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Thread: Playerunknown's battlegrounds

  1. #1
    • Sybaris Caesar's Gadgets
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    Default Playerunknown's battlegrounds

    Developer: Bluehole Inc.
    Publisher: Bluehole Inc.
    Platforms: PC
    Genre: Battle Royale Shooter
    Release Date: 23 Mar, 2017

    Steam Page


    PLAYERUNKNOWN'S BATTLEGROUNDS is a last-man-standing shooter being developed with community feedback. Starting with nothing, players must fight to locate weapons and supplies in a battle to be the lone survivor. This realistic, high tension game is set on a massive 8x8 km island with a level of detail that showcases Unreal Engine 4’s capabilities.

    PLAYERUNKNOWN aka Brendan Greene, is a pioneer of the Battle Royale genre. As the creator of the Battle Royale game-mode found in the ARMA series and H1Z1 : King of the Kill, Greene is co-developing the game with veteran team at Bluehole to create the most diverse and robust Battle Royale experience to date

    Not Just a Game. This is BATTLE ROYALE


    • Level Design

      During the early stages of production, "building a stable 8 square kilometer world in Unreal Engine 4" was the biggest challenge for us. In fact, there are still a few more things to tackle in this aspect. What the testers have seen in the pre-alpha is merely a foundation for PLAYERUNKNOWN’S BATTLEGROUNDS and one that our art team are working hard on, to create a world that is both very good for gameplay, but also feels like a realistic location.

    • Action & Gunplay

      We acknowledge that realistic actions and depths of gun play are the core elements for the Battle Royale genre. Some of our testers pointed out that more work should be done to differentiate our character's look and action system from those of other games/mods. I think this is largely due to the "look and feel" that our current character action gives off. When we polish some actions and add motions we didn't have time to integrate before pre-alpha, things will feel more real and fluid. Nevertheless, we also don't want to make it too real, as it can make game-play less pleasant and fun. Your feedback will be important as the action and gun play systems will go through many iterations and constant makeovers until we find a well-balanced trade-off between realism and game-play. It is true that we need to rework gun controls, especially scoping, to make gun play more appealing.

      • Recoil

        The new system is based on multiple variables which uniquely define a weapon's recoil characteristics, such as: vertical and horizontal kicks, recoil speed, shot recovery speeds, degree of variation, magnitude of recovery and horizontal kick tendency. Using these settings, we can create very detailed and specific behavior for each weapon.
        Here is an example of the AKM recoil in 3rd person vs ADS modes:

        We also changed the way attachments affect gun-play. Instead of simply decreasing the spread like before, each attachment controls different gun handling parameters. For example, with this new system the compensator decreases vertical recoil, the fore grip changes the horizontal recoil and the cheek pad reduces the amount of ADS / Scope sway as well as the magnitude of the “kick” animation, allowing for better hit tracking.
        Here is an example of shotgun spread without/with the Choke attachment:

        And here is the change you get when using a vanilla M416 vs one equipped with a compensator and composite stock:

        While not overly evident in the above GIF, the addition of both these attachments slightly reduce the recoil felt, especially for the first number of shots.
      • Deviation

        Deviation is a system which we use in hip fire and 3rd person aim modes to simulate inaccuracy by adding a random spread within the reticle bounds.
        Previously, deviation was applied in hip fire, 3rd person and ADS aim modes. Now, hip fire and 3rd person aim modes will have deviation applied and the ADS view only gets inherent weapon inaccuracy.
        Here is an example of deviation at short range on the M416 in all 3 fire modes:

        All attachments and buffs used to affect the deviation multiplier parameter only and that's why weapons which had many attachments felt too powerful. Attachment bonuses don't overlap as heavily now, making it easier to balance this as we don't have to think about cross-dependence and per-weapon balance.

        We’ve also added new reload animations for all 17 types of weapons.

    • Destructible Environment

      You will be able to destroy doors and fences. We plan to increase the number of destructible objects that in the future.

    • Leader-boards, Replay & Spectator modes

      This is what makes Battle Royale more exciting and fun. They also serve as a guide on how you can be the last man standing. In addition, they make Battle Royale games not only fun to play competitively, but also fun to watch and spectate. Some of us have done some work related to these features, but please keep in mind that they will not be released before we have carried out enough development to properly implement core game mechanics.
    • Custom Games & Modding

      Players will be able to create custom games and modify some rules in our game. However, it will not be released until official launch as we need a player base that is large enough to feed players into all sessions including custom ones. I'm currently planning to activate and test this feature when we head into close beta as there will be a bigger number of testers to help us with testing.
      It was a single mod that jump-started the Battle Royale genre. PLAYERUNKNOWN and I both recognize that giving our players the freedom to create their own mods will empower them and help our game evolve into a better, more inclusive game. This is something we take very seriously. But this again leads me to the point I mentioned earlier. A concrete open-world environment and well-balanced gun play and action systems are the building blocks of our game. Please allow us to focus on getting the basics right before we start developing the modding feature at full speed.


    Standard Edition : $29.99
    • Instant access to the Closed Beta (1 Beta key)

    Deluxe Edition : $39.99
    • Exclusive limited edition PLAYERUNKNOWN skins! These items will later be marketable on the Steam Community Market
    • Instant access to the Closed Beta (2 Beta keys)

    We would also like to announce that the price of PLAYERUNKNOWN'S BATTLEGROUNDS will be $29.99 when it gets released on Steam Early Access!

    - - - Updated - - -


  2. #2
    • Franklin's Gadgets
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    If you have this game in steam, join this discord group:

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