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PLAYERUNKNOWN'S BATTLEGROUNDS Dev Letter: Sound Improvement Plan
[​IMG] Hello players, I'm Kyungwon Park from PUBG Sound Team. One of the most important aspects of PUBG is the sound play. The various sound effects you may hear are an extremely important factor in gameplay, as they give you key information about your enemies and the environment. Over the next several months, we'll be improving sound across the board in PUBG. Today, I would like to give you an update on those plans and what specific areas are going to be the focus in upcoming patches. It has been around 2 years since PUBG was introduced, and there have been many changes and improvements in players' gameplay styles and patterns. Our sound team thought it was a good time to evolve our sound play along with these trends, which will focus on sound effects in 6 main areas. [​IMG] 1. Improve player QoL regarding sound 2. Adjust sound balance related to gameplay 3. Improve various character animation sounds 4. Improve gun firing sounds 5. Improve vehicle sounds 6. Improve indoor reverb sounds What's in the August Update? To start this improvement project, we are introducing two updates which will be available in August.
  • Instant volume reducer feature
Some of the game's sounds are quite a bit louder than others, such as the starting plane and red zone explosions, which can make it difficult to communicate with teammates over voice chat. Until now, players have had to use the CTRL+M mute function during these times, which cuts the sound completely. To help remedy these loud sounds without cutting off your auditory information completely, we've added a new feature that allows you to temporarily reduce sound volume at the push of a button....
Squad Update Alpha 15.4 Released
Hey squaddies! We’ve got some slightly-unsual patch notes for you today. But first, you can say goodbye to that annoying server filter bug! (The “show full servers” checkbox functionality was inverted. Whoops!) Additionally, we’re introducing some experimental changes to the “dead dead” mechanic, as well as the way “instadeath” works. Let’s dig in a little.
PRE-ALPHA 13​
Prior to Alpha 13, the mechanics worked like this: After dying and being revived, there was a 60-second time frame during which you were extra vulnerable. This meant that if you died again during these 60 seconds, you would become unrevivable (“dead dead”) and be instantly sent to the spawn screen. There was no UI indication of this vulnerability. Taking a large caliber headshot (such as 50cal) would instantly make you unrevivable (instadeath). This was a mechanic was originally added to convey some consequence of death, as well as a sense of tension and vulnerability to newly revived players. The goal was (hopefully) to encourage the vulnerable player to stick back with their squadmates. We had some questions on whether the role of this mechanic was too punishing and negatively impacting the teamwork aspect, especially for new players to an already challenging game. It could be difficult to understand why the “instadeath” black screen occurred and the 60-second timer was not well-exposed.
ALPHA 13​
With Alpha 13, when dying and being revived, there was no longer a period of extra “vulnerability,” allowing a player to be revived indefinitely. (Or until your medic ran out of bandages, anyway.) The caliber required to make you unrevivable was increased, meaning you could be revivable after a 50cal headshot, but not after a 30mm headshot. After 3 months of evaluation with these new changes, including lots of feedback from our community, we’re introducing a new iteration of these mechanics. As with...