PUBG, or PlayerUnknown's Battlegrounds in case you've been living under the proverbial rock in the last six months, will get the highly anticipated climbing and vaulting feature on its test servers next week.
Bluehole announced this a few hours ago on the game's Steam forums. This was quite the complex system to implement, the developers have revealed, so there are bound to be a few bugs and glitches. However, it should also open up a number of new tactical options.
Vaulting & Climbing
Crossing and scaling obstacles may intermittently create many new tactical options available to the players. The standard jump feature can be used in standard situations, but there are many areas where it does not suffice. After all, PUBG features a play area of considerable proportions. In addition, objects located on the map differ greatly in shape and size. Such complexity can cause many problems for the players who need to rely on fast and effective means of jumping over (or on top of) boxes, containers, fences etc. For that reason we have decided to implement dynamic vaulting and climbing mechanics.
This feature enables in-game characters to quickly scale obstacles in front of them. Although we initially planned to allow crossing over structures which are up to 1 meter high, we have eventually decided to extend the functionality of the feature by increasing the limit to about 2.3 meters. Almost any static object that meets the dimension criteria can be scaled. Additionally, passing through openings in structures (such as windows) is possible as long as they are wide and tall enough. You may scale almost any static object which is short enough. Objects which are chest level high can be scaled with a weapon in hand. Taller structures that require pulling up to vault need to be performed with both hands free of any items (they will be holstered automatically when animation is played). Running towards the obstacle will generate momentum that will ensure faster motion. Performing the action from stationary position is also possible but the animation played will be slower, leaving players vulnerable for a longer period of time.
Bluehole, which confirmed yesterday via PUBG's creator Brendan Greene that there are no actual plans to create a single player campaign for the game, also promised new and improved ways to track and identify the usage of cheats.
The game continues to sell at an insane rate on PC, with SteamSpy tracking over 17 million owners of PUBG now, and it's bound to hit Xbox One soon along with a physical release.