Викенди официально вышла на консолях Xbox и PS4

<p>&Vcy;&chcy;&iecy;&rcy;&acy; &Vcy;&icy;&kcy;&iecy;&ncy;&dcy;&icy; &ocy;&fcy;&icy;&tscy;&icy;&acy;&lcy;&softcy;&ncy;&ocy; &vcy;&ycy;&shcy;&lcy;&acy; &vcy; &kcy;&ocy;&ncy;&scy;&ocy;&lcy;&softcy;&ncy;&ocy;&jcy; &vcy;&iecy;&rcy;&scy;&icy;&icy; PlayerUnknown’s Battlegrounds&colon; &tcy;&iecy;&pcy;&iecy;&rcy;&softcy; &vcy;&lcy;&acy;&dcy;&iecy;&lcy;&softcy;&tscy;&ycy; PlayStation 4 &icy; Xbox One &mcy;&ocy;&gcy;&ucy;&tcy; &tcy;&acy;&kcy;&zhcy;&iecy; &ocy;&pcy;&rcy;&ocy;&bcy;&ocy;&vcy;&acy;&tcy;&softcy; &zcy;&icy;&mcy;&ncy;&yucy;&yucy; &kcy;&acy;&rcy;&tcy;&ucy;&comma; &acy; &tcy;&acy;&kcy;&zhcy;&iecy; &pcy;&rcy;&icy;&ucy;&rcy;&ocy;&chcy;&iecy;&ncy;&ncy;&ycy;&jcy; &kcy; &iecy;&iecy; &rcy;&iecy;&lcy;&icy;&zcy;&ucy; «&bcy;&ocy;&iecy;&vcy;&ocy;&jcy; &pcy;&rcy;&ocy;&pcy;&ucy;&scy;&kcy;» &icy; &dcy;&rcy;&ucy;&gcy;&icy;&iecy; &ncy;&ocy;&vcy;&ocy;&vcy;&vcy;&iecy;&dcy;&iecy;&ncy;&icy;&yacy;&comma; &kcy;&ocy;&tcy;&ocy;&rcy;&ycy;&iecy; &pcy;&ocy;&yacy;&vcy;&icy;&lcy;&icy;&scy;&softcy; &ncy;&acy; &Pcy;&Kcy; &iecy;&shchcy;&iecy; &ncy;&iecy;&scy;&kcy;&ocy;&lcy;&softcy;&kcy;&ocy; &ncy;&iecy;&dcy;&iecy;&lcy;&softcy; &ncy;&acy;&zcy;&acy;&dcy;&period;<&sol;p>&NewLine;<p><amp-youtube data-videoid&equals;"t-rudRJZ0cA" layout&equals;"responsive" width&equals;"1000" height&equals;"563"><&sol;amp-youtube><&sol;p>&NewLine;<h2>&Ncy;&ocy;&vcy;&ocy;&vcy;&vcy;&iecy;&dcy;&iecy;&ncy;&icy;&yacy; &ncy;&acy; Xbox &icy; PS4<&sol;h2>&NewLine;<p>Hey everyone&comma;<&sol;p>&NewLine;<p>On January 22&comma; we will be updating live servers to Update &num;1&excl;  This update will include the new snow-themed map&comma; Vikendi&comma; the Survivor Pass&colon; Vikendi&comma; a new vehicle and new weapons&comma; along with many quality of life and bug fixes&period;<&sol;p>&NewLine;<p>Check out the full patch notes below before jumping into the new update&excl;<&sol;p>&NewLine;<p><strong>Maintenance Schedule<&sol;strong><&sol;p>&NewLine;<p>PST&colon; January 21 11&colon;00PM – January 22 3&colon;00AM<&sol;p>&NewLine;<p>CET&colon; January 22 8&colon;00AM – 12&colon;00PM<&sol;p>&NewLine;<p><strong>QoL<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Minimap&colon; Players can now further magnify the minimap<&sol;li>&NewLine;<li>Player order consistency&colon; Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game&period;<&sol;li>&NewLine;<li>Added field of view slider in First Person Perspective mode &lpar;FPP&rpar; settings<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>New Map&colon; Vikendi<&sol;strong><&sol;p>&NewLine;<p>Vikendi Gameplay<&sol;p>&NewLine;<ul>&NewLine;<li>Vikendi is 6x6km map&period; The gameplay of Vikendi is quicker than Erangel and Miramar&comma; but offers an arguably more tactical experience than Sanhok&period;<&sol;li>&NewLine;<li>Players can throw snowballs while waiting to board the plane in the starting area<&sol;li>&NewLine;<li>Vehicles will be more slippery in snow or icy areas&period; Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up<&sol;li>&NewLine;<li>Footprints and vehicle tracks will appear as players travel in snow-covered areas&period; Keep an eye out&excl; These are great to help identify if enemies have passed by recently<&sol;li>&NewLine;<li>Keep in mind that footprints and tracks in the snow don’t stay around forever&excl;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>Redzone<&sol;p>&NewLine;<ul>&NewLine;<li>The center of the red zone spawns outside of the play zone<&sol;li>&NewLine;<li>The smaller the play zone&comma; the smaller the red zone<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>Bluezone<&sol;p>&NewLine;<ul>&NewLine;<li>The first circle of every game is much smaller than other maps&comma; but subsequent circle sizes change less drastically&period;<&sol;li>&NewLine;<li>This facilitates more blue zone variety and unique experiences&period;<&sol;li>&NewLine;<li>Similar strategies work on Vikendi to Erangel and Miramar for the first three phases&comma; but the zones will close slower starting from phase 4&comma; similar to Sahnok&period; We feel this leads to a good balance between strategy and gunplay throughout the duration of each match<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>Item Spawn Balance<&sol;p>&NewLine;<ul>&NewLine;<li>The overall item spawn rate is at a midpoint between our maps – offering a unique place between the spawn rates of Erangel and Sahnok&period;<&sol;li>&NewLine;<li>Level 3 helmets spawn in the world<&sol;li>&NewLine;<li>Level 3 vests spawn more often than other maps<&sol;li>&NewLine;<li>Smoke Grenades are spawned at a higher rate compared to other throwables<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>SURVIVOR PASS&colon; VIKENDI<&sol;strong><&sol;p>&NewLine;<p><strong><&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Added Survivor Pass&colon; Vikendi<&sol;li>&NewLine;<li>The duration of the pass is 10 weeks&period;<&sol;li>&NewLine;<li>Players have the opportunity to complete missions and receive rewards throughout the duration of the pass&period;<&sol;li>&NewLine;<li>Two types of passes are available&colon;&NewLine;<ul>&NewLine;<li>Survivor Pass&colon; Vikendi – Provides missions and rewards to unlock for all players&comma; as they level-up the pass&period;<&sol;li>&NewLine;<li>Premium Pass – Provides special missions and exclusive rewards to players who’ve purchased the premium pass&comma; as they level-up the pass&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>There are 5 mission types available to complete&colon;&NewLine;<ul>&NewLine;<li>Daily Missions&colon; 3 missions will be provided every day&period; You swap out up to 1 mission per day&period;<&sol;li>&NewLine;<li>Weekly Missions&colon; 10 missions will be available every week&comma; and you can view the missions for specific weeks&period;&NewLine;<ul>&NewLine;<li>Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass&colon; Vikendi can complete up to 4 missions&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Beginner Missions&colon; Easy missions which are provided for beginner players&period;<&sol;li>&NewLine;<li>Premium Missions&colon; All players can complete these missions&comma; but only players who have the Premium Pass can claim rewards after completion&period;<&sol;li>&NewLine;<li>Challenge Missions&colon; Theses are special missions provided for players who’ve completed all their weekly missions in a specific week&period; It contains more challenging and advanced missions&period;&NewLine;<ul>&NewLine;<li>All players can complete Challenge Missions&comma; but only players who have the Premium Pass can claim rewards after completion&period;<&sol;li>&NewLine;<li><&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>You can view your current mission lists in-game by pressing &OpenCurlyDoubleQuote;L1”&NewLine;<ul>&NewLine;<li>You can also check the mission lists prior to jumping out of the plane &lpar;Not available after jumping out of the plane&rpar;<&sol;li>&NewLine;<li><&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Added &OpenCurlyQuote;Coupon’ system in Survivor Pass&colon; Vikendi<&sol;li>&NewLine;<li>You can claim Coupons &lpar;Blue&comma; Yellow and White&rpar; each level or by completing challenge missions&comma; which you can then use to unlock exclusive items in the Coupon Shop&period;<&sol;li>&NewLine;<li>Coupons are only available during Survivor Pass period&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>The existing Supply system will be integrated with Survivor Pass&colon; Vikendi on January 22&period;<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>We have integrated the existing Survival Rewards system into Survivor Pass&colon; Vikendi&period;<&sol;li>&NewLine;<li>Supply System will be available in the Survival Pass menu&period;<&sol;li>&NewLine;<li>Existing Survival Rewards system will be closed on January 22&comma; 2019 and all existing supply missions and levels will reset&period;<&sol;li>&NewLine;<li>Make sure to click &OpenCurlyQuote;Claim’ and &OpenCurlyQuote;Drop In Supply’ to redeem rewards before the system is closed&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>NEW WEAPON&colon; SKORPION<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Added a new handgun&comma; the Skorpion<&sol;li>&NewLine;<li>The Skorpion spawns on all maps<&sol;li>&NewLine;<li>Single fire and full auto fire mode<&sol;li>&NewLine;<li>Uses 9mm ammo&comma; it can load up to 20 bullets and 40 with an Extended Magazine<&sol;li>&NewLine;<li>Attachments&colon;&NewLine;<ul>&NewLine;<li>Sight&colon; Red dot sight<&sol;li>&NewLine;<li>Muzzle&colon; Suppressor<&sol;li>&NewLine;<li>Lower Rail&colon; Vertical Foregrip&comma; Half Grip&comma; Light Grip&comma; Laser Sight<&sol;li>&NewLine;<li>Stock&colon; Stock for Micro UZI<&sol;li>&NewLine;<li>Magazine&colon; Extended Magazine only<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>NEW WEAPON&colon; G36C<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>G36C spawns only in Vikendi&NewLine;<ul>&NewLine;<li>Chambered for 5&period;56mm ammo&comma; it can load 30 bullets and 40 with an Extended Magazine<&sol;li>&NewLine;<li>G36C has a lower and upper rail for attachments&comma; but cannot attach a stock<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>NEW VEHICLE&colon; SNOWMOBILE<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Added a new vehicle – Snowmobile<&sol;li>&NewLine;<li>The Snowmobile only spawns in Vikendi<&sol;li>&NewLine;<li>It seats 2 players and performs much better than other vehicles on snow and ice&comma; but is more difficult to drive on other terrain&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Region Renewal&comma; Season &amp&semi; Rank&comma; Leaderboard<br &sol;>&NewLine;<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Server&sol;region will now be decided automatically depending on the player’s local region&NewLine;<ul>&NewLine;<li>If you group with a player from another region&comma; matchmaking will automatically decide the best region to play on<&sol;li>&NewLine;<li><&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Region select button at the right bottom side of the screen will disappear&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Survival Title System &lpar;Beta Season 1&rpar; has been added<&sol;strong><&sol;p>&NewLine;<p>For more information&comma; please see our post on Survival Title System here&period;<&sol;p>&NewLine;<p><strong>Map Selection<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Map selection has changed with the addition of Vikendi&NewLine;<ul>&NewLine;<li>You can select Vikendi or select Others &lpar;Erangel&comma; Miramar&comma; Sanhok&rpar; to play<&sol;li>&NewLine;<li>Quick Join function puts you in the first available game&comma; regardless of map<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Play Menu UI Renewal<br &sol;>&NewLine;<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Improved the map and game-mode selection interface<&sol;li>&NewLine;<li>Additional queuing information is now displayed for the selected match type&period;<&sol;li>&NewLine;<li>If the matching pool in your region has sufficient players for healthy matchmaking&comma; the expected wait time will be displayed for the selected match type&period;<&sol;li>&NewLine;<li>When the matching pool in your region doesn’t have enough players for healthy matchmaking&comma; an accurate estimated waiting time cannot be provided and the number of players currently queuing will be displayed instead&period;<&sol;li>&NewLine;<li>When the concurrent player count for a region is too low to start games consistently in a particular mode&comma; those players will be redirected to their next closest region instead&period; A message will alert players when this is happening and to expect higher ping than local servers&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Gameplay<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Decreased recoil of the P18C<&sol;li>&NewLine;<li>Added auto-reload option&NewLine;<ul>&NewLine;<li>When enabled&comma; you will reload weapons automatically when you try to fire while your magazine is empty<&sol;li>&NewLine;<li>By default&comma; this is set to &OpenCurlyDoubleQuote;Off” but can be changed in the Gameplay menu<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Maximum number of Forward Running Sensitivity has changed from 50 to 100<&sol;li>&NewLine;<li>The maximum value would stay the same&comma; so if your Forward Running Sensitivity was 10&comma; it will change to 20&NewLine;<ul>&NewLine;<li>This is to have a more specific value<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Improved the sound settings in option&NewLine;<ul>&NewLine;<li>The sound settings are now separated into Master Volume&comma; FX Volume&comma; UI Volume and Music Volume<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Parachute System Overhaul<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Freefalling&NewLine;<ul>&NewLine;<li>Tapping L-Stick now puts you into a dive at full speed straight down towards the ground<&sol;li>&NewLine;<li>Turning speed is now much faster and has increased control&comma; responsiveness&comma; and precision<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Parachuting&NewLine;<ul>&NewLine;<li>Added new freefall animations and increased overall control and responsiveness<&sol;li>&NewLine;<li>Tapping L-Stick helps you drop faster and land quicker<&sol;li>&NewLine;<li>Pulling L-Stick backwards lets you glide&comma; when you want to travel a longer distance<&sol;li>&NewLine;<li>You can now cut the parachute while relatively close to the ground by pressing O&comma; while still moving through the air&period;&NewLine;<ul>&NewLine;<li>This can be used to strategically to get to your drop point faster&comma; but be careful&comma; as you can take damage if you drop too far<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Added new landing animations<&sol;li>&NewLine;<li>The speed in which you land matters&comma; as landing too fast may force your character to roll&comma; or roll for longer&comma; before you can gain full control of your movement<&sol;li>&NewLine;<li>Colliding with buildings or objects while parachuting will now automatically cut your parachute&period; Be careful&excl;<&sol;li>&NewLine;<li>The parachute no longer disappears instantly after landing<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Improved the character animations used in the air&period;&NewLine;<ul>&NewLine;<li>Character movements are much more fluid and have been improved to be more realistic&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Improved blood hit effects&NewLine;<ul>&NewLine;<li>Improved the visuals of blood particles when players are shot&period;<&sol;li>&NewLine;<li>Improved the visuals of blood effects that appear on screen when shot by other players&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Slightly decreased the maximum number of shots possible to fire per second with the M16A4&NewLine;<ul>&NewLine;<li>The reason for this change was due to the fire-rate of burst mode for the M16A4 being unintentionally slower than single fire shot rapidly<&sol;li>&NewLine;<li>We are planning to have a weapon balance patch in the first half of 2019&period; Please continue to share your feedback with us regarding weapon balance<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Adjusted the sight position to be closer to the muzzle for some weapons&NewLine;<ul>&NewLine;<li>In a future update&comma; we will be adding a new attachment which will require this new sight position&comma; so we’ve made the change in advance to help players adjust to the change<&sol;li>&NewLine;<li>There is no change to weapon recoil&comma; but weapon control may be perceived differently due to the sight location change<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Players now receive damage from Molotovs that hit their vehicle&NewLine;<ul>&NewLine;<li>Molotovs that hit around the vehicle&comma; or when driven through an already-exploded molotov will not damage those inside<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>UI&sol;UX<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Player order consistency&colon; Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game&period;<&sol;li>&NewLine;<li>Controller Guide can now be seen from the lobby from settings<&sol;li>&NewLine;<li>The name of the player being watched while spectating teammates&comma; in observer view&comma; or killer spectating will now appear in the top left corner of the screen&period;<&sol;li>&NewLine;<li>Changed the overall lobby theme in celebration of our latest map – Vikendi&NewLine;<ul>&NewLine;<li>Applied the snowfield environment theme<&sol;li>&NewLine;<li>Applied a snowing effect<&sol;li>&NewLine;<li>Changed the background music<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Combined the &OpenCurlyQuote;Career’ and &OpenCurlyQuote;Leaderboard’ menu in Statistics into a &OpenCurlyQuote;Season’ menu<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Performance<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Improved the client performance by optimizing the creation of character materials<&sol;li>&NewLine;<li>Improved performance by mitigating an issue causing thin objects to flicker&period;<&sol;li>&NewLine;<li>Optimized particles in rainy weather&period;<&sol;li>&NewLine;<li>Adjusted the parachute and character sync rate depending on the distance to improve server performance<&sol;li>&NewLine;<li>Improved the items and skins to look smoother on preview&NewLine;<ul>&NewLine;<li>Added characters&comma; weapon skins and parachute preview<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Optimized rendering method on vegetation to improve performance<&sol;li>&NewLine;<li>Optimized object creation to improve CPU performance<&sol;li>&NewLine;<&sol;ul>&NewLine;<p><strong>Bug Fixes<&sol;strong><&sol;p>&NewLine;<ul>&NewLine;<li>Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall&period;<&sol;li>&NewLine;<li>Fixed the issue where a downed players’ character model would sometimes penetrate walls&period;<&sol;li>&NewLine;<li>Fixed the issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time&period;<&sol;li>&NewLine;<li>Fixed the issue where characters would look headless when using heal&sol;boost while in prone or when in a vehicle in FPP&period;<&sol;li>&NewLine;<li>Fixed the issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height&period;<&sol;li>&NewLine;<li>Fixed the issue where some animations were cancelled when moving with certain steps<&sol;li>&NewLine;<li>Fixed the issue where sometimes an enemy player was seen shooting with the weapon at the back of the character<&sol;li>&NewLine;<li>Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle&period;<&sol;li>&NewLine;<li>Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object&period;<&sol;li>&NewLine;<li>Fixed the issue where ADS worked unreliably when ADSing right after equipping a weapon&period;<&sol;li>&NewLine;<li>Fixed the issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle&period;<&sol;li>&NewLine;<li>Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right&period;<&sol;li>&NewLine;<li>Fixed the issue where a player’s motion was sometimes shown as scoping when taking steps next to a wall&period;<&sol;li>&NewLine;<li>Fixed the issue where characters could vault over other characters when positioned at certain heights&period;<&sol;li>&NewLine;<li>Fixed the issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle&period;<&sol;li>&NewLine;<li>Fixed the issue where a character’s animation would pop upward when getting close to the wheels of a buggy&period;<&sol;li>&NewLine;<li>Fixed the issue of where a character’s animation would pop upward when crouching and standing up near a vehicle&period;<&sol;li>&NewLine;<li>Fixed an issue where player couldn’t see his&sol;her teammate’s character in lobby after a match intermittently<&sol;li>&NewLine;<li>Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground<&sol;li>&NewLine;<li>Fixed an issue causing a character to be headless when wearing certain skins<&sol;li>&NewLine;<li>Fixed an issue where players could shoot in an abnormal direction in free-look<&sol;li>&NewLine;<li>Fixed an issue where characters’ hands would spin while looking up when looting or preparing to throw a throwable in FPP&period;<&sol;li>&NewLine;<li>Fixed an issue where players could get into certain terrain of Miramar which should be impossible<&sol;li>&NewLine;<li>Fixed an issue where player can stand up from a prone position faster than usual in certain conditions&period;<&sol;li>&NewLine;<li>Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks&period;<&sol;li>&NewLine;<li>Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon&period;<&sol;li>&NewLine;<li>Fixed the issue where when freefalling out of the plane and pressing particular movement keys&comma; certain animations didn’t play correctly&period;<&sol;li>&NewLine;<li>Fixed the issue where the footstep sounds of players moving at low speed &lpar;walking when crouching&rpar; was not played to other players&period;<&sol;li>&NewLine;<li>Fixed an issue where the character’s footsteps couldn’t be heard when on carpet<&sol;li>&NewLine;<li>Fixed the issue where when click the &OpenCurlyDoubleQuote;Play” button&comma; game was frozen in the lobby&period;<&sol;li>&NewLine;<li>Fixed the issue where world map and wheel menu could be opened at the same time&period;<&sol;li>&NewLine;<li>Fixed the issue where a spot at the back of the truck and buggy would block bullets&period;<&sol;li>&NewLine;<li>Fixed the issue where when plane flew around you&comma; the sound of plane was not played&period;<&sol;li>&NewLine;<li>Fixed a rare bug where teammates would receive friendly-fire damage&comma; even if you weren’t aiming at them while shooting<&sol;li>&NewLine;<li>Fixed the issue when the character passed through the barbed wire&comma; it penetrates the character’s body or cause unexpected termination&period;<&sol;li>&NewLine;<li>Fixed the issue where the hair would not show when wearing certain beanies<&sol;li>&NewLine;<li>Fixed the issue where the effect sound of the Adrenaline Syringe continuously play even after canceling<&sol;li>&NewLine;<li>Fixed an issue where vehicle horns continued to sound after exiting a vehicle while horning<&sol;li>&NewLine;<li>Fixed the issue where the team list does not correspond when observing his&sol;her teammate and changing camera&period;<&sol;li>&NewLine;<li>Fixed an issue where the casting gauge for health&sol;boosting items and reviving was not shown while observing<&sol;li>&NewLine;<li>Fixed an issue where the number of available throwables would not update when picking up a throwable while holding a throwable as well<&sol;li>&NewLine;<li>Fixed an issue the bolt action of the observee was shown incorrectly while observing<&sol;li>&NewLine;<li>Fixed an issue where the quick marker was unable to remove while observing<&sol;li>&NewLine;<li>Fixed an issue where the animation for equipping&sol;unequipping the weapon was shown incorrectly after the observee stands up from prone while observing<&sol;li>&NewLine;<li>Fixed an issue where the motorcycle was not mountable on certain angle<&sol;li>&NewLine;<li>Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane<&sol;li>&NewLine;<li>Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun<&sol;li>&NewLine;<li>Fixed an issue where helmet skins applied in the lobby are sometimes delayed from appearing on looted in-game helmets&period;<&sol;li>&NewLine;<li>Fixed an issue where characters can’t pick up a dropped melee weapon again after dropping it on specific stairs in Erangel&period;<&sol;li>&NewLine;<li>Fixed an issue where grenades would sometimes damage an incorrect area&period;<&sol;li>&NewLine;<li>Fixed an issue where the grenade arc would stay displayed when knocked down while preparing to throw a grenade&period;<&sol;li>&NewLine;<li>Fixed an issue where sometimes a character would be shown as under the ground with only their face showing while waiting in specific areas before the game starts&period;<&sol;li>&NewLine;<li>Fixed an issue that the camera angle would move into the character’s body when walking into destroyed wired-fence&period;<&sol;li>&NewLine;<li>Fixed an issue that causes the camera to pass through doors when moving the camera in certain situations&period;<&sol;li>&NewLine;<li>Fixed an issue where an enemy player would appear to prone&sol;stand up multiple times in specific situations&comma; after proning and standing up once&period;<&sol;li>&NewLine;<li>Fixed an issue where in certain situations the door opening&sol;closing animations did not play when another player interacted with the door&period;<&sol;li>&NewLine;<li>Fixed an issue where green blood was more visible than red blood&period;<&sol;li>&NewLine;<li>Fixed an issue with reconnecting while in a vehicle&comma; which would remove the player from the vehicle and upon reconnect the player model would sometimes be clipped inside the vehicle&period;<&sol;li>&NewLine;<li>Fixed an issue where care packages would sometimes drop outside the playable area&comma; in the water&period;<&sol;li>&NewLine;<li>Fixed an issue which sometimes caused care packages to drop from the plane tilted&comma; or flipped upside down&period;<&sol;li>&NewLine;<li>Fixed an issue where each weapon had a different delay between reloading and being able to fire<&sol;li>&NewLine;<li>Fixed an issue that caused the region indicator in-game beneath the health bar to display as &OpenCurlyDoubleQuote;UNKNOWN”<&sol;li>&NewLine;<li>Fixed an issue which caused vehicles to sometimes pass through players&comma; when rolling down a hill<&sol;li>&NewLine;<li>Fixed an issue when laying prone right next to a wall&comma; your weapon could move through the wall in FPP<&sol;li>&NewLine;<li>Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill<&sol;li>&NewLine;<li>Fixed an issue which cause the camera to shake while ADS and moving in a prone position on sloped terrain<&sol;li>&NewLine;<li>Fixed an issue which caused ammo capacity to display up to 6 decimal places<&sol;li>&NewLine;<li>Fixed an issue which while spectating could cause the spectated player’s weapon to display in a misaligned position<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<div class &equals; "evc-social-likes" data-url&equals;"https&colon;&sol;&sol;pubg1337&period;ru&sol;news&sol;vikendi-oficialno-vyshla-na-konsoljah-xbox-i-ps4&sol;"data-title&equals;"&Vcy;&icy;&kcy;&iecy;&ncy;&dcy;&icy; &ocy;&fcy;&icy;&tscy;&icy;&acy;&lcy;&softcy;&ncy;&ocy; 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