, experimental, and may change in the future.
Avant | After |
The projectile is affected only by gravity, its speed is constant. | The projectile is affected by gravity and air resistance, its speed drops almost exponentially over time. |
Most weapons are very accurate except machine guns. | All weapons are reasonably accurate up to an average range of 300 yards. |
Calibration distance is a weapon parameter independent of the equipped sight. | The calibration distance is a parameter of the equipped sight. |
Reticle intensity cannot be changed for red dots and holographic sights. | The intensity of the reticle can be manually adjusted depending on the lighting. |
The damage regardless of the area affected is 50%. | The damage is greater the closer the affected area is to the chest. |
The neck is not protected by the helmet, no bonus damage. | The neck is protected by the helmet, 25% for the damage bonus. |
The same damage modifiers on all hit areas for all weapons. | Different damage modifiers based on areas hit and weapon class or type. |
Customer Optimization
- Terrain data has been optimized to reduce memory usage.
- Reduced latency issue when loading terrain.
- Reduced latency issue when multiple players are in view.
Server Optimization
- Server performance has been optimized by adjusting network throughput.
Action
- Added jump and climb functionality.
Gameplay
- The driving of vehicles has been modified.
- Vehicle handling has been adjusted to be more realistic.
- Vehicle and passenger animations have been improved.
Ballistic
- Projectiles fired from guns are now affected by air resistance. This means that the projectiles will lose velocity over time, causing the bullet to drop faster.
- 8x and 15x scopes now have variable zoom that can be adjusted using the mouse wheel.
- The intensity of the red dot and holographic sights as well as the x2 glasses can be changed according to the brightness with the mouse wheel.
- The damage zones have been modified:
- The neck is now protected by the helmet.
- Chest damage increased.
- Base damage changed per weapon class:
- True damage now takes into account the following multipliers
- Weapon base damage.
- Distance traveled by the projectile.
- Damage multiplier based on area hit.
- Multiplier depending on the weapon.
- True damage now takes into account the following multipliers
- Fixed aim-punch being too harsh when leaning in aiming mode.
vehicles
- The size of the various models of the UAZ was unified, the number of seats was reduced to 4.
User interface and experience
- Improved the display of the maximum capacity of the backpack in the inventory.