Connect with us

News

PUBG’s Patch 19 Launches Today

Published

on

A new patch for PlayerUnknown’s Battlegrounds will launch today and Patch 19 kicks off today at 5:30pm PT, 8:30pm ET, and will arrive after a 3-hour maintenance run.

Gameplay
  • Bullet penetration system is now applied to arms and hands.
    • When bullet hits the arm/hand of the character, it will penetrate following its ballistic curve. The result will be different depending on whether the arm/hand is blocking more vulnerable body parts.
      • When a bullet penetrates a arm/hand and strikes a more vulnerable body part behind it, the greater damage will be applied. In other words, if a player’s arm/hand takes a bullet while blocking their head, the full headshot damage will be applied. This penetration system works for the head, torso, and waist only.
      • If a bullet penetrates the arm/hand, but no vulnerable body part is behind it, only the arm/hand damage will be applied
    • Arm/hand penetration is disabled for shotguns
    • Bullet penetration is not applied to legs.
  • When exiting vehicles while pressing the sprint key, sprint now remains engaged. This way you won’t have to release and press the button again to start sprinting.
  • If a teammate disconnects, but is still alive in game, other teammates couldn’t see the game reward (result) screen after all other teammates died. Now players can check even if there are disconnected players in their team.
    • If a disconnected teammate reconnects the game, and finishes the game with better result, teammates will receive any additional rewards earned by that player.
    • To prevent abuse, other teammates cannot see the Deathcam until all players, including the disconnected player, have died.
  • Adjusted the position of the QBZ to feel more natural and less obstructive when seen from FPP.
  • When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat).

 

Farewell PGI 2018!
  • Loading screen, lobby theme, and lobby music have reverted back to normal.
  • In-game PGI advertisements and team logo graffiti have been removed.
  • Dropping items in stacks has been improved.
    • Quantity can now be adjusted using a slider.
    • Alt key + left mouse button immediately drops the full stack.
    • Alt key + right mouse button now drops half the stack.
  • Weapon attachment management when replacing items has been improved.
    • Removed or replaced attachments will now drop onto the floor if there is no room in your inventory.
    • When attaching directly from loot, the replaced attachment will be dropped on the floor if there is no room in your inventory.
    • When replacing an extended magazine with a quickdraw magazine, the extended magazine and overflow ammunition will be dropped on the floor.
    • When detaching an attachment by right-clicking, the attachment will be dropped on the floor if there is no room in your inventory.
    • Pressing Alt while right-clicking a weapon now detaches all attachments on that weapon.
      • Attachments will be sent to the inventory or dropped on the floor if inventory is full.
  • Players may now mute individual teammates.(ESC > Options > Team Management Tab)
  • Colorblind settings have been improved.
    • The following colors now change according to the selected colorblind type.
      • Scope and reticle colors
      • Blood
      • Supply Crate Smoke
    • Markers placed on maps are now numbered, so color is not the only way to distinguish them.
  • Eliminated teammates can now place markers on the map.
  • Equipped weapons HUD now shows slot numbers for improved readability.
  • Kill feed now displays personal knock-outs.
  • Sharpening option has been added to graphics settings.
    • You may now enhance sharpness independently of post-processing options.
  • Added an option to set a maximum frame rate
    • Maximum lobby FPS: 30 / 60 / Unlimited
    • Maximum in-game FPS: Unlimited + Smooth Off / Unlimited + Smooth On / Display Based / Custom
    • “Smooth” is an Unreal Engine feature that’s explained in more detail in a response posted here.[answers.unrealengine.com]
  • Now you can move your mouse cursor to another monitor when the system menu, world map, or inventory is opened, if you use multi-monitors
World
  • Dynamic weather has been added to Erangel and Miramar.
    • Erangel: Overcast
    • Miramar: Overcast, Sunset
      • Overcast setting includes dynamic weather, and includes rain, fog, etc. during the game.
  • Erangel has received some improvements.
    • Small clusters of houses have been added to some areas of Erangel.
    • More tactical landscapes have been added near the river.
    • Added trees in the open area surrounding the Sosnovka Military Base.
    • Miramar has received some improvements.
      • More dirt roads have been added for better vehicle effectiveness.
      • Certain high-slope sections of roads have been lowered to enhance vehicle effectiveness.
Custom Match
  • Additional Custom Match presets have been added.
    • 1 Normal Mode Setting: Early Access Setting
      • Lvl 3 Helmets and clothing spawns in world.
      • Item spawns are more scarce.
      • Blue Zone damage is weaker.
      • Jet skis do not spawn.
    • 1 Esports Mode: Gamescom Invitational 2017 Setting
      • Same as the Early Access Setting, but without the Red Zone and 1.5x AR spawn.
  • When Overcast weather is selected when hosting a Custom Match, the following dynamic weather settings may be adjusted in the Advanced options.
    • WeatherChange StartTime Min
    • WeatherChange StartTime Max
    • WeatherChange Duration Min
    • WeatherChange Duration Max
    • No Change Weight
    • Change to Rain Weight
    • Change to Fog Weight
  • Custom Match sessions are now listed in order of the number of players joined, instead of time created.
  • When creating eSports mode, redzone option is fixed to ‘off’
  • When you create a custom match, you must fill in the game title to proceed further
  • Added Bullet Tracer function to Observer
    • Backspace: toggle On/Off the function
    • Shift + Backspace: toggle On/Off team color
    • Ctrl + Backspace: change tracer effect
    • You can change the hotkey in Settings > Control > Observer Mode

 

Performance
  • Improved frame rate by optimizing weapons not currently held in hand.
  • Level streaming has been enhanced to increase performance.
  • Smoke and flames from vehicles have been optimized to improve frame rate.
  • Fixed an issue where frame rate hitches would occur when environment effects were created.
  • Server performance has been improved by adjusting the replication rate.
    • Previously, replication for all visible characters in sight was refreshed every frame. Now, replication rate differs according to distance from the player.
  • Network code has been adjusted to slightly increase server performance.
  • Lessened the discrepancy between the aim of the spectated player and the moving target being shot at.
  • Optimized CPU performance by improving the graphic rendering function.
  • Optimized GPU resources to lower GPU burden and improve performance.
  • Optimized attachment related rendering resources to improve performance.
  • Optimized fog to increase performance.
    • Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance.
  • Optimized grass assets to reduce memory resources used and improve performance.

 

Sound
  • Decreased the volume of vehicle sounds for players inside vehicles in FPP mode

 

Replay
  • The replay system has now been updated to a newer version and past replay files cannot be played anymore
  • Fixed an issue where War Mode/eSports mode replays were not saved successfully

 

Bug Fixes
  • Fixed an issue where destroying doors with grenades or Molotovs did not display debris.
  • Fixed an issue where some free-falling characters appeared to be locked in default free-fall animation.
  • Fixed an issue where pausing in replay did not pause the sounds.
  • Fixed an issue where a frying pan and a firearm could be held at the same time.
  • Fixed an issue where the breath gauge did not appear in killer spectating, death cam, or replay.
  • Fixed an issue where spectating in FPP showed inaccurate character locations.
  • Fixed an issue where a player that had been disconnected and reconnected could voice chat with the player he/she is spectating through killer spectating, if his/her team was eliminated while the player was disconnected.
  • Fixed an issue where leaning was possible while in an emote animation.
  • Fixed an issue where two players moving in a small space could sometimes get stuck.
  • Fixed an issue where the reporting screen message in spectator mode was displayed in English only
  • Fixed an issue where player names weren’t displayed correctly in the death cam if the player had died by vehicle explosion or suicide.
  • Fixed an issue where the limb penetration system was not applied properly.
  • Fixed the issue which prevented players from changing the red dot reticle when using an SMG.
  • Fixed an issue where throwables could pass through character models

These patch notes have been updated:
________________________
Update 1 – 08/01/2018

Gameplay

  • Adjusted the position of the QBZ to feel more natural and less obstructive when seen from FPP.
  • When getting on a motorbike, if the driver’s seat is empty, it’s now much easier to enter the driver’s seat (and not accidentally get on the passenger seat).

Bug Fixes

  • Fixed an issue where player names weren’t displayed correctly in the death cam if the player had died by vehicle explosion or suicide.
  • Fixed an issue where the limb penetration system was not applied properly.

Custom Match

  • Added Bullet Tracer function to Observer
    • Backspace: toggle On/Off the function
    • Shift + Backspace: toggle On/Off team color
    • Ctrl + Backspace: change tracer effect
    • You can change the hotkey in Settings > Control > Observer Mode
________________________
Update 2 – 08/03/2018

Bug Fixes

  • Fixed the issue which prevented players from changing the red dot reticle when using an SMG.
  • Fixed an issue where throwables could pass through character models

Performance

  • Optimized CPU performance by improving the graphic rendering function.
  • Optimized GPU resources to lower GPU burden and improve performance.
  • Optimized attachment related rendering resources to improve performance.
  • Optimized fog to increase performance.
  • Previously 2 separate fog effects were used for the overall effect, they’ve now been merged together to improve performance.
  • Optimized grass assets to reduce memory resources used and improve performance.

Removed from UI/UX:

  • If a player’s nickname extends past the position of the marker icon, only up to 10 characters of the nickname will be shown, and the rest will be abbreviated with “…”.
    The above issue has now been fixed.
________________________
Update 3 – 08/07/2018

Bug Fixes

  • Fixed an issue where voice chatting UI would always be displayed when using killer spectating function under certain conditions.
  • Fixed an issue where the player character would perform jump motion for a short time when crouch key is rapidly pressed multiple times.
  • Fixed an issue where reticle settings would be reset when the weapon is dropped and picked up again.
  • Fixed an issue where replay-related text would be shown in report player UI after being killed.
  • Fixed an issue where the spectating camera would look through a character when the game finishes.
  • Reduced the chance of players encountering situations where opponent’s weapon floats in the air.

Removed from UI/UX:

  • You can now place map markers without opening the map.
    • Right-clicking while pressing the Alt key places a marker on the map at the aimed spot.
      • Key bindings for this may be customized in the Options menu.

News

Bungie Outlines Infamy, Gambit Ranking System for Destiny 2: Forsaken

Published

on

When Destiny 2: Forsaken officially drops on September 4th on PC, PS4, and Xbox One, a lot of changes are going to be implemented, some of which have already rolled out ahead of the highly-anticipated launch of the massive DLC, and Bungie, the developer behind the popular title, is outlining some of those changes.

During a series of blog posts on Bungie, the team discussed the inner workings of Gambit, and it’s progression/rank system:

Known by All

Many of you have asked about how rewards will work in Gambit. We’ve seen questions as to whether it will feature a ranking system akin to Valor or Glory in the Crucible. Senior Designer Robbie Stevens and Test Lead Sam Dunn can answer these questions with an explanation of Infamy ranks.
Robbie: With Forsaken just around the corner, Gambit will soon be unleashed into the wild. I wanted to discuss our high-level goals for the mode:
      • Fuse the best aspects of PvE and PvP into a brand-new activity that you can experience only in Destiny 2
      • Make the mode accessible to players of all skill levels, but give it depth and variety that will keep even the most hardcore Guardians coming back for more
      • There’s always a role to play; whether it’s slaying enemies, scooping up Motes, or invading, there’s always a way to contribute to your team’s success
      • Communication isn’t required, but strategy and quick thinking are just as important as thumb-skill
      • Always make it possible for teams that fall behind to come back, so they don’t become discouraged
Gambit was designed with replayability and variety as a core part of the experience, but we knew that wasn’t enough. Players need desirable loot to chase and a way to show their dedication. So, with that in mind, we created our very own ranking system: Infamy.
At a high level, Infamy is:
      • A progression-based ranking system where completing matches earns you points
          • Winning matches will greatly accelerate your climb, while losing matches still earns you points, just fewer than if you win
      • An experience that rewards players with unique Gambit weapons and armor
We’ve been watching the response to the Valor ranking system in the Crucible. A lot of this new work takes that community feedback into account. At this point, I’m going to pass it to Sam, who pulled double duty to design and test the Infamy ranking system.
Sam: To start, we’ve designed Infamy ranks to be more granular by splitting most of the familiar ranks into three tiers. This will allow players to work toward shorter-term goals that are achievable in a few play sessions, rather than over many weeks. It also gives us more opportunities to grant rewards. The Guardian, Brave, Heroic, Fabled, and Mythic ranks will all have three tiers. The Legend rank will remain as one solid chunk.
Apart from this major change, Infamy ranks will function very much like Valor ranks:
      • Each rank will require more Infamy points to complete than the last
      • Win streaks award bonus points
      • Your win streak caps at 5 and doesn’t get reset until you lose a match
      • Your win streak won’t be reset if you join a match in progress
In addition to completing matches, you can also earn Infamy by completing Gambit bounties. Each day, the Drifter will have a selection of daily bounties available for sale that will award Infamy points, as well as other rewards. He’ll also sell a special weekly bounty once you reach Level 50. The weekly bounty will award a large number of Infamy points and a piece of powerful gear. This allows you to always be making progress toward Legend, no matter what your short-term goals are.
Guardians who have tried Gambit in the wild have given it high marks for fun. At the same time, we know you well enough to know that a worthwhile reward is another crucial ingredient in a recipe that brings you back to the fight again and again. We hope to see you in Gambit when it launches with Forsaken!

During our combat reveal stream, we used the Crucible as a proving ground to show off how new weapon systems and tuning will affect the way we fight in all activities as Guardians in Year 2 of Destiny 2. The updates to the tools of the trade are not the only changes you can expect in the arenas that pit players against players. Senior Crucible Designer Kevin Yanes is here to be accountable for how you’ll distinguish yourselves and earn awesome rewards in glorious combat.
Kevin: I’m glad to have the chance to talk to you all about Crucible ranks going forward. This past season of gameplay has taught us a lot about what has worked well and where we can do better. As we kick off the next season, we’re excited to give players new ranks to earn! Let’s dive right into the goals we had for designing the Crucible rank system in Season 4 and the changes that they generated:
Goal: Make earning a high rank in Glory NOT feel like your second job
Changes: 
      • Glory rank points gained and lost have been re-tuned to reduce the overall climb to higher ranks
      • The weekly award has been fixed and its gains have been doubled
Goal: Recognize the achievements of players who did not receive their weekly awards in Season 3
Changes:
      • Players who competed in Season 3 will earn bonus rank points for completing their first match in Season 4
      • Does not require completion of any previous weekly milestones
Goal: Encourage more players to strive for higher Glory ranks
Changes:
      • Losses in the Competitive playlist no longer reset your Valor win streak
      • Radar has been reenabled during Competitive gameplay
      • Control and Clash modes have been added to the Competitive playlist
      • Loss streaks have been removed
      • We are currently investigating activity reconnections to Competitive Crucible for players who encounter an error midgame; this will not be available at the launch of Forsaken, but we are looking to add this feature postlaunch
 
Goal: Remove the time pressures associated with Glory ranks
Changes: 
      • Pinnacle Crucible rewards are now awarded via quests
          • Some of these quests will ask you to engage with Valor or Glory ranks
          • These quests will NOT go away at the end of the season
      • Redrix’s Claymore is being retired in Season 4
          • Players who already earned the weapon will still be able to equip and use it
          • Players will be unable to earn Redrix’s Claymore beyond Season 3
      • Shaxx will offer a new quest that players can complete to earn Redrix’s Broadsword, a companion weapon to Redrix’s Claymore
          • Redrix’s Broadsword features a similar talent arrangement, but it does not share the lore and Triumphs associated with Redrix’s Claymore
          • Once you’ve earned the weapon, random roll versions of Redrix’s Broadsword will start dropping from Crucible engrams
          • Each drop will have the fixed Outlaw + Desperado combination
          • Each drop will also have randomized barrels, magazines, and Masterwork perks
      • Players who earned Redrix’s Claymore in Season 3 will receive additional bonuses
          • Owners of Redrix’s Claymore will be granted an exclusive emblem when redeeming the corresponding Triumph
          • Claymore owners will be eligible for drops of Redrix’s Broadsword from Crucible engrams even without completing the corresponding quest
      • A new Crucible reward will be added via a quest in Season 4
 
Goal: Continue to promote Rumble as a third mode
Changes:
      • Earning a place in the Top 3 in Rumble will now count as a win
      • The correct number of Valor rank points will be granted
If you committed to any of the rank ladders we established in Season 3, thanks for making the fight lively. We love supporting the competitive community, no matter your skill or mood. Keep your feedback coming, and we’ll keep making the Crucible a place where you submit to some of the finest tests of skill that Destiny has to offer players.

 

 

Continue Reading

News

Battlefield 5 Gamescom Trailer Arrives

Published

on

The much-anticipate Battlefield 5 trailer has finally arrived at Gamescom, and you can see it, in all of it’s glory right here on Player Ready Up.

DICE dropped a short teaser trailer earlier this week, getting fans hyped for the full reveal, and the full trailer did not disappoint, showing off impressive gameplay, locations for multiplayer, what appears to be a first look at Battlefield Royale, and a teaser for a single-player mode, or what seems like single player mode.

Continue Reading

News

The MP5 Returns to Counter-Strike: Global Offensive

Published

on

If you’ve played the Counter Strike series than chances are you are very familiar with the MP5 weapon, which had been a mainstay within the franchise for years. Counter-Strike: Global Offensive didn’t launch with the MP5 and was instead replaced by the MP7, but now the gun is making a comeback.

Available now in Counter-Strike: Global Offensive, thanks to a recent update, is the SD variant, which comes with a silencer and allows for a high movement speed in-game. But, the gun has some drawbacks as it has lackluster damage and accuracy.

You can see the full patch notes below regarding the update that also enabled the Panorama UI for Windows XP, and Vista players.

Gameplay

  • Added the all new MP5-SD, available for testing Offline and in Official Casual and Deathmatch servers. It can be equipped in your MP7 loadout slot.

Matchmaking

  • Lobbies advertised to nearby players and Steam Groups members will now expire after 5 minutes of the lobby leader’s inactivity.
  • Added a way to start advertising single-user lobbies to nearby players and Steam Groups members from the permissions dialog.

Networking

  • Fixed a bug causing some players, especially on DSL connections, to experience high packet loss due to packets being delivered out of order.

Panorama

  • Enabled Panorama UI on Windows XP and Windows Vista game clients.
  • Enabled lobby chat when accept match popup is active.
  • Fixed various multi-line messages clipping last line of text.
  • Fixed unresponsive keyboard after typing and pressing ‘send’ in the chat panel.
  • Allow sending a Steam message to recent teammates using new Steam chat.
  • Spectator HUD elements now respect the cl_drawhud setting.
  • Fixed reconnect button when it appears over lobby chat.
  • Fixed MP7 walk up animation.
  • Game state integration includes a field “round_totaldmg” to track total damage the player dealt.
  • Various scoreboard bug fixes for different game modes.
  • Various stability improvements and fixes.
  • Fixed mapoverview icon scaling

Horizon Case

  • Added normal maps to Desert Eagle | Code Red and P90 | Traction

Perfect World

  • Improved reliability of downloading Overwatch evidence in Perfect World CS:GO game client.

Misc

  • This update includes a change to “csgo.exe” which, while signed with Valve digital certificate, may still trigger warnings in certain anti-virus packages and require users to manually change their AV software settings to update correctly.

 

Continue Reading

Trending