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Playerunknown's Battlegrounds


sabonis

Öne çıkan mesajlar

aug gelmiş;
notes:

pubg

Players, Today, we would like to share that we will be running the test servers for PC 1.0 for the second time this week and next week. Test Schedule PST: November 21st 11:00PM - November 23rd 11:00PM CET: November 22nd 08:00AM - November 24th 08:00AM KST: November 22nd 04:00PM - November 24th 04:00PM [Next week] To be announced early next week. Region & Modes NA - SOLO & SQUAD, First-person / Third-person EU - SOLO & SQUAD, First-person / Third-person ASIA - SOLO & SQUAD, First-person / Third-person On this test build, you will be able to try out vaulting & climbing again and test other features. You will also notice the changes we made to some mechanics to make them more balanced. Below are the patch notes for the second PC 1.0 test build. Optimization Optimize character animations Added LODs to further optimize weapon rendering for long distance Optimized various world effects Optimized various UI elements Optimized the sea by reducing wave effects Decreased terrain loading time Decrease memory usage of characters Animation Additional vaulting animation for objects with a height of approx. 60 cm or lower (when holding down the Shift key) Greatly reduced jacket/coat clipping issue when moving in ADS while leaning Gameplay Reduced the hit damage for hands and feet and increased the hit damage on thighs and arms. The healing period for bandages has been reduced to 4.5 seconds from 8.5 seconds. The casting time and the amount of health restored are the same as before. Players can now parachute and land on certain areas that were not previously accessible, including the outskirts of the island Added markings for zeroing distances on 15x scope reticle texture Added new 4x reticle for 7.62mm weapons Added new 4x reticle for sniper and SMG weapons Added blur effect on the outside of scopes Bullets now penetrate water based on the velocity of projectile (the faster the velocity, more shallow the penetration) Lowered camera position when proning in third-person Decreased firing rate of SKS and Mini-14 Increased sprinting speed while holding DMR in hands (now as fast as assualt rifles) Decreased recoil for Mk14 8x and 15x scopes cannot be attached to an M16A now Item Added 2 new weapons. - Added DP-28. DP-28 will be spawned in world. It has a 47-round pan magazine for 7.62mm. Sights and a 4x scope can be attached. It has low firing rate but a long effective firing range with high damage - Added AUG A3. The AUG A3 can be obtained from care packages. It's a variant of a bull-pup assault rifle that uses a 5.56mm 30-round magazine as standard and 40 rounds when extended. It has high muzzle velocity, high rate of fire and low vertical recoil. Kar98k will no longer be included in care packages. World spawn rate of Kar98k will remain the same UI/UX Applied a new font for English Improved designs for in-game HUD, option window, inventory, menu screen, and system message box Improved Solo/Team Play UI - Moved health bars of team member(s) from the top left corner to the bottom left corner - Changed colors and markings in the mini map, world Map, and team list UI - Added indicators for team members to check their status (vehicle, parachuting, alive/dead, DBNO, connection status, etc.) Improved interaction HUD - If there is no more room left in the backpack, the font will turn red to show that items cannot be picked up Improved the mini map and the world map - Decreased the saturation of the mini map to further emphasize information of team members - Adjusted the colors of the world map to increase visibility of markers and other information - Players can check team members’ FOV direction through the world map and the mini map - When team members get on the same vehicle, a single indicator will appear Moved the kill log from the bottom left corner to the top right corner Modified the design of the health bar to show the point for 75%. The bar will not turn red when health is below 75% Added killcam feature that can be found in Settings. Now players can check killcams in the result screen - For Duo and Squad modes, killcam can be checked after all team members have died Sound Changed the lobby music Improved vehicle engine sounds Added a sound that will be played around the edge of the blue zone Added three different sound effects for the red zone - Sounds of bombs being released - Sounds of bombs falling - Sounds of bombs exploding Added sounds when character jumps into water. Sound will be different based on the speed Language Added four languages: Italian, Portuguese (Brazil), Spanish (Mexico) and Chinese (Traditional) Bug fixes Fixed camera jittering for passenger sitting on the back of a motorcycle with sidecar Fixed the issue where animations are not played when bandages are used consecutively Removed the pink circle that appeared on certain buildings when parachuting Fixed the issue where shooting was possible when vaulting Greatly reduced blurriness of the reticle while in ADS mode We hope to get a lot of feedback on our second PC 1.0 test build! Thank you. The PUBG Development and Community Team

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öf uğraşamıcam düzeltmeyle idare ediverin.
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Jeeztro said:

biri dediydi hareket eden oyuncu şeysine göreymiş. pochinki de senin gibi 50 kişi campliyorsa oraya düşüyor falan. yoksa ekranın sağına soluna falan alakasız yerlere de çıkması lazım.


bu dogru olamaz abi. Bir kere pochinkiye atladik, garip bir sekilde atlayan tek grup bizdik. Sanirim circle 3 kere daraldiginda biz hala pochinkideydik, hic catisma fln yasamamis tum evleri lootlamistik. Yine garip bir sekilde arka arkaya 3-4 devam red zone bizim uzerimize denk geldi.
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SenariouS said:

abi kamplayan adam evin icinde kamplar
oraya dusse ne olacak ki?


Abi kamp derken oturup pencereden bakan adam olarak dusunmeyin. Ayni karede belirli sure ayni adamlar duruyorsa red zone cakiyor olabilir. Ki hani ne zaman buyuksehirde lootlasam 2 3 circle boyunca 50 defa red zone gelitor. Ek olarak oyunun senin evin icinde oldugunu idrak edebildigini dusunmuyorum.

Tahmin zaten ya cok eyyorlamamak lazim. Bana mantikli geliyor.
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cicibeybe said:

Jeeztro said:

biri dediydi hareket eden oyuncu şeysine göreymiş. pochinki de senin gibi 50 kişi campliyorsa oraya düşüyor falan. yoksa ekranın sağına soluna falan alakasız yerlere de çıkması lazım.


bu dogru olamaz abi. Bir kere pochinkiye atladik, garip bir sekilde atlayan tek grup bizdik. Sanirim circle 3 kere daraldiginda biz hala pochinkideydik, hic catisma fln yasamamis tum evleri lootlamistik. Yine garip bir sekilde arka arkaya 3-4 devam red zone bizim uzerimize denk geldi.



bu sistem h1z1'de yamulmuyorsam bi noktanın camplenmesi durumuna göre çalışıyordu. yani bi oyuncu biyerde fazla sabit durursa oraya carpet bomb geliyordu. oyuncuları sürekli hareket etmeye zorlamak için. sizin de 3 circle boyunca pochinkide durmanız red zone'u açıklıyor aslında sdfg ama sistem tam olarak böyle mi çalışıyor bilmiyoruz tabi.
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