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Dev Notes: Preview for Tomorrow’s Feb 24 Update

[p]Hello players,[/p][p]This is Sequoia Yang from the ARC Team.[/p][p] [/p][p]After the Lunar New Year holiday, we’re glad to reconnect with you. Thank you for your patience during the recent quiet period.[/p][p]Today, we’d like to share a preview of the key changes coming in the February 24 update, tomorrow.[/p][p]This update focuses on the following:[/p]
  • [p]Agent balance adjustments[/p]
  • [p]Combat feel improvements[/p]
  • [p]Server integration,[/p]
  • [p]Matchmaking improvements, and more.[/p]
[p] [/p][p]Based on your feedback, we’ve refined our direction and made adjustments to ensure the changes are clearly noticeable in actual gameplay.[/p][p] [/p][h2]\[Agent Balance Adjustments][/h2][h3]Zen’s Mk14 Will Be Buffed[/h3][p]Zen’s Primary Weapon, the Mk14, was originally designed to excel at long range while remaining viable at mid-range through fast follow-up shots.[/p][p]However, throughout testing, we found that its mid-range performance could become overly dominant, making balance tuning difficult.[/p][p]As a result, in the current version, we’ve received feedback that Zen’s Mk14 feels less rewarding to use and lacks a clearly defined strength.[/p][p]To address this, we are making the following changes:[/p]
  • [p]Increased Rate of Fire[/p]
  • [p]Reduced penetration against wooden walls → Increased damage dealt to wooden walls[/p]
[p]Previously, higher penetration allowed the weapon to deal greater damage to enemies behind walls, while dealing relatively low damage to the wall itself. By lowering penetration, we have adjusted it to instead strengthen its ability to break wooden walls.[/p][p]With these changes, we aim to reinforce the Mk14’s fast semi-auto firing (“rapid click”) identity and further solidify Zen as a tactical option capable of disrupting enemies through angle control.[/p][p] [/p][h3]Karnival’s Power Will Be Reduced[/h3][p]Karnival is an Agent designed with strong breaching capability.[/p][p]Accordingly, Karnival’s Primary Weapon, the AKM, was originally designed to feel harder to control during full-auto fire.[/p][p]However, in the current version, the integration of recoil bounce into the Shooting Stability system has resulted in the AKM performing more consistently and powerfully at close range than intended.[/p][p]To address this, the following adjustments will be made:[/p]
  • [p]Reduced AKM Damage[/p]
    • [p]Overall 1v1 TTK will remain largely unchanged,[/p]
    • [p]Effectiveness against legs and through penetration shots will be noticeably reduced[/p]
  • [p]Secondary Weapon Change: Sawed-off Shotgun → Makarov Pistol[/p]
[p]Rather than further reinforcing Karnival’s already strong breaching capability, we are adjusting his secondary weapon to a more standard loadout. This will help clarify his role identity while reducing overall pressure potential.[/p][p] [/p][h3]Crouching Penalty Will Be Increased[/h3][p]Previously, transitioning between standing and crouching already applied additional weapon sway and a Shooting Stability penalty, but in most situations the impact was not strongly felt.[/p][p]In this update:[/p]
  • [p]Weapon sway increase during stance transitions will be significantly raised[/p]
[p]As a result, rapidly changing stance before firing or repeatedly crouching and standing during engagements will more clearly reduce accuracy.[/p][p]We will continue reviewing feedback regarding crouch and low-stance combat to ensure players can clearly recognize the system while minimizing unnecessary frustration.[/p][p]Detailed numerical values for each adjustment will be available in the official patch notes.[/p][p] [/p][h3]KR/JP and CN/Asia Servers Will Be Integrated into a Single “Asia” Server[/h3][p]To provide a smoother and more stable matchmaking experience, the Korea/Japan and China/Asia servers will be merged into a single Asia server.[/p][p]Our analysis shows:[/p]
  • [p]For players connecting from Korea and Japan, connecting to the China/Asia server showed minimal noticeable latency differences[/p]
  • [p]However, in China, connections to the Korea/Japan server frequently resulted in disconnect-related match cancellations[/p]
[p]To ensure faster and more stable matchmaking, particularly during lower population hours, we have decided to proceed with server integration.[/p][p]We are also aware of similar issues reported in certain European regions when connecting across servers, and we continue to explore solutions.[/p][p]We recognize concerns regarding the recent decline in concurrent users. The traffic drop observed last week followed the conclusion of Steam PvP Fest, which reduced platform visibility. We take concerns about extended matchmaking times seriously and will continue working to secure and stabilize traffic to ensure reliable service.[/p][p]Please also understand that some degree of traffic fluctuation may occur as part of normal live service operations.[/p][p] [/p][h2]\[Additional Adjustments to Reduce Matchmaking Wait Times][/h2][p]Currently, matchmaking operates as follows:[/p]
  • [p]During high population periods → Searches within a narrow skill range[/p]
  • [p]During low population periods → Expands the search range gradually as wait time increases[/p]
[p]In response to feedback that matchmaking wait times felt excessively long, we will adjust the timing at which the acceptable MMR range expands, allowing it to widen sooner.[/p][p]With this change, we expect players to find matches more quickly, even during off-peak hours.[/p][p]Additionally, we have identified cases in certain regions where matchmaking does not complete when MMR is extremely high or low, or when parties consist primarily of high-MMR players. We will be implementing minor adjustments aimed at alleviating these issues.[/p][p] [/p][p]As we conclude, we look forward to sharing more update news with you soon.[/p][p]The next content update, scheduled for March 12, is currently being finalized, including details about competitive season rewards. We will share more information as soon as it is confirmed.[/p][p]We appreciate your continued interest and support for PUBG: BLINDSPOT’s first major content update, coming March 12. Mark your calendars![/p][p] [/p][p]And as always, thank you for playing with us.[/p][p]ARC Team[/p]