PLAYERUNKNOWNS BATTLEGROUNDS Early Access Thread: This Is Battle Royale

Since you don't have them either way I would say no.
People have reiterated that sound is your indication... I have little problem of telling general direction of shots, and suppressed guns have unique sound so you can tell not to trust those. Try headphones if you're not? :p

I think the lack of markers is what adds tension and asks you for more attention in this game
 
People have reiterated that sound is your indication... I have little problem of telling general direction of shots, and suppressed guns have unique sound so you can tell not to trust those. Try headphones if you're not? :p
I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.
 
A lot of things are fine, like the lack of vaulting is still fine in the game, but with the game angling on more sim elements it makes more sense to know where you've been hit (because d'uh, why wouldn't you?) so I question it as a design element. Even knowing the general direction doesn't stop the Where's Waldo element of trying to spot the errant aggressor pixels across the flora. Either way the initiator has the jump on you.
There is absolutely zero realism reasons to include hitmarkers, it is a 100% unrealistic feature that is only justified for gameplay reasons.

Hitmarkers are often used instead of good directional sound and realistic simulations of sounds or for games where most players are probably sitting infront of a TV with speakers (ether 2.0 or surround).

Current PUBG probably uses the most realistic system for determining where you get shot from, sound and visual muzzle flashes.

Anyway any argument about hitmarkers should ignore realism and just go for pro-cons from a pure gameplay perspective and currently I like the challenge of identifying where incoming fire is coming form because its a skill you learn and get rewarded for being good at. It is also rather important when balancing the attachments because they have various effects on being able to identify where the shooter is.
 
Hit direction markers would be very convenient and would absolutely reduce frustration, but imagine how much it would impact the sense of realism and fun panic in the gameplay, which is crucial to PUBG and IMO is part of what makes it so successful.

Currently: get hit, panic, immediately and frantically try to move your position to block their siteline based on where the sound came from, either fail and die or succeed and then you've got the cat-and-mouse tension of trying to spot them where you THINK they fired from

With hit direction markers: get hit, immediately spin in the direction of the shot, more likely get a bead, either get shot again and die (no chaotic panic which is less fun) or kill them largely on the merit of being able to spin in their direction immediately

I see what you're saying Ricken but when you imagine an actual moment-by-moment gameplay scenario you'd definitely lose that edge which makes PUBG so unique and intense.

man, trying to imagine that last guy's surprise as the four of us rushed him, running over the hill all at once.
The sort of brutal, intense, magic moments that PUBG is made for.
 
Wait, people are arguing there should be an UI indicator of where the shot came from because realistically you would know because of pain?

I mean...if you want to be realistic about that, immediately after getting shot, the character should lay in the ground and scream in pain, unable to move. lol.

If anything, they should make the bleeding effect last just a bit longer longer and make it more clear where the bleeding is. But that's it.
 
Wait, people are arguing there should be an UI indicator of where the shot came from because realistically you would know because of pain?

I mean...if you want to be realistic about that, immediately after getting shot, the character should lay in the ground and scream in pain, unable to move. lol.

If anything, they should make the bleeding effect last just a bit longer longer and make it more clear where the bleeding is. But that's it.
One person is, and it's a good discussion to have.

One of the most frustrating things in PUBG is simply dying from a distant/unknown shooter, out of the blue.

But:
A) those lows are worth it for the highs, and actually enhance the highs when you play well or get lucky
B) this should happen less the better you play, encouraging more care and paying more attention to sound/positioning
 
I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.
Arma 3, Insurgency, DayZ and Squad don't.
Sensing a theme here.
 
I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.
Just because it is in every other game, does not warrant that it should be in this game too.

Looking past the realistic/gamelike discussion, the pros and cons for the inclusion of that in the unique gameplay experience of something like PUBG, I believe the cons would outweigh since it strips the game of so much of the intuitive, dynamic gameplay situations that occur, when getting shot from an unknown place for example.
 
There is absolutely zero realism reasons to include hitmarkers, it is a 100% unrealistic feature that is only justified for gameplay reasons.
It's a substitution for a body sense that can't be simulated directly in the way something like, say, sound could. The reasoning stands for both, but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid.

Hit direction markers would be very convenient and would absolutely reduce frustration, but imagine how much it would impact the sense of realism and fun panic in the gameplay, which is crucial to PUBG and IMO is part of what makes it so successful.

Currently: get hit, panic, immediately and frantically try to move your position to block their siteline based on where the sound came from, either fail and die or succeed and then you've got the cat-and-mouse tension of trying to spot them where you THINK they fired from

With hit direction markers: get hit, immediately spin in the direction of the shot, more likely get a bead, either get shot again and die (no chaotic panic which is fun) or kill them largely on the merit of being able to spin in their direction immediately

I see what you're saying Ricken but when you imagine an actual moment-by-moment gameplay scenario you'd definitely lose that edge which makes PUBG so unique and intense.
Fair points. It would definitely change the flavour of the encounters, for better or worse.

Arma 3, Insurgency, DayZ and Squad don't.
Sensing a theme here.
I don't know enough about DayZ or Arma, but I believe Insurgency and Squad don't even have health meters going back to what I mentioned before.

Just because it is in every other game, does not warrant that it should be in this game too.

Looking past the realistic/gamelike discussion, the pros and cons for the inclusion of that in the unique gameplay experience of something like PUBG, I believe the cons would outweigh since it strips the game of so much of the intuitive, dynamic gameplay situations that occur, when getting shot from an unknown place for example.
Yeah, it's not a reason on its own -- afterall, most games don't plop you on an island in a 100 man survival free for all either, so it all adds to a game's appeal. It was more a means of getting a reasoning other than "it's fine, everything's fine, I want the game to have nothing more but bug fixes because things are fine".
 
It's a substitution for a body sense that can't be simulated directly in the way something like, say, sound could. The reasoning stands for both, but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid.
No if you get shot you would either be on the ground bleeding having 0 idea where it comes from or your vest would have stopped it, and you would be on the ground trying to find cover and have either a massive bruise, cracked a rib and its not like you can look at your vest and see the bullet came 30 degrees to your left since all your vest has is a hole, a flattened bullet indicating the enemy is somewhere 180 degrees to your front, but since you are now on the ground crawling around you have to check that and then figure out how and where you where standing when that hit.

There is nothing realistic about hit indicators. And like i said it really doesn't matter if its realistic or not. Argue for or against it based on the gameplay, realism have little to no impact in anything since there are about a million other things that would need to change for it to be a simulator.
 
No if you get shot you would either be on the ground bleeding having 0 idea where it comes from or your vest would have stopped it, and you would be on the ground trying to find cover and have either a massive bruise, cracked a rib and its not like you can look at your vest and see the bullet came 30 degrees to your left since all your vest has is a hole, a flattened bullet indicating the enemy is somewhere 180 degrees to your front, but since you are now on the ground crawling around you have to check that and then figure out how and where you where standing when that hit.

There is nothing realistic about hit indicators. And like i said it really doesn't matter if its realistic or not. Argue for or against it based on the gameplay, realism have little to no impact in anything since there are about a million other things that would need to change for it to be a simulator.
I already acknowledged that, hence the "but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid."
 
I would love a ping indicator.

Thank god, that's been the one thing annoying me lately outside of the usual wants like server optimizations.
It's not fixed though, it just defaults to NA now.

EDIT: Actually, it might be after all. It wasn't sticking immediately after the patch, but after finishing a match on the EU server it now seems to default to it. Hooray!?
 
One person is, and it's a good discussion to have.

One of the most frustrating things in PUBG is simply dying from a distant/unknown shooter, out of the blue.

But:
A) those lows are worth it for the highs, and actually enhance the highs when you play well or get lucky
B) this should happen less the better you play, encouraging more care and paying more attention to sound/positioning
They should add a kill cam to solve that issue.
 
I nearly won a solo queue squads match, I downed one of the three remaining people on the other squad, then suddenly potatoed against another.

Then I saw that I died #3 squad, not #2, even though the two guys I was shooting at were clearly running across an open field with no cover to flank my position while a third guy was pinning me down from a hill with sniper fire, blatantly suppressing me and not trying to actually hit me, and the two flankers came from the same spot he was shooting.

Teaming fucks.
 
But there is a gameplay justification, a really basic elemental one present in most shooters as representing something like the sense of pain is difficult to do outside of some visual indicator, to where it feels like a weird omission here given the nature that the design in PUBG skews towards.

Counter-Strike: GO, Quake Champions, Titanfall 2, Overwatch, Fortnite, Rainbow Six: Siege, really take your pick as it's in just about anything and you'd be more hard pressed to find games that don't feature it. Just a radial graphic indicator when you get hurt.
You obviously haven't played any of the less arcadey, more mil-sim-y games. ARMA, Red Orchestra, Rising Storm, Insurgency, and Day of Infamy all lack the "I'm getting shot from the north" indicators.
 
They should add a kill cam to solve that issue.
I would love a kill cam that shows how much health they had left at the time they killed you. Could be abused for sure, but I like knowing why I lost an engagement.

So now it remembers the region, but not the gamemode. Still, it's progress I guess.
EARLY ACCESS TM.

We had a match last night as a group of 4 where we took on 2-3 other squads in a firefight and won. We ended up having a guy on our team with a dozen kills who carried us to a Chicken Dinner. Felt good.
 
Got a couple wins last night then ran into a hacker so we called it a night. Even still, it felt good to get some wins under our belt as we had been getting top 3 a lot lately.
 
you can change the settings, it improves performance and really isn't necessary.
Ah, nice to know.

I run a medium setting and average high 60’s to 80’s most of the time.

Are there any other shortcuts to saving frames other than running on lowest quality?

I heard running on full screen helps a lot with this game, but I haven’t tried since this is the type of game I alt-tab a lot in. Any truth to it?