• PUBG will test a deadlier blue zone next week
    20 replies, posted
[url]http://www.pcgamer.com/pubgs-blue-zone-is-about-to-become-more-deadly[/url]
Tired of dying while running out of blue zone to people that camp on the inside edge. Watched a streamer win the game by doing so once he found a good stash of health items. Start health regen and it alone will keep you alive through the first 2 circles. Use a medkit once your health is low and top off to survive the 3rd. All while picking people out who are already inside the playing field.
[QUOTE=Daemon White;52809470]Tired of dying while running out of blue zone to people that camp on the inside edge. Watched a streamer win the game by doing so once he found a good stash of health items. Start health regen and it alone will keep you alive through the first 2 circles. Use a medkit once your health is low and top off to survive the 3rd. All while picking people out who are already inside the playing field.[/QUOTE] I wonder if people like that are going to start bitching when they start dying hard from it.
[QUOTE=Daemon White;52809470]Tired of dying while running out of blue zone to people that camp on the inside edge. Watched a streamer win the game by doing so once he found a good stash of health items. Start health regen and it alone will keep you alive through the first 2 circles. Use a medkit once your health is low and top off to survive the 3rd. All while picking people out who are already inside the playing field.[/QUOTE] The game has serious pacing issues for me, there's always this huge chunk of time at the start of the game where you are fully geared and just standing around waiting for the circle to close, most of the time you don't even chance upon another player so you can end up spending 10-15 mins sitting in a game seeing zero action with nothing to do. Imo the first circle should be smaller and should start earlier in the game while also being deadlier. Even on the 2nd and 3rd circles you have this weird issue where they are far too big for the amount of players left so there's barely any action going on sometimes then you have a huge firefight only when everyone is forced by the circle to start bumping into each other.
At some point I thought it might be interesting if players that are waaaay outside the (first) playzone would also get to know where the next one would be. I think it would help those starting on the outskirts plan ahead - basically the difference between "I can just about run that far" and "I [I]definitely[/I] need a vehicle". I kinda doubt it would work. It might be an interesting way to remove a handicap for players getting a bad roll, but then again, PUBG is more luck than anything else.
Finally they're doing something against the stubborn campers
Does this mean circle 5+? because if it's anything [I]before that[/I] then at the very least Zharki, Kameshki and Primorsk would be basically unviable. Too many times I've had to run half-way across the map for lack of a vehicle, any kind of vehicle. But at least the game goes on. So what's the point of this, if the area is all the way across the map to disconnect and requeue?
To be honest I hate PUBG for this one reason. You land in a place and the zone is far away from you and you need to ditch looting and find a vehicle asap to get there or you'll just slowly die. Whether as landing in the right zone luckily is just looting and walking to the middle.
i would love to play a pubg mode where the blue kills you instantly
[QUOTE=HAKKAR!!!;52810053]i would love to play a pubg mode where the blue kills you instantly[/QUOTE] Only if it does the HL2 dissolve effect when the wall hits you. [media]https://www.youtube.com/watch?v=Yt1hgXTKx8A[/media]
Just what PUBG needs, more bullshit ways to die
[QUOTE=Laserbeams;52810091]Just what PUBG needs, more bullshit ways to die[/QUOTE] i'd rather get killed by a giant blue wall than a guy thats sitting inside a bush inside the blue chugging painkillers because he doesn't want to move
Easier yet, just don't allow healing in the blue zone. Doesn't need to be buffed beyond that imo
make it invisible, make it instakill, give all players a geiger counter for knowing when the wall is close, also make the wall be constantly moving at a really slow pace(as in slower than prone moving) from beginning to end
[QUOTE=Electrocuter;52810280]make it invisible, make it instakill, give all players a geiger counter for knowing when the wall is close, also make the wall be constantly moving at a really slow pace(as in slower than prone moving) from beginning to end[/QUOTE] I would stop playing if they did that. That's one of the most anti-fun things you could possibly do.
[QUOTE=Electrocuter;52810280]make it invisible, make it instakill, give all players a geiger counter for knowing when the wall is close, also make the wall be constantly moving at a really slow pace(as in slower than prone moving) from beginning to end[/QUOTE] So it's a TF2 deathrun map.
Blue wall being basically a murdergrid would be interesting. Would have to limit it to about the speed of a player sprint (maybe boost speed) at most though to give everyone fair chance.
I really want to try a few rounds with a constant closing blue wall with a slower moving invisible safe zone that changes directions randomly. It should still force the perimeter furthest from of the safe zone to close in really fast, while the part nearest at snails pace. This should scare anyone being around the edges and no safe bets on camping late game. It should make late game more on the move, and blue wall more easier to handle early game. In my mind that works, but I'd rather play and see.
[QUOTE=Craptasket;52810557]I really want to try a few rounds with a constant closing blue wall with a slower moving invisible safe zone that changes directions randomly. It should still force the perimeter furthest from of the safe zone to close in really fast, while the part nearest at snails pace. This should scare anyone being around the edges and no safe bets on camping late game. It should make late game more on the move, and blue wall more easier to handle early game. In my mind that works, but I'd rather play and see.[/QUOTE] An ever shrinking and moving area of safety, that sounds like a good compromise to encourage more random encounters, and add a whole new level of anxiety.
What if the blue wall was just plain solid? Did no damage, only pushed you along, but would murder you if you were squished against something.
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