2018๋ 5์ 10์ผ์ ์ฌ๋ผ์จ ๊ธ์ด๋ค.
์ธ์ ๋ค ๋ฒ์ญํด์ ์ฝ์ด๋ณผ ์ ์์๊น?
Final circle heatmaps from about 9 000 games
์ฝ 9000๊ฒ์์ ๋ง์ง๋ง ์ํด ํํธ๋งต
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Leamashakner โข May 10, 2018, 2:00 PM
๋ ์๋ง์คํฌ๋
Interesting that erangel seems to be more or less random other than avoiding borders mostly. But Miramar quite clearly favours towns. I mean look at prison shit.
ํฅ๋ฏธ๋กญ๋ค. ์๋๊ฒ์ ๋ ํน์ ์ ๊ฒ ๋๋คํ๊ฒ ๋ณด์ธ๋ค. ์ธ๊ณฝ์ ๋ ํผํ๋ ๊ฒ ์ธ์๋. ํ์ง๋ง ๋ฏธ๋ผ๋ง๋ ์ข ๋ช ํํ๊ฒ ํ์ด์ ์ ํธํ๋ค. ๊ฐ์ฅ์ ๋ด๋ด.
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bizzfarts โข May 10, 2018, 2:17 PM
๋น์ฆํ๋ฅด์ธ
Custom games give you options to weight the circle towards certain types (Mountain, Field, Town.) It looks like they cranked up town circles for Miramar.
์ปค์คํ ๊ฒ์์ด ๋์๊ฒ ์ํด์ด ์ ๋ฐ ํ์ (์ฐ, ๋คํ, ํ์ด)์ผ๋ก ํฅํ๋ ๊ฐ์ค์น๋ฅผ ์กฐ์ ํ๋ ์ต์ ์ ์ค๋ค. ๊ทธ๋ค์ด ๋ฏธ๋ผ๋ง์ ๋ํด์ ํ์ด ์ํด์ ๊ฐ๋ํ ๊ฒ์ฒ๋ผ ๋ณด์ธ๋ค.
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Falloutguy100 โข May 10, 2018, 9:31 PM
ํด์์๋จ
Wish they would do that in Erangel. Tired of the snakes hiding in bushes.
์๋๊ฒ์๋ ์ ๊ฑธ ํด์ฃผ๊ธธ ๋ฐ๋๋ค. ๋ค๋ถ์ ์จ์ด์๋ ๋ฑ์ ํผ๊ณคํ๋ค.
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horse3000 โข May 11, 2018, 7:17 AM
ํ์ค์ผ์ฒ
And hiding in houses is better..? Fucking all forms of camping!!!
๊ทธ๋ฆฌ๊ณ ์ง์ ์จ๋๊ฒ ๋ ์ข์? ๋งํ ๋ชจ๋ ํํ์ ์บ ํ!
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Falloutguy100 โข May 11, 2018, 7:28 AM
ํด์์๋จ
It's different -(0.0)-
You don't have to go in the houses and there's cover in ally-ways and what-not.
๊ทธ๊ฑด ๋ฌ๋ผ -(0.0)-
๋ ์ง์์ผ๋ก ๊ฐ์ผ๋ง ํ์ง ์๋ค. ๊ณจ๋ชฉ๊ธธ์ด๋ ๊ทธ๋ฐ ๊ฒ์๋ ๋ฌด์ธ๊ฐ ์จ์ด์๋ค.
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SharkuuPoE โข May 11, 2018, 10:08 AM
์ค์ฟ ํฌ
id rather have a snake battle than a house fight. in a house battle there is no reason to push outside, and its extremly risky to push inside the house to clear it. more often than not 1 team will be inside and 1 will be outside, not trying to kill each other and just try to heal longer than the other.
dont get me wrong, snake battles are not that much better, but at least there will always be the point where they kill each other. for me the most optimal ending would be a cs aim map with the circle closing in the middle so all teams have to leave cover and kill each other, but i guess that will never be a real thing :D
๋ ํ์ฐ์คํ์ดํธ ๋ณด๋ค ์ค๋ค์ดํฌ ๋ฐฐํ์ ํ๊ณ ์ถ๋ค. ํ์ฐ์ค ๋ฐฐํ์์ ์์์ฌ์ด๋๋ฅผ ํธ์ํ ์ด์ ๊ฐ ์๊ณ , ์ง์์ ํด๋ฆฌ์ด์ํค๋ ค๊ณ ํธ์ฌํ๋๊ฑด ๋๋ฌด ์ํํ๋ค. ํํ์ด ์ง์์ ์๊ณ , ํํ์ด ๋ฐ์ ์์ ๋ ๋ ์์ฃผ ๊ทธ๋ฐ๋ฐ, ์๋ก ์ฃฝ์ด๋ ค๊ณ ํ์ง ์๊ณ , ๋ค๋ฅธ ์ชฝ๋ณด๋ค ๋ ์ค๋ ํ๋ณตํ๋ ค๊ณ ๋ง ํ๋ค.
๋ ์คํดํ์ง ๋ง์ด, ์ค๋ค์ดํฌ ๋ฐฐํ์ด ์ ๊ฑฐ๋ณด๋ค ๋ ์ข๋ค๋ ๊ฑด ์๋, ํ์ง๋ง ์ต์ํ ๊ทธ๋ค์ด ์๋ก๋ฅผ ์ฃฝ์ผ ์ ์๋ ์ง์ ์ ํญ์ ์๋ค. ๋์ ๊ฒฝ์ฐ ๊ฐ์ฅ ์ต์ ์ ๊ฒฐ๋ง์ ์นด์ค AIM ๋งต์ด๋ค. ์์ด ๊ฐ์ด๋ฐ๋ก ๋ซํ์ ๋ชจ๋ ํ์ด ์ํ๋ฌผ์ ๋ฒ์ด๋์ผ ํ๊ณ ์๋ก ์ฃฝ์ฌ์ผ ํ๋ค. ํ์ง๋ง ํ์ค์ด ๋์ง ์๊ฒ ์ง :D
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littlefrank โข May 16, 2018, 5:18 PM
๋ฆฌํํ๋ํฌ
I agree with both of you.
ใ ใ ๋๋ ๋๋ค ๋ง์
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[deleted] โข May 10, 2018, 6:59 PM
[์ญ์ ๋จ]
Probably because ending in a giant open field with absolutely zero cover or concealment of any kind is bullshit. Miramar is 90% open fields with zero cover or any way to hide.
Erangle at least has grassy trees, wheat fields and bushes to hide your movement.
This is why Miramar isn't well received. It's much more RNG when it comes to circle and what kind of scope you have.
Edit: I'm getting downvoted and people arguing with me when the OP picture literally proves my point. PUBG Corp knows no one enjoys end circle in empty space with no cover, that's why the programmed the game to favor areas with cover... Which are very clearly hotspots in the OP picture. That's not done on Erangel because that map has cover all over the place.
์๋ง๋ ํฐ ์คํ ํ๋์์์ ์๋ฉ์ด๋ผ์, ์ ๋์ ์ธ ์ ๋ก ์ํ๋ ์ด๋ค ์ข ๋ฅ์ ์ํ๋ ์๋, ๋ฏธ๋ผ๋ง๋ 90%๊ฐ ์ ๋ก ์ปค๋ฒ์ ์จ์ ๊ณณ์ด ์๋ ์คํ ํ๋๋ค.
์๋๊ฒ์ ์ต์ํ ์ฐ๊ฑฐ์ง ๋๋ฌด๋ค, ๋ฐ๋ฐญ๊ณผ ๋ค๋ถ ๋ฑ, ์ด๋์ ์จ๊ธธ ๊ณณ์ด ์๋ค.
์ด๊ฒ์ด ๋ฏธ๋ผ๋ง๊ฐ ์ ๋ฐ์๋ค์ฌ์ง์ง ์๋ ์ด์ ์ด๋ค. ๊ทธ๊ฒ์ ์์ด ์ด๋ป๊ฒ ์ค๋์ง์ ์ด๋ค ์ค์ฝํ๋ฅผ ๊ฐ์ง๊ณ ์๋์ง์ ๋ฐ๋ผ ๋ ๋๋คํ๋ค.
ํธ์ง: OP ์ฌ์ง์ด ๋ง๊ทธ๋๋ก ๋์ ์ฃผ์ฅ์ ์ฆ๋ฉดํ ๋, ๋๋ ๋น์ถ์ ๋์ ๋ ผ์ํ๋ ์ฌ๋๋ค์ ์ป์๋ค. ํ์ง ์ฃผ์ํ์ฌ๋ ์๋ฌด๋ ์ํ๋ฌผ ์๋ ๋น ๊ณต๊ฐ์ ์๋ ์๋ ์ํด์ ์ฆ๊ธฐ์ง ์๋๋ค๋ ๊ฒ์ ์๋ค. ๊ทธ๊ฒ์ด ์ํ๋ฌผ์ด ์๋ ์ ํธ ์ง์ญ์์ ๊ฒ์์ด ๋๋๋ก ํ๋ก๊ทธ๋๋ฐํ ์ด์ ์ด๋ค. OP์ฌ์ง์ ์๋ ๊ทธ ์ง์ญ์ ๋งค์ฐ ๋ช ๋ฐฑํ ํซ์คํ์ด๋ค. ๊ทธ๊ฒ์ด ์๋๊ฒ์๋ ๋์ง ์์๋ค๋ ๊ฒ์, ๋งต์ ๋ชจ๋ ์ง์ญ์ ์ปค๋ฒ๊ฐ ์๊ธฐ ๋๋ฌธ์ด๋ค.
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JaguarXJ โข May 10, 2018, 7:33 PM
์ฌ๊ท์ดXJ
I never understood this argument. There is actually a ton of cover in Mirimar and there always has been. Using rocks and ground cover (hills and burms) is essential because it's very effective. People like to exaggerate the lack of cover in Mirimar but as someone who plays Mirimar exclusively I can tell you there is plenty, you just have to use it in a different way.
๋ ์ด ๋ ผ์์ ์ ๋ ์ดํดํ ์ ์๋ค. ์ค์ ๋ก ๋ฏธ๋ผ๋ง์๋ ์์ฒญ๋ ๊ท๋ชจ์ ์ปค๋ฒ๊ฐ ์๊ณ , ํญ์ ์กด์ฌํ๋ค. ๋ฐ์์ ์ง๋ฉด ์ํ(์ธ๋๊ณผ ์ ์ธ์ฅ)์ ์ด์ฉํ๋ ๊ฒ์ ํ์๋ค. ์๋ํ๋ฉด ๋งค์ฐ ํจ๊ณผ์ ์ด๊ธฐ ๋๋ฌธ์ด๋ค. ์ฌ๋๋ค์ ๋ฏธ๋ผ๋ง์ ์ปค๋ฒ ๋ถ์กฑ์ ๊ณผ์ฅํ๊ณ ์ถ์ดํ์ง๋ง, ๋ฏธ๋ผ๋ง๋ง ํ๋ ์ดํ๋ ์ด๋ค ์ด๋ค์, ๋งค์ฐ ๋ง๋ค๊ณ ๋งํ ์ ์๋ค. ๋ ๋จ์ง ๋ค๋ฅธ ๋ฐฉ์์ผ๋ก ์ฌ์ฉํด์ผ๋ง ํ๋ค.
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petrokush โข May 10, 2018, 9:23 PM
ํํธ๋ก์ฟ ์ฌ
I prefer Miramar lately TBH. I can't think of an open field with no cover at all (AT ALL=no rocks, trees, ridges) on Miramar. Plenty of those on Erangel.
์์งํ ๋งํด์ ๋ ์์ฆ ๋ฏธ๋ผ๋ง๋ฅผ ์ ํธํด. ๋ ๋ฏธ๋ผ๋ง์ ์ด๋ ํ ์ํ๋ฌผ(๋, ๋๋ฌด, ๋ฅ์ )๋ ์๋ ์คํ ํ๋๋ผ๊ณ ์๊ฐํ ์ ์๋ค. ์๋๊ฒ์ ์๋ ๋ง์ ๊ฒ๋ค.
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theyetisc2 โข May 11, 2018, 1:03 AM
๋์ํฐ์คํฌํฌ
East of monte nuever, southwest of power grid. That area along the road can be extremely dicey if you're forced to move from the east to the west, as it's just one large valley where anyone on the western side has basically free reign on assblasting you, from sometimes as far away as monte iteslf.
๋ง์ฝ ๋น์ ์ด ๋์ชฝ์์ ์์ชฝ์ผ๋ก ์ด๋ํ๊ธธ ๊ฐ์๋นํ๋ค๋ฉด, ๋ชฌํ ๋์๋ณด ๋์ชฝ, ํ์๊ทธ๋ฆฌ๋ ๋จ์์ชฝ. ๋๋ก๋ฅผ ๋ฐ๋ผ ์๋ ์ ์ง์ญ๋ค์ ์ต์คํธ๋ฆผํ๊ฒ ์ฃผ์์ฌ์ ์ด๋ค. ๊ทธ๊ฑด ๋จ์ง ํ๋์ ๊ฑฐ๋ํ ๊ณ๊ณก์ด๊ธฐ ๋๋ฌธ์, ์์ชฝ ์ฌ์ด๋์ ๋๊ตฐ๊ฐ๋ ๊ธฐ๋ณธ์ ์ผ๋ก ๋ ๋ง์๊ป ์ ์ ์๋ ์์ ์ง์ญ์ ๊ฐ์ง๊ณ ์๊ณ , ๋๋ก๋ ๋ชฌํ ๋์๋ณด์์ ๋ฉ๋ฆฌ ๋จ์ด์ง ๊ณณ์์ ์๊ธฐ๋ ํ๋ค.
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petrokush โข May 11, 2018, 2:37 PM
ํํธ๋ก์ฟ ์ฌ
That's true, but at the same time there's still terrain where if you really need to you can prone to heal/hide. If you're circlefocked and need to run across - yes you're screwed, but that's the case on any map anywhere.
๋ง์. ํ์ง๋ง ๋์ผํ๊ฒ, ์ฌ์ ํ ๋๊ฐ ์ง์ง ์ํ๋ฉด, ์๋๋ ค์ ํ/์จ๊ธฐ๋ฅผ ํ ์ ์๋ ํฐ๋ ์ธ์ด ์๋ค. ๋ง์ฝ ์ํด์ด ๊ณ ์ ๋๊ณ , ๊ฐ๋ก์ง๋ฌ ๋ฐ์ด์ผ ํ๋ค๋ฉด, ์. ๋ ๋งํจ. ํ์ง๋ง ๊ทธ๊ฑด ์ด๋ค ๋งต์ด๋ ๋ง์ฐฌ๊ฐ์ง.
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theyetisc2 โข May 11, 2018, 1:01 AM
๋์ํฐ์คํฌํฌ
Ya, miramar looks more barren, but erengal (in my 600 hour experience) has more areas where the circle can be strait up open fields with VERY little cover.
At least mirimar has burms and shit. It makes for a pain in the ass drving offroad experience, but a much better on foot experience.
๊ทธ๋, ๋ฏธ๋ผ๋ง๋ ๋ ํฉ๋นํด ๋ณด์ธ๋ค, ํ์ง๋ง ์๋ฐ๊ฒ (๋์ 600์๊ฐ ๊ฒฝํ์ ๋ฐ๋ฅด๋ฉด) ์ํด์ด ์ปค๋ฒ๊ฐ ์กฐ๊ธ ๋ฐ์ ์๋ ์คํ ํ๋๋ก ๊ฐ ์ ์๋ ๋ ๋ง์ ์ง์ญ๋ค์ด ์๋ค.
์ต์ํ ๋ฏธ๋ผ๋ง๋ ๋๋ฌด์ ๋ฅ์ด ์๋ค. ๊ทธ๊ฑด ์คํ๋ก๋ ์ด์ ์ค ๋ฅ๊ผฌ ์์ ๊ณ ํต์ ๊ธฐ์ฌํ์ง๋ง, ๊ฑธ์ด์ ๊ฒ์ํ๊ธฐ์ ๋ ์ข๋ค.
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Gowat5 โข May 11, 2018, 3:50 AM
๊ณ ์ํ์ด๋ธ
To be fair Miramar is about the same as Erangle, not more or less. Thereโs times when the circle is over grassy fields with extremely little cover or flat road areas with just as little cover.
๊ณต์ ํ๊ฒ ๋งํด์, ๋ฏธ๋ผ๋ง๋ ์๋๊ฒ๊ณผ ๊ฑฐ์ ๊ฐ๋ค, ๋ ์ข๊ฑฐ๋ ๋ ๋์์ง๋ ์๊ณ . ๊ฑฐ๊ธฐ์ ๊ทน๋๋ก ์ํ๋ฌผ์ด ์๋ ๋คํ ์ง์ญ์ด๋ ์ํ๊ฐ ์กฐ๊ธ๋ฐ์ ์๋ ํํํ ๋๋ก๋ฅผ ๋ฎ์ ๋๊ฐ ์๋ค.
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namkap โข May 11, 2018, 1:48 PM
๋จ์บ
Absolutely. Understanding and using ground cover is extremely important on Miramar. Once you get good at it, the final circles are awesome.
์ฑ์๋ฃจํธ๋ฆฌ, ๊ทธ๋ผ์ด๋ ์ปค๋ฒ๋ฅผ ์ดํดํ๊ณ ์ฌ์ฉํ๋ ๊ฒ์ด ๋ฏธ๋ผ๋ง์์ ์ง์ง ์ค์ํด. ๋๊ฐ ๊ทธ๊ฑธ ์ํ๊ฒ ๋๋ฉด, ๋ง์ง๋ง ์ํด์ด ๊ต์ฅํ ๊ฑธ.
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Zaipheln โข May 10, 2018, 7:16 PM
์์ดํธ๋ฅธ
I find most ending circles on miramar are actually a lot better. Tons of spots have different elevations so you can easily be within 30m of someone, but can't be seen.
I do find the 'middle' circles on erangel better though just because it's still large enough that you can move basically wherever you want and aren't going to be restricted by mountains as much which makes getting into the circle easier. I just hate when you get to the final 3 circles and you have some trees a small hill on the opposite side and an open field in between.
๋๋ ๋ฏธ๋ผ๋ง์์ ๋๋ถ๋ถ์ ๋ง์ง๋ง ์ํด์ด ์ค์ ๋ก๋ ๋ ์ข๋ค๋ ๊ฑธ ์์๋๋ค. ์๋ง์ ์ง์ญ๋ค์ด ๋ค๋ฅธ ๋์ด๋ฅผ ๊ฐ์ง๊ณ ์์ด์, ๋ ์ฝ๊ฒ ๋๊ตฐ๊ฐ์ ๋คํค์ง ์๊ณ 30m ์ด๋ด๋ก ์ ๊ทผํ ์ ์๋ค.
์๋๊ฒ์์ '์ค๊ฐ' ์ํด์ด ๋ ์ข๋ค๋ ๊ฑธ ์์๋๋ค. ๊ทธ๊ฑฐ ์๋๋ฉด ์ฌ์ ํ ์์ด ํฌ๊ธฐ ๋๋ฌธ์ ๊ธฐ๋ณธ์ ์ผ๋ก ์ด๋ํ๊ธฐ์ ์ถฉ๋ถํ๊ณ , ์ด๋๋ ๋๊ฐ ์ํ๋ ๊ฒ์ผ๋ก ๊ฐ ์ ์๊ณ , ์ฐ์ผ๋ก ์ ํ๋์ง ์๊ธฐ ๋๋ฌธ์ ์ํด์ ๋ ์ฝ๊ฒ ์ ๊ทผํ ์ ์๋ค. ๋ ๋ง์ง๋ง 3๋ฒ์งธ ์ํด์ ์๋๋ฐฉ์ด ๋๋ฌด๋ ์์ ์ธ๋์ ๋จน์๊ณ , ๋๋ ์๋๋ฐฉ ์ฌ์ด๊ฐ ์คํ ํ๋์ผ ๋๊ฐ ์ซ๋ค.
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nineball22 โข May 11, 2018, 2:13 AM
๋์ธ๋ณผํฌ์ฌํฐํฌ
I personally donโt like Miramar for completely stupid reasons (I donโt like the environment, itโs so yellow and brown) but I agree. Last circles in Miramar are cool because you have so many rocks and hills and valleys and shit to use as cover and to play around with. Erangel final circles will fuck you hard if it ends in an open field because thereโs no where to hide. Whoever gets the drop in you wins.
๋ ๊ฐ์ธ์ ์ผ๋ก ๋ฏธ๋ผ๋ง๋ฅผ ์ซ์ดํ๋ค. ๋ฐ๋ณด๊ฐ์ ์ด์ ๋๋ฌธ์ (๋๋ ๊ทธ ํ๊ฒฝ์ด ์ซ๋ค. ๋ ธ๋๊ณผ ๊ฐ์) ํ์ง๋ง ๋์ํ๋ค. ๋ฏธ๋ผ๋ง์ ํฐ ์ํด์ ๋ฉ์ง๋ค. ์๋๋ฉด ์ ๋ง ๋ง์ ๋๊ณผ ์ธ๋๊ณผ ๊ณ๊ณก๊ณผ ๋ฅ์ด ์๊ณ , ์ํ๋ฌผ๋ก ์ธ ์ ์๋, ๋ ์ ์๋. ์๋๊ฒ ํ์ด๋ ์ํด์ ๋ ๋ปํํ ๊ฒ์ด๋ค. ๋ง์ง๋ง ํ๋์์ ์๋ฉ์ด ๋๋ฉด, ๊ฑฐ๊ธด ์จ์ ๊ณณ์ด ์๊ธฐ ๋๋ฌธ์. ๋ํํ ์ด์ ์ ๋๊ตฐ๊ฐ๊ฐ ์ด๊ธด๋ค.
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Kyle700 โข May 10, 2018, 7:42 PM
์ผ์ผ์น ๋ฐฑ
Miramar is endlessly better than Erangel. Tree battles are not that interesting, whereas using hills and terrain for cover is much more interesting and fair
๋ฏธ๋ง๋ผ๋ ์๋๊ฒ๋ณด๋ค ๋์์ด ๋ ์ข๋ค. ๋๋ฌด ์ธ์์ ํฅ๋ฏธ๋กญ์ง ์๋ค. ๋ฐ๋ฉด ์ธ๋๊ณผ ํฐ๋ ์ธ์ ์ํ๋ฌผ๋ก ์ฌ์ฉํ ์ ํฌ๊ฐ ๋ ํฅ๋ฏธ๋กญ๊ณ ๊ณตํํ๋ค.
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CarbonCamaroZL1 โข May 10, 2018, 9:04 PM
์นดํฐ์นด๋ง๋กZL1
I prefer Erangel for the games I just want to drop, find some shit and survive. I tend to run into people less often there due to how many buildings, shacks, etc. there are.
Miramar is more focused on having to go to big towns or small villages to find anything. Less shacks, more open. It's preferred for actual warfare. If I want to drop and kill people, I'd prefer Miramar. It also tends to have better urban combat and mountain combat.
๋ ๊ฒ์์์ ์๋๊ฒ์ ๋ ์ ํธํ๋ค. ๋จ์ด์ง๊ณ ์ด์ ์ฐพ๊ณ , ์์กดํ๊ณ . ๋๋ ์ฌ๋๋ค์ด ์๋ ๊ณณ์ผ๋ก ์์ฃผ ๋ฐ์ด๊ฐ๋ ๊ฒฝํฅ์ด ์๋ค. ์ผ๋ง๋ ๋ง์ ๊ฑด๋ฌผ, ์ค๋๋ง์ง ๋ฑ์ด ์๋์ง์ ๋ฐ๋ผ. ๊ฑฐ๊ธด ๊ทธ๋ฐ๊ฒ ์๋ค.
๋ฏธ๋ผ๋ง๋ ํฐ ๋์๋ ์์ ๋ง์๋ก ๊ฐ๋ ๊ฒ์ ๋ ์ง์คํ๋ค. ๋ญ๋ ์ฐพ๊ธฐ ์ํด. ์ค๋๋ง์ง๋ ์ ๊ณ , ๋ ์คํ ํ๋๋ค. ์ค์ง์ ์ธ ์ ํฌ๋ฅผ ์ ํธ๋นํ๋ค. ๋ง์ฝ ๋ด๊ฐ ๋ํํด์ ์ฌ๋๋ค์ ์ฃฝ์ด๊ธธ ์ํ๋ค๋ฉด ๋ฏธ๋ผ๋ง๋ฅผ ํ ๊ฒ์ด๋ค. ๋ฏธ๋ผ๋ง๋ ์ด๋ฐ ์ปดํป์ด๋ ๋ง์ดํด ์ปด๋ฑ์ ๋ ๋ง์ด ํ๋ ๊ฒฝํฅ์ด ์๋ค.
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Kyle700 โข May 10, 2018, 9:19 PM
์ผ์ผ์น ๋ฐฑ
I'm sorry, but you have got it totally backward... Miramar is by far the better map for landing out in the open and getting totally kitted. For example, the little section behind San Martin and above power grid, there is 5 god houses as well as a couple shacks and buildings, which is almost more than enough to fully kit out a squad, let alone a duo or one person. Erangel buildings are not nearly as consistent as god houses on Miramar. I'd suggest dropping in a section with one or two godhouses, + one within walking distance. It's way more consistent than Erangel.
๋ฏธ์ํ๋ฐ, ๋ ์์ ํด๋ณดํ๋ค. ๋ฏธ๋ผ๋ง๋ ์คํ ํ์ ๋๋ ์์ ํ ๊ฐ์ถ์ด์ก์ ๋๋ ์์ ํ ์ต๊ณ ์ ๋งต์ด๋ค. ์๋ฅผ ๋ค์ด, ์ฐ๋งํด ๋ค์ชฝ์ ์์ ๊ตฌ์ญ๊ณผ ํ์๊ทธ๋ฆฌ๋ ๊ฑฐ๊ธฐ์ 5๊ฐ์ ๊ฟ์ง(god house)์ด ์๋ค. ๊ฒ๋ค๊ฐ ๋ช๊ฐ์ ํ์์ง๊ณผ ๊ฑด๋ฌผ๋ ์๋ค. ๊ทธ๊ฑด ๊ฑฐ์ ์ค์ฟผ๋๊ฐ ํ์ฅ์ฐฉํ๊ธฐ์ ์ถฉ๋ถํ ๊ฒ ๋ณด๋ค ๋ ๋ง๋ค. ๋์ค๋ ์๋ก๋ ๋งํ ๊ฒ๋ ์๊ณ . ์๋๊ฒ์ ๊ฑด๋ฌผ์ ๋ฏธ๋ผ๋ง์ ๊ฟ์ง๋ณด๋ค ์ผ๊ด์ฑ์ด ์๋ค. ๋๋ ํ๊ฐ๋ ๋๊ฐ์ง๋ฆฌ ๊ฟ์ง์ ๋ํํ๋ ๊ฑธ ์ ์ํ๋ค. + ์๋๋ฉด ํ๊ฐ๋ ๊ฑธ์ด์ ๊ฐ ์ ์๋ ๊ฑฐ๋ฆฌ. ์ด๊ฒ ์๋๊ฒ ๋ณด๋ค ๋ ์ผ๊ด์ฑ์ด ์๋ค.
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overloader1 โข May 11, 2018, 8:30 AM
์ค๋ฒ๋ก๋1
Not sure why you are getting down voted, I play much more Miramar than Erangel, I rarely go into the towns unless I have to, and always get a decent load out.
๋์ด ๋น์ถํ๋ ์ด์ ๋ฅผ ๋ชจ๋ฅด๊ฒ ๋ค, ๋ ์๋๊ฒ๋ณด๋ค ๋ฏธ๋ผ๋ง๋ฅผ ๋ ๋ง์ด ํ๋ ์ดํ๋ค, ๋ฑํ ํ์ด์ ๊ฐ์ผํ์ง๋ ์์ง๋ง, ์ง์ง ๊ฐ๋ ๊ฐ๊ณ , ํญ์ ๊ด์ฐฎ์ ์ฅ๋น๋ฅผ ํ๋ฐํ๋ค.
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โขKyle700 โข May 11, 2018, 5:44 PM
์ผ์ผ์น ๋ฐฑ
God houses and those large barn buildings are really, really good loot buildings. I don't know what about the god houses makes them so strong, but their loot table is far more generous than just about any game in the building, especially on Erangel.
๊ฟ์ง๊ณผ ํฐ ํ๊ฐ ๊ฑด๋ฌผ์ ์ง์ง ์ง์ง ์ข์ ํ๋ฐ ์ฅ์๋ค. ๋ ์ ๊ฟ์ง์ด ๊ทธ๋ ๊ฒ ์ข์์ง ๋ชจ๋ฅธ๋ค. ํ์ง๋ง ๊ทธ๊ณณ์ ๋ฃจํธ ํ ์ด๋ธ์ ๋งค์ฐ ๊ด๋ํ๋ค. ๋ค๋ฅธ ์ด๋ค ๊ฒ์ ๋ณด๋ค, ํนํ ์๋๊ฒ.
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invalid-arguement โข May 10, 2018, 9:30 PM
์ธ๋ฐธ๋ฆฌ๋์๊ท๋ฉํธ
Overall though, Erengel has much more backwoods houses.
์ ๋ฐ์ ์ผ๋ก ์๋๊ฒ์ ํ ์ผ์ฌ ๋ง์ ํด๋ณดํ ์ง๋ค์ด ์๋ค.
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โขkesesa โข May 10, 2018, 9:44 PM
์ผ์ธ์ฌ
Which is entirely false if you actually draw up both maps and start counting. Miramar has significantly more buildings and compounda both within towns and out in the open.
๊ทธ๊ฑด ์์ ๊ฑฐ์ง์ด๋ค. ๋ง์ฝ ๋์ด ๋ ์ง๋๋ฅผ ๊ทธ๋ ค๋๊ณ ์ซ์๋ฅผ ์ธ๊ธฐ ์์ํ๋ฉด. ๋ฏธ๋ผ๋ง๋ ํ์ ํ๊ฒ ๋ง์ ๊ฑด๋ฌผ๊ณผ ์ฝคํ์ด๋๋ฅผ ๊ฐ์ง๊ณ ์๋ค. ํ์ด๊ณผ ์คํ ํ๋ ๋ฐ ์์ชฝ ๋ชจ๋์์.
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[deleted] โข May 10, 2018, 9:40 PM
[deleted]
[์ญ์ ๋จ]
[์ญ์ ๋จ]
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โขKyle700 โข May 10, 2018, 9:43 PM
์ผ์ผ์น ๋ฐฑ
It's not that sparse though. Just found a couple god houses out of a city. One godhosue is frequently enough to fully kit you, two is almost always. Any little shacks around can give you weapons and scopes and armor just as easily as any other room. I just have the exact opposite experience on miramar. It's far easier to land somewhere that has good loot and no people.
๊ทธ๊ฑฐ ๋ฌ์ฑ๋ฌ์ฑ์ ์๋์ง๋ง. ๋์ ๋ฐ์๋ ๋ช ๊ฐ์ ๊ฟ์ง์ ์ฐพ์ ์ ์๋ค. ํ๋์ ๊ฟ์ง์ ํํ ํ ์ฅ๋น ํ๋ฐํ๊ธฐ ์ถฉ๋ถํ๋ค. 2๊ฐ๋ฉด ๊ฑฐ์ ํญ์. ์ฃผ๋ณ์ ์๋ ๋ค๋ฅธ ์์ ํ์ก์ง์ ๋ฌด๊ธฐ์ ์ค์ฝํ์ ์กฐ๋ผ๋ฅผ ์ค๋ค. ๋ค๋ฅธ ๊ฑด๋ฌผ์ ๋ฐฉ๊ณผ ๋ง์ฐฌ๊ฐ์ง๋ก. ๋๋ ๋ฏธ๋ผ๋ง์์ ์ ํํ๊ฒ ๋ฐ๋์ ๊ฒฝํ์ ํ๋ค. ๋ฏธ๋ผ๋ง์์ ์ฌ๋์๊ณ ์์ดํ ์ ์ฃผ๋ ๊ณณ์ ๋ํํ๊ธฐ๊ฐ ๋ ์ฝ๋ค.
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Ektojinx โข May 11, 2018, 1:35 AM
์ํ ์งํฌ์ค
Spot on IMO. Tree endings are garbage. Stuck behind that tree with them watching ? Youre fucked.
Stuck behind that defy/hill with them watching? Move around it atleast increasing the angle.
๋ด ๊ฒฝํ์ ์คํํด์. ๋๋ฌด ์๋ฉ์ ์ฐ๋ ๊ธฐ. ๋๋ฌด ๋ค์ ๋ถ์ด์ ๊ทธ๋ค์ด ๋๋ฅผ ๋ณด๊ณ ์๋๋ฐ? ๋ปํ.
๋๊ณต๋ถ๋ฝ/์ธ๋์ ์จ์ด์ ์ ๋ค์ด ๋๋ฅผ ๋ณด๊ณ ์์ด? ์์ผ๋ก ์์ง์ด๋ฉด ์ ์ด๋ ๊ฐ์ ๋ฒ๋ฆด ์ ์๋ค.
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trey3rd โข May 10, 2018, 7:37 PM
ํธ๋ ์ด์๋
There are hills everywhere on Miramar. It's so easy to just run down a little hill to get 100% completely cover.
๋ฏธ๋ผ๋ง ๋์ฒ์ ์ธ๋์ด ์๋ค. 100% ์ํํ๋ ค๊ณ , ์์ ์ธ๋ ๋ฐ์ด๋ด๋ ค๊ฐ๊ธฐ๊ฐ ๋งค์ฐ ์ฝ๋ค. โโโโโโโโโโโโโโโโโโโ
FiiSKiiS โข May 10, 2018, 7:45 PM
ํผ์คํค์ค
This is the most ignorant shit I constantly see on this sub.
Miramar has significantly better cover across it's areas than Erangel does. There are very few places that actually don't have cover on Miramar.
์ด๊ฒ์ด ๊ฐ์ฅ ๋ฌด์ํ ๋ฅ์ด๋ค. ๋ด๊ฐ ์ด ์๋ธ์์ ์ง์์ ์ผ๋ก ๋ณด์์จ
๋ฏธ๋ผ๋ง๋ ํ์ ํ๊ฒ ์ข์ ์ํ๋ฌผ์ ๊ฐ์ง๊ณ ์๋ค. ๊ทธ ์ง์ญ์ ๊ฐ๋ก์ง๋ฅด๋, ์๋๊ฒ๋ณด๋ค. ๋ฏธ๋ผ๋ง์๋ ์ค์ ๋ก ์ํ๊ฐ ์๋ ์ง์ญ์ ๋งค์ฐ ์ ์ ์ฅ์์ ์๋ค.
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Ektojinx โข May 11, 2018, 1:38 AM
์ํ ์งํฌ์ค
I feel like the "no cover crowd" is mainly from the TPP crowd.
In TPP i found trying to judge when you are actually in cover behind a mound is harder than fpp (only played 2 tpp miramar games though compared to 100s of fpp).
Then youve got the retard % that think if it aint a solid above ground object its.not cover. They probably have a .05% winrate and have no idea what they are talking about though.
๋ "๋ ธ ์ํ ์ง์ง์ด"๋ค์ด ์ฃผ๋ก TPPํ๋ ๋๋ค ๊ฐ๋ค๊ณ ๋๋๋ค.
TPP์์, ๋๋ ๋๊ฐ ์ค์ ๋ก ๋ง์ด๋ ๋ค์ ์ํ๋ฌผ ์์ ์์ ๋ ํ๋จํ๋ ค๊ณ ๋ ธ๋ ฅํ๋ ๊ฒ์ด FPP๋ณด๋ค ๋ ์ด๋ ต๋ค๋ ๊ฒ์ ๋ฐ๊ฒฌํ๋ค. (์ค์ง ๋ฏธ๋ผ๋ง TPP 2ํ ํ๋ค. ๊ทธ์ ๋นํด FPP๋ 100ํ)
๊ทธ๋ ๋๊ฐ % ์ง์ฒดํ๊ณ ์์ ๋, ๋ง์ฝ ๋ ์ ์ค๋ธ์ ํธ๊ฐ ์๋ฆฌ๋ํ ๊ฒ์ด ์๋๋ผ๊ณ ์๊ฐํ๊ณ , ์ํ๋ฌผ์ด ์๋๊ณ . ๊ทธ๋ค์ ์๋ง๋ 0.05%์ ์น๋ฅ ์ ๊ฐ์ง๊ณ , ์๋ฌด์๊ฐ๋ ์์ด, ๊ทธ๊ฒ์ ๋ํด์ ์ด์ผ๊ธฐํ๊ณ ์๋ ๊ฒ์ด๋ผ๋ฅ.
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FiiSKiiS โข May 11, 2018, 2:06 AM
ํผ์คํค์ค
Their gripes literally contradict each other.
The same people who bitch that Miramar has no cover are the same ones who it's impossible to traverse because of all hills and mounds.
There are maybe two areas that truly don't have a lot of good, usable cover on the map. The flats going into Impala from the west, and the flats between Pecado and San Martin. And they're both easily passable, if you wrap instead of charging right in. But that requires tactical thinking, something these cats ain't got.
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Ektojinx โข May 11, 2018, 2:55 AM
But that requires tactical thinking, something these cats ain't got.
Thats the main reason between 30-40% win rates and the 2-3%. Plenty of complaints on thos sub about rng, weapons, loot being unfair but we have to also deal with that every game and still win.
Shitty aim and forward thinking/good strats get you alot more wins than good aim/terrible strats.
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dirtyploy โข May 10, 2018, 7:23 PM
Miramar 1.0 maybe. The new Miramar has buildings within 150m almost anywhere on the map now... They reworked most of the terrain for even more cover.
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FiiSKiiS โข May 10, 2018, 7:45 PM
Even 1.0 had cover everywhere. This argument has been stupid from the get go.
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[deleted] โข May 10, 2018, 9:27 PM
I'll have to try it to give it another fair shake then. I was never impressed with it even when it was shiney and new though. We'll see.
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djrf โข May 11, 2018, 1:10 AM
I think people are downvoting you because you're statement about 90% open with no cover is pretty wrong. especially after they added in a bunch of stuff in previously semi open areas
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[deleted] โข May 11, 2018, 1:20 AM
I admit I haven't played the map since they added map features. But there's only been a few days since the map was updated. I'm only speaking from my experience with the map in the past which has been the previous 5 months or so.
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RockyMountainDave โข May 11, 2018, 2:07 AM
People are doenvoting you because there is cover all over Miramar. Not in the typical sense like trees or walls but that's because the terrain itself the cover
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NecstNecstNecst โข May 11, 2018, 3:50 AM
Youโre right, itโs Reddit people are dicks and idiots on here.
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jcaashby โข May 11, 2018, 1:29 AM
OP I actually prefer Miramar ....the terrain is your cover. Yes there are open spaces and even those have elevated areas and hay barrels etc lying around.
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morgecroc โข May 11, 2018, 2:09 AM
You play 3rd person don't you. This isn't an insult the type of cover in Erangel favours TPP as you can stand behind a tree and see anyone before the get close enough to see behind the tree. On Miramar terrain cover isn't as good as trees for TPP but in FPP it gives you much better concealed movement option even in 'open fields'.
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[deleted] โข May 11, 2018, 2:22 AM
No. I'm not a scrub.
I've been playing Battle Royale since it was on ARMA 2. I know what makes a good map in games like ARMA, DayZ, PUBG, etc.
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Beefenstein โข May 11, 2018, 7:05 AM
Miramar is 90% open fields with zero cover or any way to hide.
No it isn't. I have far less 'flat field no cover' gameplay on Miramar than on Erangel.
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zagdrob โข May 11, 2018, 1:40 PM
Erangel open spaces are really freaking open. The hills are slopes where you're completely exposed in all directions with a few trees and rocks to maybe get pinned down behind.
Even when you've got things to hide behind (haystacks in the fields south of Yasnaya for example) you're completely exposed on three sides.
The other fields - like east of Pochinki - feel like they are less open, but they only give you concealment. There's practically no hard cover and you're going to get domed by anyone with elevation.
Miramar has hard cover everywhere. You just have to be able to use the terrain to your advantage. There are a couple of shitty wide open fields, but even then you've got the tractors and open hay sheds that give you some kind of fighting chance.
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[deleted] โข May 11, 2018, 3:32 PM
Ok. I'm honestly sick of defending this... But here I go.
Would you agree that the average distance you can see in Miramar is greater than the average distance you can see on Erangel?
I'd don't have hard data, but I'd say on average the farthest point you can see just running around on Miramar is 1-2km away. Sure there are valleys and hills that obscure portions of the land, but in general you can see very very far.
On Erangel, I'd say the average distance you can see is under 300m. Tree and bush cover on all the hills around you block vast amounts of information you could gather if there was no foliage to block lines of sight. If you hear shots it's not as easy to run to the top of your hill and look down at what's going on. You need to find opening between trees for a sliver of views or get to the edge of the tree line to see any amount if distance. If that tree line doesn't end until the bottom of the hill, well you simply can't see what's in that valley that's less than 500m from you.
This is the difference. I play stealthily. Literally every move I make is to try to not be seen. Not being seen is by far better than having hard cover that protects you from bullets. On Miramar, view distances are so long that this simply isn't viable. There is inevitably always large areas of the map that can see your movement no matter how sneaky you think you are. The fact that your dark body on the light brown sand sticks out so much doesn't help. At least on Erangel your darker body can be masked by the dark greens of the map.
If they took Miramar and filled it with trees, implemented sporatic dust storms that swept across the map, or found another way to offer soft cover for people to move stealthily through, it'd be a great map. But there simply isn't enough soft cover and you're exposed to far too much view distance a large portion of the time.
By the time you get to final circles you have a pretty good idea where almost everyone is because you've been able to see everything for so long. So it's just waiting in your valley hoping circle doesn't push you out into the open where you actually don't have any cover, hard or soft. On Erangel there is ALWAYS a bush or grass to crawl through if your get pushed from the area you're holding.
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Spikebob21 โข May 16, 2018, 5:04 PM
Not sure why your being downvoted I mean that's a solid statement. Heres my vote hope you reddit luck gets better
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sh1mba โข May 10, 2018, 10:36 PM
grass is now better cover than rocks, ditches, hills and generally mixed terrain.
got it
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[deleted] โข May 10, 2018, 10:37 PM
Uh... Yes. Concealment is cover and in a game like PUBG it's probably more important. It's better to never be shot at than it is to be shot at and have something hard to hide behind. Soft cover makes it harder for people to see you meaning less people shoot at you.
The goal of PUBG is to survive. Not win gun fights.
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Vio0 โข May 10, 2018, 10:59 PM
Hard cover makes me not die to shots though? What the fuck is wrong with your arguments in this thread.
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KappaMcTIp โข May 10, 2018, 8:04 PM
lol just build
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bad-r0bot โข May 10, 2018, 2:33 PM
That hotspot on Alcantara... christ. Just get some circles to the north and south of that. Northeast is empty as well below military.
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zendeavor โข May 10, 2018, 2:22 PM
Thereโs also the factor of terrain cover versus building cover. Cities and towns and compounds help games last until true final circles. Miramar terrain cover is useful in mid game but not endgame in last two team scenarios, regardless of which circle youโre in. Erangel terrain cover also tends to offer more in terms of realizing final circle scenarios if only because of the tall grass.
So the real question, what is a final circle according to this data set? Is it the last circle that closed completely before a winner was determined? Is it the last circle that hasnโt finished closing before a win condition is achieved? Is the data strictly limited to games that end in the 9th circle?
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Isgrimnur โข May 10, 2018, 7:33 PM
Tall grass offers concealment, not cover.
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zendeavor โข May 10, 2018, 7:34 PM
Great, I appreciate your semantic input. The point hasnโt changed, but thank you for your insight.
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ElvenNeko โข May 10, 2018, 7:04 PM
Miramar hugely avoids borders, Erangel - only top borders. But all i have to say - i knew it! There is a reason why i almost never see endgame in those cool locations - dumb circle is programmed to avoid those places. And BH of course will once again tell that it's fully random.
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FiiSKiiS โข May 10, 2018, 10:27 PM
Bluehole acknowledged changes to zones on Miramar early on because everyone bitched about how hard it was to move around the map. After that, it focused significantly on the center regions and hardly ever overlapped the edges like it does on Erangel.
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[deleted] โข May 10, 2018, 10:24 PM
[deleted]
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mecks0 โข May 11, 2018, 1:17 AM
All the northern areas, really.
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ancine โข May 10, 2018, 11:02 PM
alcantara seems to be definitely scripted.
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Weis โข May 10, 2018, 4:00 PM
Problem with final circles in the corners of Miramar is that the mid game is 99% travelling with no time to loot or fight unless you happened to drop close to the final circle. It's harder to drive across terrain in miramar because of mountains, and the map is bigger, so you can't just zip over there easily like on erangel where you can pretty much drive in a straight line between anywhere on the map with the exception of the rivers.
Corner zones suck. I like fighting in unique areas but getting zone fucked really ruins a game
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[deleted] โข May 10, 2018, 5:20 PM
[deleted]
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AsianPotatos โข May 10, 2018, 5:58 PM
Don't think I've ever had a problem with corner circles on miramar, it's probably because I drop places like los leones and san martin (in both cities it's actually surprisingly easy to avoid gunfights if you're like that) the few times I've dropped military or el pozo, and the circle was far I still had enough time to loot up and get to the zone. There was one time where I went military and came out with no (good) loot after looting most of it, but I feel like that's the fault of the loot table rng, not circle.
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jhartikainen โข May 10, 2018, 2:06 PM
Yeah, it does look like there could be some weighing towards towns
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FiiSKiiS โข May 10, 2018, 7:47 PM
Not really. There were reports early on that Bluehole started weighing the zones after initial release to be more centered because of all the complaining about the map being too big.
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[deleted] โข May 10, 2018, 10:05 PM
It's not that much bigger. They are roughly the same size. Just look at the OP photo.
The 'entirety of potential end zones' circle is the same size on both maps. Each is about 5km x 5km circle in the center of the map. Erangel has a roughly evenly distributed circle and Miramar clearly has hotspots in the same size space.
The reason you think Miramar is larger is because you can see much farther. The reason you can see much farther is because there is almost zero tree cover anywhere to block your view of the distance. The additional space Miramar does have over Erangel isn't substantially used. It's some unused space South East of Campo Miltar, some empty space around and west of Trailer Park and there's the prison island that no one goes to.
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DatQuaser โข May 10, 2018, 2:47 PM
It's a good thing imo. Final circles on a flat field without cover are the worsts.
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jacob1342 โข May 10, 2018, 1:51 PM
Poor Zharki :(
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yehiko โข May 10, 2018, 3:59 PM
even circles dont go there
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Jaspersong โข May 10, 2018, 5:39 PM
I don't think even God knows about Zharki at this point
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[deleted] โข May 10, 2018, 4:44 PM
[deleted]
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Zockerland99 โข May 11, 2018, 8:28 AM
or enable auto walk
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Squidpingvin โข May 10, 2018, 3:58 PM
And Kameshki
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kurtcop101 โข May 10, 2018, 8:02 PM
I've never gotten good loot from Kameshki, sadly.
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Ronny070 โข May 10, 2018, 8:28 PM
Yeah it's sad cauae I like the overall placement of buildings and whatever but the loot in Kameshki is dog shit.
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legimpster โข May 10, 2018, 6:59 PM
Zharki has better loot than Kameshki
Source: If I can, I always land Kameshki or Zharki.
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cobrasrock19 โข May 10, 2018, 6:08 PM
Kameshki is just as bad
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MaterialScientist โข May 10, 2018, 5:00 PM
Zharki, forever alone...
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V4ampp โข May 10, 2018, 3:00 PM
still not enough love for zharki stalber and kameshki...
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WestBrink โข May 10, 2018, 3:36 PM
Had a stalber final circle once, was an absolute blast, making our way up the hill watching behind for people coming out of Yasnaya.
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LightningTP โข May 10, 2018, 5:47 PM
Stalber's southern hillside makes for a great circle. Lots of rocks and trees to find cover. It's pretty common too in my experience.
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wholesomealt3 โข May 10, 2018, 6:52 PM
The last game I had with the third circle covering the area around Yas, everyone was already at Stalber fighting lol
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ReSePlay โข May 10, 2018, 2:21 PM
every spot on map should have the same chance to be the final circle, each game would be much more different then the other
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bigbishounen โข May 10, 2018, 2:32 PM
Assuming the final circle is calculated at the beginning of the game, it would be interesting to include a mechanic that does not allow any final circle location to repeat until all other final circles have been run.
Mind you, there would be a TON of utter shit final circle locations, and some locations, such as in the ocean, would have to be manually excluded. But still, having a final circle repeat only once every several thousand games would be pretty awesome.
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Spamakin โข May 10, 2018, 4:16 PM
You could impose limits and restrictions
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bigbishounen โข May 10, 2018, 4:35 PM
You would have to, in order to prevent a ton of "swimming circles" (That said, a water finish could be fun on occasion, but not a bunch of them in a row.)
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PeterPredictable โข May 10, 2018, 9:06 PM
That's been in the game for almost a year now. An ending circle won't (shouldn't, I'm sure there are bugs) be 100% in the water.
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Sluukje โข May 10, 2018, 7:19 PM
those thousand games are played in less than an hour.
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bigbishounen โข May 10, 2018, 8:19 PM
I actually would be interested to see how many games ARE played in an hour, per region.
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Sluukje โข May 10, 2018, 8:22 PM
That would be a fun stat!
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password34521 โข May 10, 2018, 3:41 PM
Nah, that sucked. Getting circles in the water or at that tiny island at the top of Erangal or off to the SE sucked dick. Bridges aren't much better but I haven't seen one of those for a while either.
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ikarli โข May 10, 2018, 3:57 PM
I think they lowered chances of having any water inside even more
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trey3rd โข May 10, 2018, 7:43 PM
They made it impossible to have a 100% water ending, and I think they included bridges in that. Not sure on the bridge though.
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ithinarine โข May 10, 2018, 9:19 PM
It's impossible for circle to be 100% on water anymore. The center of the circle has to be above land, which is why the chances of final circle being by the coast is so low.
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kesesa โข May 10, 2018, 9:46 PM
Then the direction the circle will shrink towards would be much more predictable. Conditional probability.
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Incrediblebulk92 โข May 10, 2018, 6:12 PM
I don't know if I agree. I like it when the circle decides that everybody on the map needs to scramble north or unit an area of the map I've only been in a couple of times. It makes the round a bit different.
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XeroG โข May 10, 2018, 3:05 PM
This is pretty fascinating and reveals some of the underlying mechanics behind the circle. If the circle was truly random (besides the not spawning over water mechanic) you would expect to see an evenly distributed heat map.
Instead, you have a lattice like structure on Erangel and clear "attractors" on Miramar. Its pretty obvious on Miramar that there is a systematic bias for circles ending on high density areas, but the underlying mechanism behind Erangel is less obvious.
Why does the circle have a strong preference for certain points on Erangel but almost 0 circle density at immediately adjacent points? Is the lack of density due to some underlying mechanic or just insufficient data? Very interesting post OP.
EDIT: A commenter below me mentioned that they are probably generating the probability density map from Perlin Noise, which makes sense given that Unreal contains various methods for generating Perlin noise and various computationally efficient variants. That would explain the circle distribution.
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DNRTannen โข May 10, 2018, 4:47 PM
Disregarding Miramar, Erangel will be weighted towards certain locations due to the circular nature of each phase avoiding water. Only the centre of each circle dodges water, but that's enough to edge out many locations around the outskirts of the map, by the river and Sosnovka Island.
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XeroG โข May 10, 2018, 7:37 PM
That makes sense for the edges of the map, but why is the outcome density so heavily varied in landlocked areas? It would be interesting to see if this was a result of something subtle like the initial position of the circle causing a certain instability in the domain of possible outcomes. Might have to go fire up Matlab for this one.
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PeterPredictable โข May 10, 2018, 9:07 PM
RemindMe! 5 months
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[deleted] โข May 10, 2018, 9:10 PM
[deleted]
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PeterPredictable โข May 10, 2018, 9:38 PM
Yeah just being silly
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RemindMeBot โข May 10, 2018, 9:07 PM
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TValentinOT โข May 10, 2018, 7:45 PM
I'm pretty sure Erangel looks like that because they are using perlin noise to decide where to place the circle.
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XeroG โข May 10, 2018, 7:57 PM
Not sure why I didn't think of that, that makes complete sense!
I see now that Unreal has lots of Script Editor nodes that implement variants of Perlin, so its not out of the question they might have used that.
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more_sidechain โข May 10, 2018, 6:38 PM
Perhaps there's some bias from match length? Is this showing where the final circle would have been if the game had ended before hand? And does having a house for cover in the final circle allow players to camp for longer?
EDIT: Someone mentioned earlier that in custom games you can encourage final circles to be in towns, so that's probably happening here. I'd still like to know more about how the data was collected, and if it's at all influenced by when the round ends.
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XeroG โข May 10, 2018, 7:39 PM
That would actually make a lot of sense. If this only includes final circles when the game actually ends and not what the true final circle, you would have larger circles in areas less cover as data points for the heat map, since everyone kills each other faster in the open.
That would make the density of each location somewhat proportional to the lack of cover. It would also depend on if this website weights the distribution as a factor of the size of the ending circle, otherwise we are back to square 1.
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GammaKing โข May 10, 2018, 7:29 PM
Erangel's circles are obviously random, with a weighting towards the middle (I imagine this will be due to how the first circle is placed). Those "gaps" aren't really as significant as they look, I expect the difference between each shade is 1 circle, so areas were mostly hit by 1 or 2 circles.
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kesesa โข May 10, 2018, 9:49 PM
If every subsequent circle is completely randomly determined, then there will always be a heavy bias towards the middle.
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bennyh6813 โข May 10, 2018, 6:22 PM
You would not expect it to be evenly distributed if it was truly random. Think about this, if you roll a dice 1000 times, are you saying you'd expect an near equal amount of rolls for 1,2,3,4,5,6? You'll almost always find that is not the case, as it is random.
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jhartikainen โข May 10, 2018, 6:31 PM
With a sufficiently large sample size you would find it evens out. Whether 9000 is sufficiently large for it to happen here is debatable :)
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XeroG โข May 10, 2018, 7:27 PM
if you roll a dice 1000 times, are you saying you'd expect an near equal amount of rolls for 1,2,3,4,5,6?
Yes.
Obviously it would rarely be exact, but it would be exceedingly unlikely to have, say, 200 5s and 10 6s. The roll of a single die is uniformly distributed.
Think about it, the cumulative density function is a discrete sum of the probabilities of each side being rolled. if you were to graph, it would look like a stepwise function with a constant increment at each step. which means each outcome of rolling the die is equally likely. The more trials you have, the closer you get (percentage wise) to a uniform density of outcomes.
What we see on the Erangel map above is a very non-uniform density of outcomes. This could be due to many things. Sampling error, lack of sufficient trials, or the underlying mechanism doesnt choose a truly random position given a certain landmass area to pick from.
Obviously one constraint in the selection of each circle is the location of the previous circle. The next circle must fit entirely within the previous. Whether or not this constraint would lead to the outcome seen above im not certain. I would have to simulate it because intuitively i think it would be more evenly distributed after a certain number of iterations.
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epipepipepipep โข May 10, 2018, 1:52 PM
Insufficient data, too small sample size. Must be over 9000
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Penguinsburgh โข May 10, 2018, 3:56 PM
Damn I feel like 90% of my miramar games end on some combination of that road around los leones/giant open field below it with me running across it directly towards a mountain with the remaining 15 people in the game on the top
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frggl โข May 11, 2018, 11:56 AM
But only halfway up?
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[deleted] โข May 10, 2018, 4:10 PM
[deleted]
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Naga14 โข May 10, 2018, 11:33 PM
Yeah I hate that. When you think about it, the most interesting areas in the game are on the edges and never get played.
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HackPlack โข May 10, 2018, 3:49 PM
Intresting how alcantara is red
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AdjunctFunktopus โข May 10, 2018, 5:46 PM
Yeah, it looks like if youโre playing Miramar and the circle looks to Center up there, you might as well go find a defensible building in town, knowing the circle isnโt going to the areas outside of town.
Same with Prison and Los Higos. Less reason to play the edge if you already know youโll have to advance into town.
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thorizzle117 โข May 10, 2018, 3:39 PM
Am I wrong in saying that these maps should just look like a polka dot shirt with dots spaced throughout the ENTIRE map, including the edges?
Why is so much of each map unused in late game?
Kinda disappointing
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Ideas966 โข May 10, 2018, 3:46 PM
I believe it's because each circle has to have at least 50% of its area be in the playable area of the map. So as the circle shrinks it's less and less likely to have 50% of the next playable area be mostly on an edge. Or maybe I'm totally wrong but I think that's how it works?
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Inzanami โข May 10, 2018, 5:25 PM
It is 25% of the play area, the diameter is halved so that meants its 1/2*1/2 so 25% of the play area. (I could be wrong about the diameter being half though, correct me if I am).
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kesesa โข May 10, 2018, 9:54 PM
Well, if you randomly determine each subsequent circle, then there will always be a bias towards the center. It's just probability. You'd have to manually introduce a bias that favours edges if you wanted a uniform distribution, and which way the circle will shrink would become more predictable.
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idingy โข May 11, 2018, 2:25 AM
Yea, you think you want edge circles on Miramar... until you have them and youre running that big map with no car chasing the circle to the edge of the map on the fast side of blue.
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jhartikainen โข May 10, 2018, 1:12 PM
Interestingly enough, it appears the areas near the borders of both maps are rarely within the final circle.
The tool I used to make these is available here if anyone wants to play with the data:
http://zomgmoz.tv/pubg/data
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toastjam โข May 10, 2018, 9:46 PM
What would be really cool is if you could see a heatmap of the landing spots of chicken dinner winners, even better if normalized by the heatmap of all landing spots.
That would probably start changing the meta though if people could see the objectively best places to land.
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jhartikainen โข May 11, 2018, 3:38 AM
Yeah someone suggested this as well. It's an interesting idea so I'm gonna see about adding it, it's just gonna take a while to reprocess the matches since I'm not currently storing the ranking data
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Zaipheln โข May 11, 2018, 6:50 AM
It would probably favourite hot spots just because whoever leaves is typically fully geared and some hot spots are center of the map which means you won't have to make a mad dash as often. Also the fact that people are more willing to fly further for hot spots compared to other drops.
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kesesa โข May 10, 2018, 9:50 PM
This will naturally be the case if each subsequent circle is randomly determined.
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Bob_Skywalker โข May 10, 2018, 2:41 PM
So, what happens when the final circle is over the bunkers west of Prison?
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jhartikainen โข May 10, 2018, 2:43 PM
Legal play area is both underground and above ground, it leads to some pretty terrible situations :D
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DNRTannen โข May 10, 2018, 4:48 PM
Heal race!
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LAKingsDave โข May 10, 2018, 6:50 PM
I saw DrDisRespect end on top there and lost to the guys below who healed more than him and his partner.
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CallMeBigBobbyB โข May 10, 2018, 3:53 PM
Poor fucking Zharki no one likes you!
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Asdioh โข May 10, 2018, 5:17 PM
I love erangel, but all those open field end circles near places like Gatka and north military are just awful luckfests, unfortunately.
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WackyJacky101 โข May 10, 2018, 11:53 PM
This is so cool.
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sevansx420 โข May 11, 2018, 1:19 AM
Hey Wacky, I always wondered if the circle placement has anything to do with player locations? Is it all rng? are there preset cycles? Mirimar's small island having 3 very defined locations of final circles located exactly at each location that has any number of buildings makes me think there is definitely some algorithmic decision that determines circle placement.
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jhartikainen โข May 11, 2018, 3:35 AM
Thanks :) Would love to hear if you have any ideas on other types of visualizations that might be interesting, there's a ton of data in the telemetry
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more_sidechain โข May 10, 2018, 6:35 PM
I don't know how the circles are actually chosen, but it looks as if each circle centre is chosen at random within the previous. Personally, I'd love it if the server would choose the final circle FIRST uniformly from all valid land areas, and work backwards to find the outer circles. Could be tricky, but it'd be great if any part of the map could be the end zone, rather than having favouritism towards the middle.
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imdivesmaintank โข May 10, 2018, 6:39 PM
this is exactly what I came here to post and I don't see how it could be any more complicated than what's already done.
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more_sidechain โข May 10, 2018, 6:50 PM
Well, if you pick a centre, pick another centre, etc, it's pretty trivial. Finding a suitable circle that fits a smaller one... actually it wouldn't be that hard. Determine the possible circle of new centres that would include the next circle (new radius minus inner circle radius, I think), pick an angle and radius at random (I think you need to square the value for radius for true uniformity), and repeat until you get a valid point with enough land (or time out).
That could lead to a lot of awkward traversals and swimming/boating, but PUBG should be kind of painful and arbitrary.
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wamus โข May 10, 2018, 9:39 PM
The problem with this is that you don't want circles to be in the water too much, as it is not fun (we saw this in the first couple of months..).
Putting a weight to it so less of a circle is in water also does not help, as that means any point closer to the water is more likely to be chosen based of the information the players have, and we get a whole different type of metagame.
I think best would be having the 3rd (or maybe 4th) circle randomly prechosen like you suggest, and then have random circles from there. That way the whole map would be used a lot more but the circles don't become too predictable.
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more_sidechain โข May 10, 2018, 9:50 PM
I think there would be ways around that, just like there are now (if it is forward-selected). Still, yeah, it could have problems of its own.
A bit of a more far-out solution would be for maps to be endlessly tiling, and join at the edges. No more middle at all! Fog and level of detail could solve issues with the view from the plane, but it's still weird.
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ShadowBanThisCucks โข May 10, 2018, 2:50 PM
Could the circles on Miramar be calculated based on loot nodes?
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_Regicidal โข May 10, 2018, 7:22 PM
They certainly could be!
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Abipolarbears โข May 10, 2018, 6:16 PM
Poor zharki
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CargoDankster โข May 10, 2018, 8:24 PM
r/dataisbeautiful
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tim1_2 โข May 11, 2018, 11:57 AM
Primorsk is a cool spot for final circles with the city and then the big hill on the eastern side, plus the people that inevitably come whipping in on boats.... Wish it got more circle love.
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Warp__ โข May 10, 2018, 2:26 PM
Some more stalber would be very interesting.
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hulksreddit โข May 10, 2018, 3:14 PM
I wish there were more ending circles on zharki/kameshki/stalber and trailer park/lake. Apart from zharki and stalber I don't think I've ever been to these places
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ChocolateSunrise โข May 10, 2018, 3:19 PM
At least we have the proof that the western side of Miramar has the circle biased against it.
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Ananvil โข May 10, 2018, 3:24 PM
Man, I don't think I've ever seen a final circle in Miramar on the outskirts or islands. That'd be fun.
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mkgref โข May 10, 2018, 4:25 PM
Is this location of actual circles or this location of people during the final circles?
If it is people location that would explain towns and buildings having much more heat even if this circle only includes a small part of them...people gonna hide there.
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jhartikainen โข May 10, 2018, 4:28 PM
The datapoints used are the centers of each final circle from the 9000 or so matches plotted for each map.
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NlNTENDO โข May 11, 2018, 6:13 PM
hey! quick question - can you give me a general idea of the difference between a red zone, a yellow zone, and a green zone? like what percentage of matches would a red zone make up?
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jhartikainen โข May 11, 2018, 6:15 PM
I'm not sure if I understand the question. Do you mean what percentage as in how long do red zones appear in the match in total? (and I'm guessing yellow and green are colorblind options for blue and white?)
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NlNTENDO โข May 11, 2018, 7:21 PM
ya im dumb i meant blue and white. but basically my question is of the circles that show up in red zones, what percentage of the 9000ish matches do they make up?
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jhartikainen โข May 12, 2018, 12:57 AM
Ah got it :) That's kinda hard to say - the brightest reds are basically the highest heat values with the yellows being middle ground and blue being coldest (and not even a hint of blue means there's no data points for that area). There's no easy way of getting a specific match count since each datapoint produces a certain amount of heat which then spreads and gradually cools down, and this is added into other heat generated by other datapoints.
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orionrecon โข May 11, 2018, 7:32 PM
can you show us a key or legend? i think that would answer his question.
edit: although i'm having trouble wrapping my head around a legend for a heatmap...
edit2: wait., i think if you made the map plot out a grid say 25mx25m grids and plot colors like that, then you could use a legend
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Maderoh โข May 10, 2018, 4:34 PM
Trailer park would be amazing
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LeLiterally420 โข May 10, 2018, 4:42 PM
just remove the outer layer of miramar already
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Karukash โข May 10, 2018, 4:44 PM
Cosmic Background Radiation
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StormforceVII โข May 10, 2018, 5:42 PM
I wish they would put some weighting to some of the more interesting and lesser explored parts of erangel such as the zharki area or the NE coast, it has a few cool features that i'd love to play an end game around.
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Xenton โข May 10, 2018, 5:57 PM
It would appear, looking at both of these maps, that the circle is certainly effected by player locations.
Or at the very least, it controlled by something other than true RNG, either it has preset locations or it is algorithmically chosen.
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Th_Mafia โข May 10, 2018, 6:10 PM
very interesting, looks like the rule is that it 'has to contain some sort of complex before the thing closes all the way'. takign example from the miramar bottom left corner
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pilgrimlost โข May 10, 2018, 6:18 PM
Is this actually a traceable component in the API or is there a proxy (like last kill location) used for this?
That could help explain some of the Mirimar city-clumpiness since there could be aggressive engagements in the city before the final circle.
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jhartikainen โข May 10, 2018, 6:26 PM
The data used for this is entirely based on white circle location provided in the match telemetry data, which is 1-to-1 with what happened with the circle ingame.
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pilgrimlost โข May 10, 2018, 7:11 PM
Very cool. Thanks for the reply.
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GoTo3-UY โข May 10, 2018, 6:31 PM
why is this map different from this one? https://samueldev.github.io/Erangel/erangel.html
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jhartikainen โข May 10, 2018, 6:35 PM
That looks to have similar patterns on the edges. His sample size is smaller, and he's using different heatmap rendering settings. Looks like his settings make each datapoint produce a wider "spread" of heat, so you get more of the large solid areas.
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Paragusrants โข May 10, 2018, 6:46 PM
I'd like to see more circles near the edges of the maps, especially on Erengel so some of these places get some action. Stalber as an example is probably one of the more interesting geographic places on the map.
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bf4truth โข May 10, 2018, 6:47 PM
one of the reasons erengal is so much better
mirimar is huge and most of the map is unused
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bpnelson7 โข May 10, 2018, 7:44 PM
Erangel has a standard random distribution but Miramar clearly has intentional picks. Yet another reason why even with five times the hours played on Erangel it feels like a more fun and less stale map.
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RaptorF22 โข May 10, 2018, 9:28 PM
How did you track this data?
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jhartikainen โข May 11, 2018, 3:39 AM
https://documentation.playbattlegrounds.com/en/introduction.html
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UpboatOrNoBoat โข May 10, 2018, 10:42 PM
Wow pretty cool that I've experienced one of the few games on the easternmost island in Miramar.
The last 3-4 circles were a clusterfuck of people ramping their vehicles full speed off the shore and swimming across. The first 3-4 squads to cross just camped the shoreline and went fishing. Nobody was lucky enough to find a boat lmao.
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Exploit89 โข May 11, 2018, 12:39 AM
It's bad, that at corners of the map usual no any action =(
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lolzor21 โข May 11, 2018, 1:21 AM
How did you get this data anyway?
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jhartikainen โข May 11, 2018, 3:34 AM
This data comes off the PUBG API https://documentation.playbattlegrounds.com/en/introduction.html
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RockyMountainDave โข May 11, 2018, 2:05 AM
Told you people would like it :)
Great job man
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peecee37 โข May 11, 2018, 3:20 AM
Campo militar finish is something i've never seen in a few hundreds Miramar games. Never seen campo make it past the second circle.
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TappajaKana โข May 11, 2018, 5:09 AM
Alcantara lol
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izofel โข May 11, 2018, 5:52 AM
I actually had a zharki circle a while ago. I almost creamed my pants
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-TwiiK- โข May 11, 2018, 8:36 AM
I feel like more interesting ending circles is more important for the replayability of this game than new maps. There are so many places on the current maps where I've never fought because the circle is never over them.
There's no reason for the "water rule" in the circle logic after the last swimming changes in my opinion. Enabling circles with a lot of water and little land area will enable the circle to end on much more interesting areas of the map as well as create games where you have varying room to fight compared to every game having virtually the same play area.
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MatthewRoberts1990 โข May 11, 2018, 9:32 AM
There are so many areas on the maps I'd love the game to end on but they never do...
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BestXenonEU โข May 11, 2018, 9:48 AM
Damn... I love Miramar, but I dislike town finishes :(
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Salmuth โข May 11, 2018, 11:53 AM
This Miramar map looks suspicious to me. I don't get how that point in between crater field and San Martin is so red like it's one of the top 10 destination and as thick as a hotspot...
There is a couple of those buildings we all like, but that's it. I go there every now and then and I usually am either alone or with 1 other player. When this is accessible, there is always about 4-5 guys in Porwer Grid which is like a very low spot on this map....
That's all just weird!
EDIT : I need to practice my reading a bit :D
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jhartikainen โข May 11, 2018, 12:38 PM
This is based on where the circle ends up, not where players are :)
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Salmuth โข May 11, 2018, 12:42 PM
Man, I must be high as a cloud! I read "heatmaps" and assume it's the drop heatmap!
My bad there! haha
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jhartikainen โข May 11, 2018, 12:53 PM
If you're curious you can also get a drop heatmap :) Just go to http://zomgmoz.tv/pubg/data and select landing spots as the data source - note that this is a lot of data and will take a while to load and render.
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Salmuth โข May 11, 2018, 12:56 PM
Man I'm curious!
Thanks for this, are you the one behind this? If yes, amazing job, if not, thanks for letting us know about it!
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jhartikainen โข May 11, 2018, 2:16 PM
yep, I made that :) thanks!
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statypan โข May 11, 2018, 4:38 PM
This was posted a few days ago as โLanding heatmapโ, then reposted by instgram account pubg_gags incorrectly as Final circle heatmap and now it is back in reddit under wrong interpretation. Interesting.
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jhartikainen โข May 11, 2018, 4:51 PM
Nope, those must have been different ones. I generated these images before I posted this (using http://zomgmoz.tv/pubg/data/ , which you may use yourself as well if you're curious)
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ojfkp9qpokao โข May 10, 2018, 2:35 PM
Great job, really reveals how non-random the circle placement is.
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Lakkoa โข May 10, 2018, 8:26 PM
Pretty surprised there isn't one huge red blob on los leones.
'๊ฒ์ ํ๋ ์ด ๊ธฐ๋ก > ๋ฐฐํ๊ทธ๋ผ์ด๋' ์นดํ ๊ณ ๋ฆฌ์ ๋ค๋ฅธ ๊ธ
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