PlayerUnknown's Battlegrounds Is Testing Ping-based Matchmaking

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A solution for ping disparities between PlayerUnknown’s Battlegrounds players is being explored that would separate players based on their ping.

Following an announcement made late last year where a plan was suggested that would introduce a maximum ping limit, the PUBG team has decided to go a different route for now.

“Unlike the method considered earlier, we are going to divide the matching pool depending on ping,” the latest update read. “This means that the users with lower pings will be prioritized during matchmaking. The team is expecting to improve the overall play experience by splitting the matching pool rather than restricting connection depending on ping. Preparations are underway to test this method in some regions, with first trials planned to start this week.”

The ping fixes were delayed initially to invest more time into anti-cheat features, a plan to counter the prevalent cheating that goes on in PUBG. As for the development roadmap, the announcement also said that the plans for future content and updates couldn’t be revealed just yet and asked for players’ understanding until the appropriate time came.

For now, a new test server patch has been detailed to show a full list of changes coming to the test servers that’ll spend some time there being tested and changed before going live for all players. The full patch notes for the test server can be seen below.

World

  • Replaced some fences in Miramar to unbreakable fences or walls in order to optimize the client.

Gameplay

  • When the player is riding in the airplane, they will no longer be able to see the inside of the airplane. This is to improve the early game client and server performance
  • Other players will be visible once they jump out of the airplane
  • When riding the airplane, you can check the number of remaining passengers via the new UI element at the bottom left of the screen

Replays

  • When reporting someone through the replay system, we now receive a 1 minute replay file centered on the point of your report
  • It is impossible to report through a replay file which has been created longer than a week ago
  • It is impossible to report the same player multiple times in the same replay file

Bug Fixes

  • Fixed the issue where the player would die from falling when vaulting and climbing
  • Fixed the issue where after reconnecting to the game, the player would get a glitched view when using ADS on their weapon
  • Fixed the issue where the player didn’t receive any damage after entering a vehicle from a prone position and then exiting while the vehicle was moving
  • Fixed the issue where after entering the vehicle (passenger seat) from prone position and using heal/boost items, the player was shown using the items in prone position instead of sitting down

Misc.

  • Made changes to prevent the reduced heal/boost time cheat


Posted:
Related Forum: Gaming Discussion

Source: http://comicbook.com/gaming/2018/02/20/playerunknowns-battlegrounds-ping-based-matchmaking/

Comments

"PlayerUnknown's Battlegrounds Is Testing Ping-based Matchmaking" :: Login/Create an Account :: 15 comments

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ZydrinPosted:

Can you imagine a game with 100 people lagging through walls? Lmao

matPosted:

I can see this system working with some of the smaller more discreet problems within the game itself. But I feel as if they need to pump out a MASSIVE overhaul to fix a lot of the issues

SladrenPosted:

I feel as though this may help but not in the long run, some people have terrible ping and that could effectively make gameplay even worse. We'll have to see what happens though.

DecyPosted:

Reminds me of the system they used on older games that all depends on how far away your are from your ISP's servers...

TomPosted:

This is beneficial in some situations but for me this would be awful. My Ping is terrible and id probably be matched with the same ping level making my games laggy and frustrating. But many games in the past were based on Ping and there was no problem with it. Already thought you could see players when jumping out of the airplane though...?