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PUBG Corp. Declare The End Of "Fix PUBG" Campaign

So, it's fixed now, is it?

PlayerUnknown’s Battlegrounds has always been notorious for how wonky it is, whether during the Early Access on PC, where such things are relatively acceptable, or since its 1.0 releases at the end of last year on PC or in September for Xbox One. It prompted PUBG Corp. to launch a “Fix PUBG” campaign, echoing things like Operation Health in Rainbow Six Siege.

Ironically, the final report has come in the middle of November, despite the original target being to end the campaign in October, but Executive Producer Taeseok Jang pins this on needing to fix a few outstanding stability issues they wanted to fix.

He states, “We began the FIX PUBG campaign with 100 bugs and QOL improvements to tackle and everything in this category has been completed. I don’t say this to ask for praise, rather we are disappointed that this list was 100 items in the first place. ”

However, also highlights that client performance has been improved and load times reduced, while server-side performance is in the low 20s instead of hovering around 18-19Hz. The tick rate should improve player pings and remove the most jarring instances of lag-related kills. Where ping is going to be poor, the game now gives a message to say as such while matchmaking.

Meanwhile, with cheaters prevalent, they state that over 2 million accounts have now been banned from the game, though this will be an ongoing battle.

Saying the stability and optimisation will be the priority in a revised 2019 roadmap, Jang concludes saying “Three months have passed since the announcement of the FIX PUBG. We know there are many things to improve upon, but we do have a sense that we more accurately feel what you, the players want and need. While this is the end of the FIX PUBG campaign, we will go forward in our development, improve our processes, and redouble our efforts with the lessons learned.”

However, ending the Fix PUBG campaign hasn’t gone down particularly well on Reddit, picking on things Jang said about timely dev responses, that their client FPS increase chart has no numbers on the axis, and more. Others simply pointed out continuing issues. Here’s just one of many examples:

Seems like they’ve still got a bit of work to do…

Source: Reddit

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