链接:[url]https://www.reddit.com/r/PUBATTLEGROUNDS/comments/8rf3k1/the_weekly_pubg_corp_community_update_june_15th/
从这周开始,每周的周五,reddit的 pubg社区管理将会更新一份日志一样的文章总结这一周最热门和有争议的话题,并尽可能的给出pubg公司的想法。
太长不看 或者 懒得看英文版本:
这是蓝洞论坛社区管理第一次发表这样的文章,并且他们希望这种方式能让玩家给予更多的好的反馈意见。并且,希望这样的文章不会导致玩家更多的疑惑。
1. 对为何合并2张8X8地图的排队序列的解释,主要是解释匹配等待序列过多。
2. 希望加入排队等待时间的预计,这个提议已经提交上去,最近会有更多的讨论
3. 大洋洲地区排不到人的情况, 主要是因为玩家的数量减少导致
4. ping值匹配经常不起作用。 因为ping值匹配只是会有限ping相同的玩家,而不是绝对遵循,所以在一些非黄金时段为了保障排队的速度,ping值匹配变得效果不是那么明显。
5. MMR在 4x4 上不会发挥作用,因为 开发团队认为 4x4 打的热闹越好。
6. 其他问题 以后会覆盖 包括 优化, 网络状态,反作弊,子弹穿透,四肢穿透,锁区,训练靶场 和 其他同步问题。
英文全文如下:
he Weekly PUBG Corp. Community Update - June 15th Edition
Hi friends,
This post is an experiment: It's an end-of-the-week summary of the highest-level feedback we've gotten from all of you in the PUBG community along with responses addressing that feedback. It's NOT intended to be a comprehensive final answer for every single question or complaint posted in our communities—that wouldn't be possible. For many issues, the answer simply has to be "we’ve got no updates to share." However, we are going to be giving a lot of updates on issues the community is concerned about and sharing whatever we can.
This is just an experiment for now, but if it goes well, we'll strongly consider doing it every Friday. Let's jump in.
Note: This post will mostly focus on PC, but we’ll also consider doing a more Xbox-focused post depending on the reception of this one.
COMMUNITY ISSUES AND THE LATEST RESPONSES
On Using Store-Bought Assets In PUBG
Context:
For some time, there’s been a rumor that all of PUBG’s maps are either outsourced or entirely built using store-bought assets. Players generally would like to know more about how our art team thinks about the value of external art and how we actually do use it in our game.
The Latest Response:
Earlier this week, I had a long conversation with one of our lead artists, Dave, about this subject. He shared a lot of really interesting information about the development of each of our maps and how our usage of external assets has changed over time. For those of you who are interested, the full post is here.
On Map Selection Changes
Context:
In this week’s dev letter, we announced that in order to keep matchmaking for our existing queues healthy, we’ll have to change the way map selection works in PUBG. Read the full post for details, but the TL;DR is that we’re limiting it by sorting maps with different playstyles into “playlists.” Since the announcement, many players have expressed dismay and confusion about why we can’t support full map selection for more than two maps.
The Latest Response:
Some of you have proposed suggestions for alternate ways of handling map selection, so below I want to address those and explain more about why we’re going with the announced solution.
The key problem to understand before jumping into the details is that with just two maps, the game currently supports 12 separate queues for each region. The math breaks down like this: (2 maps X 2 perspectives X 3 squad sizes). If we were to both launch another map and keep our current map selection design, we’d have 18 separate queues when Sanhok launches:
SOLO - TPP - ERANGEL
DUO - TPP - ERANGEL
SQUAD - TPP - ERANGEL
SOLO - FPP - ERANGEL
DUO - FPP - ERANGEL
SQUAD - FPP - ERANGEL
SOLO - TPP - MIRAMAR
DUO - TPP - MIRAMAR
SQUAD - TPP - MIRAMAR
SOLO - FPP - MIRAMAR
DUO - FPP - MIRAMAR
SQUAD - FPP - MIRAMAR
SOLO - TPP - SANHOK
DUO - TPP - SANHOK
SQUAD - TPP - SANHOK
SOLO - FPP - SANHOK
DUO - FPP - SANHOK
SQUAD - FPP - SANHOK
You can see how this gets complicated fast. Sure, some people would be queued up for more than one of those 18 possible queues at a time, but we’d still have big problems on our hands. Even in heavily populated regions, some of these queues would almost certainly fall over.
That said, many of you have rightfully pointed out that there are some downsides to consider with our current solution for the problem, so let’s take some time to talk about the pros and cons.
OUR CURRENT SOLUTION
Maintain 12 separate queues by combining Erangel + Miramar into one queue (called a playlist) and separate Sanhok out into a separate queue.
Pros: Maintains the current health of our queues for all regions, doesn’t destroy matchmaking times, groups the 8km x 8km maps together and clearly marks Sanhok out as a separate experience (called “Mini Royale”), sets a solid precedent for the way we’ll organize maps after we launch more maps, and allows players to guarantee they’ll be able to play Sanhok whenever they want (very important especially just after we launch it).
Cons: Players who want to only play on Miramar or only on Erangel no longer have that choice. Increased likelihood of hot-dropping or queue-dodging for those players.
Okay, now just for the sake of argument, let’s talk about the pros and cons of two of the alternate solutions that the community has proposed.
COMMUNITY PROPOSED SOLUTION 1
Allow players to choose one map they don’t want to play on, and exclude that from matchmaking. Players would then be required to queue up for two other maps of their choice.
Pros: Allows you to always avoid playing on one of the three maps if you just really hate one of the three, isn’t as damaging to queue times as full map selection, slightly reduces likelihood of queue dodging
Cons: More damaging to queues times than our current solution because it splits up map-based matchmaking into more than two groups (even after accounting for overlap effects), creates more problems when we add more maps in the future (would you still only exclude one map?), players can’t guarantee they’ll be able to play on Sanhok when they queue up (very important especially just after we launch it).
COMMUNITY PROPOSED SOLUTION 2
Allow full map selection but dynamically turn off low-population queues to push players into fewer queues.
Pros: Most of the time you’d (probably?) get to play the exact map and mode you wanted depending on your region and the time of day, greatly reduces likelihood of queue dodging
Cons: Potentially kills off queues that would otherwise work fine albeit with low populations (a big concern for smaller regions), limits your choice on perspective and ability to play with friends (could kill FPP entirely in many regions), creates the false expectation that we’d always be able to support full map selection even after adding more maps, very complicated and unpredictable effects on matchmaking times
The point of all this is to show that while there are other possible solutions than the one we’re currently going with, we’ve thought seriously about them and their trade-offs. That said, please continue the conversation in the comments—it’s possible there are other possible solutions out there with pros and cons not listed here. Although Sanhok will launch with the announced solution in place, we’re eager to develop a solution that works well for everyone even as we continue to add maps.
On Much-Needed Matchmaking UI Improvements
Context:
Many of you have pointed out that we should include more information in the UI when players are matchmaking. Suggestions include expected queue times, information about how full your match is, etc.
The Latest Response:
The devs agree that there’s some improvements we can make. Although there’s no specific timeline or details on this stuff yet, we hope to share more in the near future about matchmaking UI improvements.
On No MMR Matchmaking In Sanhok
Context:
We announced in this week’s dev letter than we’re turning off MMR matchmaking specifically for Sanhok. The reasoning is included in that letter, although the basic idea is that we think it’ll make the map more fun and casual, as befits its smaller, faster-paced playstyle. Some players have expressed concerns that this will negatively affect their experience on the map.
The Latest Response:
There’s no real update on this from our side yet. It’s expected that some players will overestimate the impact that this change will have. We’re mostly waiting to see how things pan out once we launch the map.
On OCE’s FPP Matchmaking Issues
Context:
For quite some time now, certain FPP queues in OCE have suffered from extremely long or even infinite matchmaking times. Solo FPP in particular seems to be the biggest problem, but players have reported issues in FPP Duos and FPP Squads as well.
The Latest Response:
Unfortunately this turns out to be a pretty complicated problem—but it comes down to low population and too many queues. OCE is one of our tiniest regions, its players favor TPP over FPP, and there’s often just not enough people in the matchmaking pool for the FPP modes. Although we still haven’t fully confirmed this plan, the devs believe that turning off FPP Duos at the same time that we launch Sanhok should solve the problem.
Turning off more (or other) queues is an option as well, but there’s no question that trade-offs will have to be made, and some players are likely going to be unhappy with our solution. The important context to understand here is that we’ve already turned off FPP Duos in other small regions, and that has had the expected positive effect on matchmaking there. We hope to have a more detailed update about this problem and our intended solution within a week. Either way, we’re going to do whatever it takes to fix the problem.
On Ping-Based Matchmaking
Context:
Ping-based matchmaking is a system we added to the game in February of this year. Essentially, this system tries to divide the matching pool by grouping players with low ping together with other low-ping players, and high-ping players with other players with high ping.
In effect, it’s a form of very soft region-based matchmaking which makes it less likely you’ll be grouped with players from other countries (or players who simply have much worse or better internet than you). It doesn’t fully prevent matchmaking between players with wildly varying ping, but it makes it less likely.
Recently, some players have become convinced that ping-based matchmaking has been turned off. As evidence, some have shown that they can reliably get into matches with players from far away places.
The Latest Response:
I spoke with the devs about this issue, and they confirmed that no changes have been made to ping-based matchmaking. It’s important to understand that ping-based matchmaking doesn’t prevent people with bad ping from playing on any given server. Instead, it prioritizes players who have good ping, and deprioritizes those who don’t.
Especially if there’s a low population in any given queue (say, for instance, it’s FPP Duos on Erangel only at an off-hours time like 3am) then ping-based matchmaking isn’t going to make as much of a difference as it would when given a bigger matching pool. This might explain why the system isn’t as always as effective as you might expect.
OTHER POPULAR TOPICS
These are things that we don’t have updates for today. We’ll be chatting more with the devs to see what, if anything, we can share about these topics in the future. Please note it may end up that many of things can't yet be publicly addressed for one reason or another. If that's the case, we'll tell you. But we’re listing them here to acknowledge you're asking about it.
1.Optimization
2.Network Performance
3.Anti-Cheat
4.Bullet penetration
5.Limb penetration (arms blocking too much damage, etc.)
6.Region locking
7.Practice range
8.Ongoing changes to circle dynamics
Some thoughts on this little experiment and more posts like this:
What would success look like for these posts?
If the information from PUBG Corp. members that's typically posted all over the place on Reddit is summarized in one easy-to-find place.
If readers feel they've gotten some valuable new responses to a few problems each week, along with additional context on previous discussions
If the readers of this subreddit begin to feel like we're actually on a team, working together with the devs to make PUBG a better game
What would failure look like for these posts?
If people get upset because some specific issue isn't answered (remember, these posts can't and won't ever be comprehensive, because sometimes we just don't have updates to share on a given topic)
If the post gets downvoted/ignored because people don't find the information useful
If, when given the answer that we can't or won't do something that players are asking for, the community flies into a rage. This is the one I'm particularly worried about. The dominant thinking among communications professionals in the games industry is that you should just not talk about some hard decisions (like having to change map selection), because it only makes players more pissed off. I strongly disagree with this thinking—I believe that players are smart and that most genuinely appreciate it when devs share their reasoning behind hard decisions. I also think it's possible to have a healthy debate about things—and when our reasoning is faulty, you guys can call us out on that in a constructive way. However, if it turns out that these posts spawn a bunch of a reactionary yelling in the community whenever players disagree with a decision, we may reconsider sharing all this context.
What do you want to hear more about?
Let us know whether we should keep doing posts like this! Thanks to u/Sveenix for inspiring the idea. |
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