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Welcome to PUBG Continental Series Charity Showdown!



Hello PUBG Esports fans!

The ongoing COVID19 pandemic continues to present challenges around the world and we feel now is the time not only for fun but also kindness. We are pleased to present the PUBG Continental Series (PCS) Charity Showdown happening May 14 – 31. This is a series of global events where teams will compete for $200,000 with $100,000 of that pot being donated to a charity of the winning team’s choosing.

Today we have detailed breakdowns of each event including schedules, team rosters and regional divisions.



PCS Charity Showdown will be held across four regions from May 14 to 31.

The four regions include:
  • Asia – which consists of Korea, Japan, China, and Chinese Taipei
  • Asia Pacific – which consists of Southeast Asia and Oceania
  • Europe
  • North America

While the total combined prize pool for these regional tournaments is $800,000, each tournament will have a combined prize pool and donation fund of $200,000. The total prize commitment breaks down as:
  • $100,000 will be distributed to participating teams based on their performance.
  • The remaining $100,000 will be donated to a charity of the winning team’s choice under the names of all participating teams from the regional tournament.

[h3]PUBG CONTINENTAL SERIES ASIA CHARITY SHOWDOWN[/h3]


PCS ASIA Charity Showdown will be held during two weeks with 16 teams from Korea, China, Japan, and Chinese Taipei.



Regional Seeds and participating teams
  • Korea: 6 Seeds
    • Gen.G, ENTUS, Element Mystic, Griffin, VRLU GHIBLI, Quadro
  • China: 6 Seeds
    • Luminous Stars Gaming, LYG Gaming, Tianba, iFTY, Four Angry Men, RushB Gaming
  • Japan: 2 Seeds
    • Sunsister, Detonation Gaming White
  • Chinese Taipei: 2 Seeds
    • Global Esports Xsset, Team Curson
PCS ASIA Charity Showdown Schedule
  • Week 1: May 15, 17
  • Week 2: May 22, 24

For more details of the event, please check out each regional official PUBG channel.

[h3]PUBG CONTINENTAL SERIES APAC CHARITY SHOWDOWN[/h3]


PCS APAC Charity Showdown will be held during two weeks with 16 teams from SEA (Vietnam, Thailand, Indonesia, and Philippines), and OCE.



Regional Seeds and participating teams

  • Vietnam: 6 Seeds
    • Ceberus Esports, Creatory Esports, Phoenix Gaming, Divine Esports, DivisionX Gaming, DIC Gaming
  • Thailand: 5 Seeds
    • Buriram United Esports, Golden Cat, Daytrade Gaming, Qconfirm, MiTH
  • Indonesia: 1 Seed
    • Victim FTF
  • Philippines: 1 Seed
    • ArkAngel Predator
  • Oceania: 3 Seeds
    • Fury Australia, Athletico, Team Ferox
PCS APAC Charity Showdown Schedules
  • Week 1: May 14, 16
  • Week 2: May 21, 23

For more details of the event, please check out each regional official PUBG channel.

[h3]PUBG CONTINENTAL SERIES EUROPE CHARITY SHOWDOWN[/h3]


PCS Europe Charity Showdown will be held across three weeks (including Group Stage and Grand Finals) with 24 teams from Europe West, Europe East, and Middle East & Africa.



Invited teams (10 teams)
  • FaZe Clan, Team Liquid, Natus Vincere, TSM, ENCE, RYE Gaming, Northern Lights Team, Adepts, Tornado Energy, Omaken Sports
Regional seeds and qualifier schedules for additional 14 teams
  • Europe West (May 2-9): 7 Seeds (TOP 7)
  • Europe East (May 4-11): 4 Seeds (TOP 4)
  • Middle East & Africa (May 5-12): 3 Seeds (TOP 3)
PCS Europe Charity Showdown Schedule
  • Group Stage Week 1 (24 Teams): May 15-17
  • Group Stage Week 2 (24 Teams): May 22-24
  • Grand Finals (16 Teams): May 29-31

For more details of the event, please check out pubgesports.eu.

[h3]PUBG CONTINENTAL SERIES NORTH AMERICA CHARITY SHOWDOWN[/h3]


PCS North America Charity Showdown will be held over four days with 16 teams (8 teams from PGS Berlin: Americas Qualifier finalists + 8 additional teams from open qualifier).



Invited teams (8 teams)
  • Soniqs, Exodus, Oath, Houston Hardshifts, Livid Gaming, 303 Esports, Team Clueless, Radiance
Qualifier schedules for additional 8 teams
  • Round of 64: May 2-3
  • Round of 32: May 9-10
  • Round of 16: May 16-17
    • TOP 8 will advance to PCS North America Charity Showdown
PCS North America Charity Showdown Schedule
  • Grand Finals: May 21-24


For more details of the event, keep an eye on PUBG.com.

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We are very excited to present some fierce competition and give to worthy causes. Stay up to date with the latest event information on pubgesports.com and official PUBG esports channels.

Mark your calendars, the PCS Charity Showdown kicks off May 14 and thank you for your continued support of PUBG esports!

Update 7.1 - Now Live!

[previewyoutube][/previewyoutube]

Season 7 is now live and brings back the snow speckled island of Vikendi. While on vacation, Vikendi received several updates to its terrain, buildings, and environment. The biggest of which is the newly updated and rebranded Dinoland, the prehistoric park of the future! Clever boys and girls from all over can partake in the park’s amusements or seek out one of several outfits from Dinoland’s staff through Survivor Pass: Cold Front. If you’re looking for fun, Dinoland finds a way!

Players can also traverse the updated island in style aboard one of Vikendi’s new trains. You can hop aboard at one of several new stations. Other changes include the removals of snowmobiles and snow bikes, an overall reduction in snow, and the temporary removal of moonlight weather, which will return later after some visual improvements of its own.

All this and more as we burn the rails into Season 7. For full patch notes, visit this link: https://www.pubg.com/2020/04/14/update-7-1/

Dev Letter: Anti-Cheat Performance Plans for 2020


Hello players,

This is Taeseok Jang, Executive Producer of PUBG PC.

With the entire world facing the threat of COVID-19, let me start by wishing you and your loved ones good health. Like everyone, PUBG's teams around the world have had to change our work practices a bit, but we’re doing all we can to safely provide new content and uninterrupted live service to you all.

2019 was a busy year for us, with lots of new content, updates to some of our maps, and a number of quality of life fixes. While much of this content was very well received, we know some of our other efforts didn’t land as well with you. We also had trouble nailing down the causes of a few persistent bugs and struggled against a relentless onslaught of cheat programs. These are some of the things I’ll be talking with you about today.

Last year was also a year of growth and change for our teams. To say that we suffered from growing pains would be an understatement, and most unfortunate of all is that during the massive expansions of our teams, we failed to communicate properly with you all, giving the unfortunate illusions that we weren’t listening or did not care. It’s this that I’m most sorry for, as one of the reasons PUBG was able to grow as much as it has was the love and passion of our community. That dedication has carried us through three years of service and I’d like to reaffirm to you all today that we will focus on the issues that are most important to you and continue to improve the game for years to come.

There is quite a bit to go over in each category, so I'll be releasing additional letters in the future to talk about other pressing topics. In this letter, I'll be giving you an update on some of those major areas of focus for us, including anti-cheat, performance, and stability. We may be throwing around a lot of technical terms, but we've tried our best to make everything as easy to follow as possible. Also keep in mind that, for anti-cheat especially, we've tried to share as much of our plan and progress as we can without giving too much information out to the people we're trying to stop.

Let's get started.

  • Countermeasures for Hacking and Cheat Programs
    • Improve preventive measures
    • Strengthen monitoring/banning reliability
  • Performance & Stability Improvements
    • Performance improvements
    • Stability improvements
    • Network improvements

[h2]Countermeasures for Hacking and Cheat Programs[/h2]

The fight against cheat programs is never-ending and something we’ve been trying very hard to find a solution for. Last year, we spent time working on various measures to block cheat programs. Most of these actions focused on blocking cheat program developers to make it more difficult for them to create these highly lucrative cheats. As these cheat developers excel at adapting to our measures, we chose to keep these efforts secret to increase the time it takes for them to react, as much as possible. The unfortunate side effect of this is that it makes us look like we’re doing nothing against a high-priority issue. This year, we will be making improvements to ensure players can feel the impact of our efforts.

[h2]Enhanced Preemptive Measures[/h2]
Preemptive anti-cheat actions mean making cheat programs unable to function before a cheater ever runs the program. This is mainly accomplished by targeting the development of cheat programs to make the effort outweigh the gains. We’re attacking this in a couple ways.

Two-factor Authentication System
We receive countless support tickets from players whose accounts have been permanently banned after their Steam account was hacked and used with cheat programs. The sellers of cheat programs often trade these accounts due to the high account turnover their customers experience. The vast majority of hacked accounts do not have Steam Guard activated and many have their login information compromised through phishing sites that lure players in with the fake promise of free in-game items.

To help prevent account hacking and improve security overall, we will be adding SMS authentication and a secondary authentication system using a one-time password. Your account will need to have two-factor authentication enabled in order to participate in ranked games to help ensure the fairest environment possible.

Improve hack vulnerabilities in code
Cheat programs target specific factors to manipulate our code. Here's what we're doing to prevent manipulation to weapons, vehicles, and character movement.

  • Weapons
    • Reinforce server authentication related to the gun's firing angle, recoil, ballistic trajectory, etc.
    • Analyze and overcome the vulnerabilities of client logic related to aiming.
  • Vehicles
    • Reinforce server authentication related to the vehicle's speed, moving angle, the time period it can remain in the air, etc.
    • This will not only ban accounts that are detected, but will also deter cheating tools in real-time, kick cheaters out of the match, and issue instant bans.
  • Character Movement
  • Reinforce server authentication related to a character's move speed, the time period they remain in the air, etc.
Enhanced Cheat Detection and Bans
To date, we’ve banned millions of accounts for using cheat programs. However, even with bans happening on a massive scale, cheaters still make it through and in some cases remain for much longer than they should. This year, we’re focusing on enhanced detection for our automated ban system as well as improving our hardware ban systems.

Expand Detection Range
Our teams will further expand the detection range to better prevent cheat programs. While our initial efforts yielded significant results, the developers of these cheat programs soon found ways to bypass our detection methods. We've been working to mitigate this issue by pushing updates on a regular basis. Cheat programs have also been targeting kernel domains to help their programs greatly avoid detection. To help close this loophole, we'll soon be expanding our focus here so that our anti-cheat solutions have higher authority to detect and stop these persistent cheats.

Automatic Analysis
The disadvantage of the manual analysis method is that it requires repeated countermeasure updates due to the cheat programs being constantly updated to stay a step ahead. One example is the automatic shutdown of a PC when our programs initialize the authentication process of a suspected account.

The goal is to automatically find clients using cheat programs by looking for exact differences in values between environments that are legitimate and those using cheats. We can then automatically block the account if the environment is not pure. Our expected timeline for applying this feature is currently scheduled for July 2020.

Toughen HWID Bans
When a Hardware ID ban is issued, it records information on the specific components inside a PC so that even when a new account is purchased or stolen, our servers know that PC is blacklisted. The more information collected, the more accurate the ban is but by seeking this additional information, our methods become easier to get around as sometimes replacing a single component is enough to bypass the ban. In addition to this, the developers of cheat programs have found ways to falsify Hardware ID data, which renders these efforts much less effective as well.

We have recognized the limitations of the existing HWID ban system and are developing improvements. These improvements will seek hardware information at the user and kernel level using specific algorithms so that even if a cheat program tries to bypass, we will be able to quickly block the program again. This should help apply bans to PCs as well as accounts that use cheat programs.

Strengthen the Level of Bans
One of the ways we detect cheaters is through the reports you send in during your games. Among those reported users, we instantly ban those who have direct evidence of cheating and impose a temporary 24-hour ban on others that need further investigation.

The majority of temp banned users convert to a permanent ban, but a small portion are cleared due to either lack of evidence or us finding that the account was falsely flagged.
Our goal is to avoid false bans as often as possible, so we're cautious when taking action against an account; however, we've come to realize that being too cautious here can negatively impact far more people than the suspected account. Thus, we're changing our investigation methods to be more strict against accounts that have been temporarily banned on suspicion of using cheats.

In addition, we will target suspected cheaters for additional monitoring. If an account has been temp banned at least once, it will be added to a management list to be investigated further, sometimes including live monitoring of how they play the game.

If an account is temp banned multiple times on suspicion of cheating, we will automatically add additional time to their ban to ensure we have time to properly investigate the account. We're also looking to further automate the investigation process so that users who are found innocent can quickly return to the game by accumulating appropriate proof across multiple innocent accounts to check against.

In order to apply these measures, we'll need to re-establish our existing policy standards. Our plan is to apply these in June of 2020.

[h2]Performance and Stability Improvement[/h2]

Now that we’ve discussed our anti-cheat plans, let’s move onto some of your other pressing issues, performance and stability.

First of all, we know it hasn’t been the best year for this category so far, with persistent network, server, and game client issues. Although providing a high level of service is always one of our top priorities, specific issues have endured for far too long and overshadow any good improvements we make. Hitching and game crashes especially have increased and remained persistent in the recent months. Your feedback has been heard loud and clear and is completely justified.

Recently, we deployed a fix that greatly reduced instances of hitching for many users in the game. We also rolled back the blood changes we made in Update 5.3 after they were found to be causing crashes for some players. While it’s nice to have found solutions to these issues, we know we need to be faster at detecting these issues if they make it into the game and, more importantly, finding them before they get there. To this end, we’re working on making our pre-deployment tests more efficient.

In the case of our game servers experiencing issues, the biggest cause here has been an onslaught of DDoS attacks that had persisted for many months. Earlier this year, we rolled out a new defense we developed to mitigate these attacks, which has proved to be effective. Now that it’s in place, we’ll continue to strengthen it where possible to make sure these attacks do not disrupt your experience when they occur.

[h2]Performance Improvements[/h2]
Optimization of Streaming/Hitching
  • Improve Seek Time to find content in the package through pak file optimization
    • Pak file: A "package" file that compresses all assets (weapons, vehicles, buildings, costumes, etc.) used in the game
  • Improve performance by reducing the number of Level Streaming and through optimization
    • Merge Landscape → Reduce the number of Level Streaming and GC (Garbage Collection) → Improve hitching issues
  • Improve hitching issues caused by graphic data loading/unloading
    • Change the method of Level Streaming from graphic data loading to one frame to loading separately per frame to reduce hitching issues
  • List of improvement for stuttering issues
  • When players open Inventory
    • When players turn on Character Preview
    • When players equip weapons
    • In situations where players make kills
    • When players throw items
    • When players open UI including Option/Mission, etc
    • Minimize the number of Font types used in the game for optimization
    • Optimize various skins shown in the game - Items (Weapon, character)
      • In particular, improve hitching issues by asynchronous loading of gun skins that take a long time to load


Optimization of GPU
  • Optimize and improve GPU performance by further utilizing HLOD
    • HLOD refers to a system that combines multiple static mesh actors into a single static mesh actor when these are viewed from a long distance. This can help improve performance by reducing the number of the actors that need to be rendered on a scene and thus reducing per-frame draw calls.
  • Optimize it by improving landscape structures



Optimization of Animations
  • Optimize the animations so the amount of calculations can be adjusted based on a gameplay-wise priority to address the overload issue due to dense character population or excessive actions played.



Improvement for Low-spec PCs
  • We've seen cases where the game can't be played due to performance issues on various PCs. To minimize such problems, we will make improvements to automatically adjust the degree of optimization based on CPU use so the game performance can be stable on low-spec PCs as well. Also, we are currently working to reduce the cost of animation processing on the machines with low CPU cores.


Stability Improvement
  • We still have instances where players experience intermittent crash issues in the lobby, in-game, on the loading screen, etc. Our dev team is working to improve these issues by enhancing internal verification processes and further utilizing crash reports.


Fix Client Crash Issues in a Timely Manner
  • Client crash issues occur mainly due to memory loss and we're strengthening our check process when builds are created
    • Remove memory being unnecessarily used through continuous memory filing
    • Optimize art resources being used more than needed
    • Optimize content loading methods in general through code refactoring
    • Prevent memory leakage through live profiling
      • This should prevent issues that stem from extended play


Enhance Build Verification Process
  • Introduce an automatic verification tool while enhancing manual verification methods
  • Introduce various check-up system to monitor program's health
  • Tool for checking memory leakage
  • ITool for checking memory usage
  • ITool for detecting memory damage which detects crashes caused by unintended access to memory
  • Hitch checks
  • CPU/GPU state checks
Create a testing environment with 100 users using AI
  • Performance tests are already run when there are 100 players in a match, but player count and results can vary.
  • By utilizing bots, we can run large scale tests similar to the actual gameplay environment as often as we want

[h2]Network Improvements[/h2]
DDoS
Distributed Denial-of-Service (DDoS) attacks affect the majority of popular online games at some point. When the game server experiences DDoS attacks, all users on that server go through connection errors such as network delay, high ping, and packet loss. DDos attacks greatly increased since November 2019 and became a very serious problem in February 2020. To address this, our teams have introduced additional external solutions, while developing our own DDoS defenses. Thanks to this, most DDoS attacks are being blocked successfully. We will share our measures taken against DDoS in more detail in a separate post.

Packet Loss
After some of the external DDos solutions were applied, we began to receive a higher amount of packet loss reports from NA and EU players. We've mitigated this quite a bit, but some of these issues still remain. Since various errors can contribute to this, we're working on cause analysis and route optimization to further reduce this packet loss and improve the overall network environment.
In Closing

We understand that when we do not communicate with you, your natural instincts are to assume that we don’t care about these issues. We’re working very hard to improve not only our communication, but also the issues we described in this letter.

We’ve got a lot of great content planned for this year, and we want you to be able to enjoy it without wondering when your next crash or issue is going to be. I’ve said quite a bit already for one letter, so we’re going to release further communication on other issues at a later date. Also, thank you for your patience while we got this letter out. We felt it was worth a little extra time to fully articulate what we've been working on and what our upcoming priorities are.

The PUBG Dev team is aware of the importance of providing a stable environment and thank you for your continued patience and feedback.

Thank you and stay safe.

- Taeseok Jang, PUBG Executive Producer

2020 PUBG Esports Update: PUBG Continental Series


Hello PUBG Esports fans,

To support global esports during this time of physical distancing, PUBG Corporation is cancelling the PUBG Global Series while simultaneously introducing the PUBG Continental Series online competition.

Since February 2020, when the decision was made to indefinitely postpone the first chapter of PGS 2020, PGS Berlin, we’ve worked to find a solution that’s healthy and safe for fans, staff, and players around the world. The first conclusion: it is difficult to host live tournament events due to COVID-19 concerns, and we therefore must cancel the three PGS events including the Berlin stop. The next point of agreement is that the teams and players who’ve participated in the 2020 campaign so far deserve recognition and compensation for their competitive spirit.

[h2]Reward Plans for Teams Playing for PGS: Berlin[/h2]
Upon cancellation of PGS Berlin, 21 teams had qualified for the event with additional teams in the middle of qualifying. This is how those teams will be recognized and compensated.

Teams qualified for PGS Berlin
The 21 teams around the world that qualified for PGS Berlin will be provided with $20,000 each.


Chinese teams participating in the ongoing PGS Berlin Qualifier (PCL)
  • PUBG Champions League (PCL) is currently on-going. The top five teams from PCL will be rewarded with $20,000 each.
Teams from Americas region which has postponed PGS Berlin qualifier
  • In the case of the Americas region, the $120,000 allocated for the top six seeds will be distributed to the 16 teams that made it to the final qualifier.
Resuming PUBG esports 2020 with PUBG Continental Series (PCS)
  • To continue esports growth this year, PUBG is implementing an online regional tournament structure called the PUBG Continental Series (PCS) to honor the teams who have competed with passion so far in 2020 and the fans who support them.


In May, June, and August, online events in the PUBG Continental Series will be held across four regions, with a total of $2,400,000 being rewarded across all events. The four regions include:
  • Asia - which consists of Korea, Japan, China, and Chinese Taipei
  • Asia Pacific- which consists of Southeast Asia and Oceania
  • Europe
  • North America

[h2]PCS CHARITY SHOWDOWN (May)[/h2]
The PCS Charity Showdown, scheduled for May, are regional charity invitational events that we are offering due the current COVID-19 challenges. While the total combined winning for these regional tournaments are $800,000, each tournament will have a prize pot and donation fund of $200,000.
  • $100,000 will be distributed to participating teams based on their performance.
  • The remaining $100,000 will be donated to a charity of the winning team’s choice under the names of all participating teams from the regional tournament

[h2]PCS tournaments across ASIA, APAC, NA, and EUROPE (June and August)[/h2]
The four PCS regional tournaments - ASIA, APAC, NA, and EUROPE - to be held in June and August will provide an opportunity for teams to prove that they are the best in their region. Once again, the total prize pool for the official PCS tournaments is $800,000, with $200,000 going to each regional tournament.

To add to the excitement of PCS, Pick’em Challenge is returning to provide more diverse rewards and entertainment to fans and additional benefits to participating teams. Additional details about the PUBG Continental Series will be coming soon.

This year, we have been working to enhance our esports programs by providing sustainability for teams, strengthening the fandom, growing the ecosystem with our partners, and improving the competition structure and profit-sharing model. Though we cannot host the PGS events as initially planned, we would like to emphasize that our commitment towards our goals is unwavering. We’re excited to share more about our upcoming events, in addition to future plans, at a later date. Until then, thank you and we appreciate your support for PUBG esports.

Update 7.1 - Patch Notes

April 29 - Additional Update:
  • Fixed an issue where players can enter a vehicle while shooting full auto and continue shooting without having to aim out of the vehicle (including in the BRDM).
  • Fixed an issue when leaning right using weapons with a let-mounted Canted Sight, which made it difficult for players to see you shooting from the corner of objects.
    • You can no-longer lean slightly to the right when using a Canted Sight on a weapon where it’s mounted to the left of the weapon.
  • Fixed an issue when in certain situations, ADSing in the back of a Motor Glider could cause the player model to stand up in an awkward position.
  • Fixed an issue where players could move without making noise in specific situations while cooking a throwable.
  • Fixed an issue with input not being focused to the item quantity modifier box when Ctrl + Drag looting items.
  • Fixed tool-tip for mission ‘Travel by Boat or Aquarail’ which was miswritten as ‘Jump in the water and swim 300m in total’.
  • Fixed an issue with the Skol Kar98k texture not displaying in the Survivor Pass.
  • Fixed an issue with the Skol Kar98k reload animation where the chambered bullet wasn’t visible.
  • Fixed an issue where players could move to unintended locations and shoot through terrain/walls in Prison on Erangel and some locations on Vikendi.
April 22 - Additional Update:
  • Fixed multiple situations where players would take unintended damage while riding a Train
  • Fixed an issue where players received damaged after jumping into each other
  • Fixed an issue on Karakin where the visual state of a destructible wall or floor could look different from player to player.
  • Fixed an issue where players could vault to an unintended location within the gym at Pecado on Miarmar
  • Fixed an issue where bullets could pass through certain walls at very long-range due to a change in LOD
  • Fixed an issue which caused auto fire mode to change to single after throwing a grenade in Team Deathmatch.
  • Fixed an issue which caused a water splashing sound to play when exiting a boat, Aquarail or BRDM on land
  • Fixed an issue which could cause multiple map waypoints from the same player to remain visible
April 20 - Additional Update:
  • Sticky Bomb now makes an arming sound as it's thrown
  • Fixed an issue which prevented Sticky Bombs from dealing damage when multiple were stacked on top of each other
April 16 - Additional Update:
  • Improved FPS hitching issues by improving the memory allocation logic in addition to further improvements for some specific PC configurations
  • Fixed occasional client crashing issue when scrubbing replay timelines

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When we launched Karakin back in Season 6, Vikendi was put on a short hiatus. During that time, we’ve put a lot of work into making PUBG’s frosty Battleground something new and special. Once we were close to finished, we gathered a little more feedback and made adjustments after the PUBG Partner test last month. Now we’re happy to announce that Vikendi is ready to be brought back into the fight in Update 7.1!

Vikendi has had quite a few changes since you saw it last. We’ve updated terrain, adjusted snow levels (and then readjusted them based on your test feedback), changed cities and landmarks, added a multi-track railway system to help navigate the island, and even converted the quaint Dino Park into Dinoland, the Prehistoric Park of the Future!

For those who want to embrace the culture of Vikendi, Survivor Pass: Cold Front is also available with new missions, rewards, and glimpses into the island’s ill-fated past. There’s also plenty of Dinoland merch available in the pass and we know some of you are just dying to play bullet tag while dressed as the lovable Alex the T-Rex. All in all, there are over 100 rewards to unlock, so pick up the pass and make Dinoland the new happiest place on Earth.

There’s more to see in Update 7.1, so take a look below for the full patch notes and we’ll see you on Vikendi!
[previewyoutube][/previewyoutube]


[h2]Vikendi is back![/h2]
Better than ever, with updated landmarks, trains and a slight change in season.
  • Trains have been added and can be found moving along multiple tracks across Vikendi
    • There is a major train line that extends along the perimeter of Vikendi, with 6 connected tracks towards the inland areas of the island
    • Trains stop temporarily at train stations across the map
  • Reduced snow cover
    • Snow cover is reduced more on the Southern areas of the island
  • Snowbikes and Snowmobiles have been removed
    • Motorcycle and Motorcycle with sidecar will spawn instead, being more versatile vehicles for the updated terrain
  • Weather will be either Clear or Snowy
    • Moonlight has been removed for now, but will return with visual improvements at a later date
  • General map optimizations have been made
  • You can play the updated Vikendi in custom matches
  • A new Cargo Depot has been added
  • Dino Park has been replaced by the bigger, more spectacular Dinoland
  • Abbey has been relocated to Mount Kreznik
  • Volnova now has much more cover
  • Tovar and Movatra have been removed


To ensure players in all regions are able to have a healthy matchmaking experience, with quick matchmaking times wherever possible, map selection options for each region do vary. Wherever possible, we want players to have the choice of selecting which map they want to play, but our priority is ensuring healthy matchmaking times.

AS, KR/JP, KAKAO, SEA, EU, RU: Full map selection, you can select Vikendi or any other map individually.

NA: Vikendi will be playable via the featured map option, with all other maps being in a separate random map queue. We expect to have Vikendi available as a featured map for 1-2 weeks, but will monitor queue times closely and will return to full random matchmaking earlier if queue times begin to suffer.

OC/LATAM: Vikendi has been added to the random map pool, alongside all other maps.

[h2]Survivor Pass: Cold Front[/h2]

Survivor Pass: Cold Front is your ticket to all the cool new outfits in Season 7. With costumes ranging from Dinoland employee apparel and mascot costumes to other themed looks, there’s something for everyone. Players can also once again unlock community rewards by working together, so be on the lookout for data discs!

Community Missions
  • All players can contribute to the community gauge to unlock videos and receive community skin rewards
  • 1 video, 4 skins can be unlocked by accomplishing the community missions
  • To complete, Loot event items in public (normal) matches
  • As before, the community mission gauge is filled as such:
    • Disc piece: 1 point
    • Broken disc: 2 points
    • Old DVD: 3 points
  • On the Community Mission tab, you can see your personal contribution score and will earn XP towards your Survivor Pass
    • 2000 XP per 50 points contributed


Season Missions
  • There are three tracks of Season Missions
  • Each track will be released monthly in April, May and June
  • Tracks that are locked will show the time left before they are unlocked
Progression Mission
  • Players can earn large amounts of XPs when completing Progression Missions
  • Tracks 1 and 2 are available to all players and contain a set of 8 missions each that increase in difficulty
  • Track 3 is open for Premium Pass holders and contains a set of 10 missions that increase in difficulty
  • Milestones are completed when a set goal is achieved related to daily, weekly, and challenge missions.
  • Example: Complete total number of 50 missions
Challenge Mission
  • These are ‘Survival’ Themed challenge missions
  • Challenge Missions are composed of 16 total missions. Every 4 missions completed will grant a Utility belt and Backpack skin as a reward

[h2]Survival Title System[/h2]
The Survival Title System is being shelved this update, in preparation for a new system making its way in-game in a future update alongside our new Competitive Mode.

Fear not, you can still view all your accrued statistics in the Season tab and if you’re eligible for rewards from Season 6 of the Survival Title System, you’ll receive them once this update hits live servers.
  • Overview and Leaderboard tabs of the Season menu have been removed
  • A new Leaderboard will arrive with the introduction of Competitive Mode in a future update


[h2]New Weapon: Mosin-Nagant[/h2]

We know weapon choice is important to you, but there is also the problem of there eventually being just too much choice, especially when a certain few weapons remain the most popular picks over everything else. We want to keep adding new weapons to the game but at some point finding the exact gun you want would suffer and as the overall list grows, maintaining balance between everything would also become more difficult. Because of this eventuality, we’ve decided to test out the idea of shared stat weapons. For all intents and purposes, the Mosin-Nagant is a Kar98k. The stats, attachments, ammunition, etc. are all directly copied from the Kar98k, but the Mosin will feature its own look and sound. The Mosin-Nagant Sniper Rifle has been added to Vikendi and Erangel, but not in the same way as we have other weapons.

The hope here is to be able to give more weapon diversity without diminishing the availability of the weapons you love to use, but we know a choice like this might be met with mixed feelings. Are more weapons in the game a good thing, even if some of them share stats, or should we be more selective with what we put in and make sure all weapons are unique? The Mosin is coded as its own weapon, so we could always adjust its stats in the future to make it unique, but we’d like to at least test out this idea first.

We’d love your take on this, so please let us know your thoughts.

[h2]Performance & Stability[/h2]
The changes below were implemented to live servers on April 9 during maintenance.

  • Greatly reduced instances of hitching during gameplay. We will continue to make further optimizations where possible
  • Optimized the drop mesh of weapons and attachments in the world to reduce memory usage
  • Reverted new blood effects to version used prior to Update 5.3 due to unresolved crashing issues
    • Reverted blood effects include:
    • Overall visual changes
    • Environmental blood splatter
    • More distinct blood splatters for head and neck shots

The original intention of the blood effect improvements were to provide similar visual effects across all color modes and enable players to get quick information during combat situations from their shots and surrounding environments.

However, we have confirmed an issue with game stability from the updated blood effect features. While we’re happy with the blood effect changes, providing smooth and stable gameplay is our number one priority. Therefore, we’ve made the hard decision to roll back the blood effects to the old effects from before Patch 5.3.

We will update you once we are ready to deploy the improved blood effects again. We apologize for any inconvenience caused by this decision.

[h2]Quality of Life Improvements[/h2]
  • Matchmaking can now be cancelled while browsing other menus
  • Slight changes have been made to button placement and visuals


  • Network Debug UI has been cleaned up to be less intrusive while playing
    • The debug information is now enabled by default and can be disabled in the Gameplay tab of the Settings
  • Network indicator icons have been removed
  • TDM match results will now show players who’ve recently left the match
  • Quantity button now works correctly when converting Blue Coupons to BP
Other Changes:
  • Slight visual changes to Arcade matchmaking UI to be more consistent with public matches
  • TDM UI has been improved
  • Eliminated decimal points from the scores for better readability
  • Panzerfaust and Mosin-Nagant have been added to Training Mode
  • Tommy Gun’s icon has been updated to reflect the recently added rails
  • Fixed an issue which prevented Sticky Bombs from dealing damage when multiple were stacked on top of each other
  • Sticky Bomb now makes an arming sound as it's thrown


[h2]Skin & Items[/h2]
New skins have been added

  • Dinoland T-shirts (Available April 22 until July 22)
  • Labor Day skins (Available April 29 until May 27)
  • Flying Chicken Neck Pillow
    • “Baby Bear” Sleep Mask
    • Sleep Mask


[h2]Bug Fixes[/h2]
Gameplay
  • Crouching/standing repeatedly while ADS could cause the animation transition to stutter
  • No ADS transition animation while using the Canted Sight
  • Players could clip through walls/ceilings of buildings by vaulting or using ledge-grab
    • This issue was fixed with weekly maintenance April 9
  • Player’s view would momentarily be obstructed by any large backpack while ADS in a Motor Glider
  • Players could ADS briefly after entering the BRDM
  • When reviving in FPP the camera would sometimes be in the incorrect position
  • Healing/boosting prevented the passenger of a buggy from turning correctly
  • While prone in TPP players could ADS to unintended angles without their lower body rotating
  • Players could unintentionally use AR/DMR/SR in the Motorcycle’s rear seat
  • Characters would lean to the left while driving a Motorcycle after breaking destructable fences
  • Player’s camera would detach from the character after reloading a weapon while ADS in a Motor Glider
  • While holding throwables, in certain situations they could fall to the ground and emit effects for that player, without the grenade actually being used
  • Flare Gun could float mid-air while looking at the sky and pressing the ‘Inspect’ key
  • When a Molotov was shot mid-air flames wouldn’t propagate on the ground beneath the point of explosion
  • Throwable trajectory line wouldn’t line up with the direction the character was facing while in a vehicle
  • Player’s body could contort while aiming with a melee weapons while in a vehicles passenger seat
  • Tommy Gun’s rear sight would disappear in certain situations
  • Fixed multiple situations where players would take unintended damage while riding a Train
  • Fixed an issue where players received damaged after jumping into each other
  • Fixed an issue on Karakin where the visual state of a destructible wall or floor could look different from player to player.
  • Fixed an issue where players could vault to an unintended location within the gym at Pecado on Miarmar
  • Fixed an issue where bullets could pass through certain walls at very long-range due to a change in LOD
  • Fixed an issue which caused auto fire mode to change to single after throwing a grenade in Team Deathmatch
Sound
  • Footsteps would be muffled after exiting a Motor Glider
  • UMP45 gunshots could be heard further away than intended
  • Bullet ricochet sounds weren’t being played
  • Fixed an issue which caused a water splashing sound to play when exiting a boat, Aquarail or BRDM on land
UI/UX
  • Blank items could sometimes be displayed in the inventory UI
  • Current Season menu in the Career tab wouldn’t display this season’s data
  • Some BP items would appear to be purchasable when you have insufficient BP to make the purchase
  • Red Dot & Holo Sight didn’t mention Tommy Gun under “Attachable Weapons”
  • Team UI didn’t display properly in observer mode while observing a player after they’d crashed
  • When using a Flare Gun the Special Care Package UI wouldn’t light up green in certain situations
  • Fixed an issue which could cause multiple map waypoints from the same player to remain visible
Weapon Mastery
  • DBS stats weren’t being recorded
  • Win94 kills were being recorded under the DBS
Skin & Items
  • Sunswiped Sports Jacket was clipping with other items
Note: Replays from previous updates are no-longer playable, as the replay system has been updated.