DirectorWolf

DirectorWolf Hi, I play games!

Theory: PUBG New State secretly teased new maps in their lore website.Note: This is my theory that may hinted very large...
01/12/2021

Theory: PUBG New State secretly teased new maps in their lore website.

Note: This is my theory that may hinted very large amount of spoilers in the game's future events next year.

Hunters Operation Records (PUBG UNIVERSE)


PUBG Lore: History Of MiramarNote: This is only a summary of articles, videos and found at the    and all of them relate...
24/11/2021

PUBG Lore: History Of Miramar

Note: This is only a summary of articles, videos and found at the and all of them related to Miramar and its history and relations to the battlegrounds. Personally, some of it maybe inaccurate but it will be changed soon.

In 1980's, a tape containing the video footage of bloody riot inside the prison located southeast of Miramar was taken and later sold to the criminal underworld. Right after the successful distribution of "Gulag Tapes", Hector Ochoa, born on December 21st, 1974 in Guadalajara, Mexico, grabbed the opportunity of making his own tapes by selling his house as a starter fund and borrowed the rest from an associate with ties to the cartel to use it to produce Muerte Vamos.

Muerte Vamos is a death race with volunteers having their car rigs equipped and modified with deadly weapons, racing across Tijuana to the shores of Miramar while eliminating against each other till one of them finish the race or survive the bloodsport. The demand of this is high as the Gulag Tape's popularity across the criminal underworld as private investors invest into Muerte Vamos.

In the business side of things, Grisly Goods, a Florida-based oddities shop that trades in eccentric, sometimes horrific collectibles, is a go-to source for all matters on the dark web marketplace, was selling several items from Muerte Vamos including a helmet, driver's wheel, a rusty machine gun and a VHS tape containing the video of one of the death races being recorded in the year of 1987.

Years later, a man named Eddie Dominguez, a reporter, was kidnapped during his search for his uncle Frank Dominguez and what happened to him and later taken somewhere in the outskirts of Miramar. There he witnessed a death race of 20 volunteers with CCTV cameras to record all of it in order to sell it to the highest bidder. However, he found out that his uncle, Frank, is one of Muerte Vamos' infamous legendary rider known as El Demonio, who won countless of races but died due to the injuries sustained after twelve years and later, memorialized in the Miramar's Hall of Fame called " The Ghost of Miramar". Eddie was later returned to his apartment, where he was taken the night before, and the kidnappers left a memento from Uncle Frank to Eddie, an eyepatch with a "D" initials.

Meanwhile, Hector found success from his infamous Muerte Vamos tapes that it took the attention of Sergei Kalimnick, the person behind the distribution of the Gulag tapes. Sergei made an offer to Hector which he gladly accepts and the offer is to persuade the drug cartel into selling Miramar to Sergei and turn it into the Battlegrounds.
But the negotiations between Hector and the current drug cartel leader didn't went smoothly as the latter denied the offer, leading to be killed by Sergei via Remote bomb planted by Hector while flying on an airplane above Miramar. (See Season 5 video on YouTube)

Miramar became a battleground with the remains of tracks of the deadly Muerte Vamos as a part of an elaborate game for survival and what followed is the skyrocketing success of Sergei Kalimnick and Hector Ochoa, also known as "The Producer"

WHO DO YOU THINK CAME UP WITH ‘WINNER WINNER CHICKEN DINNER’? THAT WAS ME!
-Hector Ochoa

This is a long one... Hopefully worth it for you guys!PUBG Lore History Part 1 Origin of Playerunknown-Rise of Battlegro...
23/11/2021

This is a long one... Hopefully worth it for you guys!

PUBG Lore History Part 1
Origin of Playerunknown-Rise of Battlegrounds

1950-1965
Erangel was originally occupied by Soviet forces and it was used as a military testing facility, which explains the military base as well as the hospital and storage facilities. A local resistance movement fought to reclaim the island which eventually lead to the island becoming abandoned. The electrical field seen wreaking havoc on the island is powered by electrical emitters which were used to contain towns that were showing signs of revolting against the Soviet forces.

Within those given years, Sergei Kalimnick was born in the year 1956 (I estimate this) and became the "lone survivor of Erangel" at the age of 11 after both Soviet and the remaining people, resistance or civilian, abandoned the island.

After 1965, he left the island in pursuit of surviving on the outside world. As he grew older, he found his way in the Russian Criminal Underworld, smuggling and selling guns, whiskey and blue jeans from the island and other countries.

In 1983, in Hosan, South Korea, a VHS tape containing the video footage of a prison riot between Kangjae Ma, a convicted murderer sentenced to death and the inmates who wants the bounty for his life. Kangjae Ma killed all of them including the 22 inmates and the two prison officers and escaped. However, the VHS tape was obtained by Sergei Kalimnick and his associates including former associate, Alexei Sychov, and sold to every buyer within the criminal underworld. Because of this, they started the business of obtaining and selling a poorly-produced and incredibly violent VHS tape footages known as the "Gulag Tapes".

Links:
Ground Zero: https://youtu.be/gS7UiBdAqfY
Rise of Gulag Tapes: https://pubguniverse.com/en/records/the-rise-of-the-gulag-tapes
Hosan Times:
https://pubguniverse.com/en/records/hosan-times

Between 1985-1990's, dissatisfied and wanting more, Sergei planned the Battlegrounds despite the tapes popularity.

In the summer of 1994, the first battlegrounds has started. 100 combatants, experienced or seasoned soldier, civilian or even with criminal records, were either smuggled, forced or even chose to participate in a battle royale within the island of Erangel and only one participant will survive and become the lone survivor. Since Kalimnick couldn't figure out how the Soviet manage to setup magnetic fields during the 50's, they used helicopters to scout, search and take down any combatants who were outside the map's safe zone using a sniper rifle. They also used CCTV cameras in all parts of Erangel such as Pochinki etc and a C140 carrier plane for dropping combatants and loot crates via Air drop and even setting up red zones, dropping ballistic missiles in order to vamp up competition.
The Battlegrounds became a success, skyrocketed it's popularity within the criminal underworld.

Driven by guilt and disgust, Alexei Sychov decided to quit as Sergei's associate but was captured and warned by another crime organization, wearing a golden mask, to do not interfere nor exposed this to the whole world as they would invest into Sergei's Battlegrounds.

After that, Sergei Kalimnick became "The Russian" or "Playerunknown"

----------------End of Part 1------------------

"COD Mobile is a good game, but it is very bad"(Ok, if you're a COD Mobile gamer, be in shock to what I am going to expr...
24/06/2020

"COD Mobile is a good game, but it is very bad"

(Ok, if you're a COD Mobile gamer, be in shock to what I am going to express and hopefully, relate to what I see in this game that spend some of my hours in daily basis)

COD Mobile or Call of Duty Mobile, is a great game with good graphics with popular maps from the previous Call of Duty games. Made by Timi Studio of Tencent partnered by Activision, it was officially announced in March 2019.

The beta was released on July 2019 in selected countries, mainly U.S.and I tried downloading it on playstore to play and it was cool. The graphics are selectable from low
to high graphics with low to medium framerates at a low device (vivo y55s, don't judge me). The game itself has almost all the compiled elements of the previous game such as the characters, the COD Black Ops vibe,I enjoyed how the game resembles the COD gameplay we see on the internet. But at that time, the BR content wasn't released so I tried different modes such as famous team deathmatch.

It wasn't like PUBG but it is good to see that Activision decided to make a COD game to a mobile device that could outshadow the entire Modern Combat franchise and many FPS game out there.

When the game was released on October 1, 2019, it took the mobile community around the world by storm, made a lot of youtube streamers, like Chaos, review about how good is COD on mobile.
I initially installed the game, played some hours out of it, grinding in ranked team deathmatch in order for me to access the Battle Royale Mode. But when I tried playing the Battle Royale Mode in COD Mobile, well, to be honest, its bland and tasteless. Yes, there are a lot of classes to choose from like from Scout to Medic and of course, unique zombie infected zones and major respawn system that they copied from Apex Legends but that's about it. You can't do whatever the f**k you want because of some of these restrictions (Yes, I called this restrictions because of how it narrows down to one simple phrase "Being casual").
The Battle Royale content in this game is a joke. PUBG Mobile and other Battle Royale games has better taste than this.
Even the game entirely has major flaws that some players finding themselves leaving the game and one of it is the reward system. It doesn't give much rewards than PUBG does in their mobile version like character skins, newer gun skins but
even that, COD Mobile failed to grab all attention from the mobile community of other BR games.

Call of Duty Mobile without the Battle Royale Mode is good if not, better. Activision learned from these mistakes and that is why they made Warzone, lessen the restrictions to do whatever you think might give you a winning hand. COD Mobile could have a good Battle Royale if they played their cards right. Again, it's BR is bland, boring, and distasteful to the Battle Royale name. That is why PUBG Mobile and other BR games has better content than this.

Side note:
If anyone saw a meme of a photo about a difference between COD and PUBG when it comes to default clothes, try imagine yourself joining an army (not a f**king BTS army an actual military base), wearing only undergarment while being underattacked, wiped out a whole battalion without any bulletproof vest or a spetnaz helmet. The whole country itself demand to give you a medal of valor for helping to clear out a squad with only your gun and your underwear. Now that is badass.

"...you may get any weapons, bag or armor at the crate as long as I get my f**king level 3 helmet, bitch!..."
20/06/2020

"...you may get any weapons, bag or armor at the crate as long as I get my f**king level 3 helmet, bitch!..."

🔕DEV LETTER: ANTI-CHEAT & PERFORMANCE PLANS FOR 2020Hello players,This is Taeseok Jang, Executive Producer of PUBG PC.Wi...
05/05/2020

🔕DEV LETTER: ANTI-CHEAT & PERFORMANCE PLANS FOR 2020

Hello players,

This is Taeseok Jang, Executive Producer of PUBG PC.

With the entire world facing the threat of COVID-19, let me start by wishing you and your loved ones good health. Like everyone, PUBG’s teams around the world have had to change our work practices a bit, but we’re doing all we can to safely provide new content and uninterrupted live service to you all.

2019 was a busy year for us, with lots of new content, updates to some of our maps, and a number of quality of life fixes. While much of this content was very well received, we know some of our other efforts didn’t land as well with you. We also had trouble nailing down the causes of a few persistent bugs and struggled against a relentless onslaught of cheat programs. These are some of the things I’ll be talking with you about today.

Last year was also a year of growth and change for our teams. To say that we suffered from growing pains would be an understatement, and most unfortunate of all is that during the massive expansions of our teams, we failed to communicate properly with you all, giving the unfortunate illusions that we weren’t listening or did not care. It’s this that I’m most sorry for, as one of the reasons PUBG was able to grow as much as it has was the love and passion of our community. That dedication has carried us through three years of service and I’d like to reaffirm to you all today that we will focus on the issues that are most important to you and continue to improve the game for years to come.

There is quite a bit to go over in each category, so I’ll be releasing additional letters in the future to talk about other pressing topics. In this letter, I’ll be giving you an update on some of those major areas of focus for us, including anti-cheat, performance, and stability. We may be throwing around a lot of technical terms, but we’ve tried our best to make everything as easy to follow as possible. Also keep in mind that, for anti-cheat especially, we’ve tried to share as much of our plan and progress as we can without giving too much information out to the people we’re trying to stop.

Let’s get started.

🚧Countermeasures for Hacking and Cheat Programs🚧

The fight against cheat programs is never-ending and something we’ve been trying very hard to find a solution for. Last year, we spent time working on various measures to block cheat programs. Most of these actions focused on blocking cheat program developers to make it more difficult for them to create these highly lucrative cheats. As these cheat developers excel at adapting to our measures, we chose to keep these efforts secret to increase the time it takes for them to react, as much as possible. The unfortunate side effect of this is that it makes us look like we’re doing nothing against a high-priority issue. This year, we will be making improvements to ensure players can feel the impact of our efforts.

💎Enhanced Preemptive Measures
Preemptive anti-cheat actions mean making cheat programs unable to function before a cheater ever runs the program. This is mainly accomplished by targeting the development of cheat programs to make the effort outweigh the gains. We’re attacking this in a couple ways.

💎Two-factor Authentication System
We receive countless support tickets from players whose accounts have been permanently banned after their Steam account was hacked and used with cheat programs. The sellers of cheat programs often trade these accounts due to the high account turnover their customers experience. The vast majority of hacked accounts do not have Steam Guard activated and many have their login information compromised through phishing sites that lure players in with the fake promise of free in-game items.

To help prevent account hacking and improve security overall, we will be adding SMS authentication and a secondary authentication system using a one-time password. Your account will need to have two-factor authentication enabled in order to participate in ranked games to help ensure the fairest environment possible.

💎Improve hack vulnerabilities in code
Cheat programs target specific factors to manipulate our code. Here’s what we’re doing to prevent manipulation to weapons, vehicles, and character movement.

🗡Weapons
Reinforce server authentication related to the gun’s firing angle, recoil, ballistic trajectory, etc.
Analyze and overcome the vulnerabilities of client logic related to aiming.

🏍Vehicles
Reinforce server authentication related to the vehicle’s speed, moving angle, the time period it can remain in the air, etc.
This will not only ban accounts that are detected, but will also deter cheating tools in real-time, kick cheaters out of the match, and issue instant bans.

🏋Character Movement
Reinforce server authentication related to a character’s move speed, the time period they remain in the air, etc.

🚧Enhanced Cheat Detection and Bans🚧
To date, we’ve banned millions of accounts for using cheat programs. However, even with bans happening on a massive scale, cheaters still make it through and in some cases remain for much longer than they should. This year, we’re focusing on enhanced detection for our automated ban system as well as improving our hardware ban systems.

💎Expand Detection Range
Our teams will further expand the detection range to better prevent cheat programs. While our initial efforts yielded significant results, the developers of these cheat programs soon found ways to bypass our detection methods. We’ve been working to mitigate this issue by pushing updates on a regular basis. Cheat programs have also been targeting kernel domains to help their programs greatly avoid detection. To help close this loophole, we’ll soon be expanding our focus here so that our anti-cheat solutions have higher authority to detect and stop these persistent cheats.

💎Automatic Analysis
The disadvantage of the manual analysis method is that it requires repeated countermeasure updates due to the cheat programs being constantly updated to stay a step ahead. One example is the automatic shutdown of a PC when our programs initialize the authentication process of a suspected account.

The goal is to automatically find clients using cheat programs by looking for exact differences in values between environments that are legitimate and those using cheats. We can then automatically block the account if the environment is not pure. Our expected timeline for applying this feature is currently scheduled for July 2020.

💎Toughen HWID Bans
When a Hardware ID ban is issued, it records information on the specific components inside a PC so that even when a new account is purchased or stolen, our servers know that PC is blacklisted. The more information collected, the more accurate the ban is but by seeking this additional information, our methods become easier to get around as sometimes replacing a single component is enough to bypass the ban. In addition to this, the developers of cheat programs have found ways to falsify Hardware ID data, which renders these efforts much less effective as well.

We have recognized the limitations of the existing HWID ban system and are developing improvements. These improvements will seek hardware information at the user and kernel level using specific algorithms so that even if a cheat program tries to bypass, we will be able to quickly block the program again. This should help apply bans to PCs as well as accounts that use cheat programs.

💎Strengthen the Level of Bans
One of the ways we detect cheaters is through the reports you send in during your games. Among those reported users, we instantly ban those who have direct evidence of cheating and impose a temporary 24-hour ban on others that need further investigation.

The majority of temp banned users convert to a permanent ban, but a small portion are cleared due to either lack of evidence or us finding that the account was falsely flagged.
Our goal is to avoid false bans as often as possible, so we’re cautious when taking action against an account; however, we’ve come to realize that being too cautious here can negatively impact far more people than the suspected account. Thus, we’re changing our investigation methods to be more strict against accounts that have been temporarily banned on suspicion of using cheats.

In addition, we will target suspected cheaters for additional monitoring. If an account has been temp banned at least once, it will be added to a management list to be investigated further, sometimes including live monitoring of how they play the game.

If an account is temp banned multiple times on suspicion of cheating, we will automatically add additional time to their ban to ensure we have time to properly investigate the account. We’re also looking to further automate the investigation process so that users who are found innocent can quickly return to the game by accumulating appropriate proof across multiple innocent accounts to check against.

In order to apply these measures, we’ll need to re-establish our existing policy standards. Our plan is to apply these in June of 2020.

🏃Performance and Stability Improvement

Now that we’ve discussed our anti-cheat plans, let’s move onto some of your other pressing issues, performance and stability.

First of all, we know it hasn’t been the best year for this category so far, with persistent network, server, and game client issues. Although providing a high level of service is always one of our top priorities, specific issues have endured for far too long and overshadow any good improvements we make. Hitching and game crashes especially have increased and remained persistent in the recent months. Your feedback has been heard loud and clear and is completely justified.

Recently, we deployed a fix that greatly reduced instances of hitching for many users in the game. We also rolled back the blood changes we made in Update 5.3 after they were found to be causing crashes for some players. While it’s nice to have found solutions to these issues, we know we need to be faster at detecting these issues if they make it into the game and, more importantly, finding them before they get there. To this end, we’re working on making our pre-deployment tests more efficient.

In the case of our game servers experiencing issues, the biggest cause here has been an onslaught of DDoS attacks that had persisted for many months. Earlier this year, we rolled out a new defense we developed to mitigate these attacks, which has proved to be effective. Now that it’s in place, we’ll continue to strengthen it where possible to make sure these attacks do not disrupt your experience when they occur.

🏢Performance Improvements

🏢Optimization of Streaming/Hitching🏢

🏢🏢🏢Improve Seek Time to find content in the package through pak file optimization
🏢🏢🏢Pak file: A “package” file that compresses all assets (weapons, vehicles, buildings, costumes, etc.) used in the game
🏢🏢🏢Improve performance by reducing the number of Level Streaming and through optimization
🏢🏢🏢Merge Landscape → Reduce the number of Level 🏢🏢🏢Streaming and GC (Garbage Collection) → Improve hitching issues
🏢🏢🏢Improve hitching issues caused by graphic data loading/unloading
🏢🏢🏢Change the method of Level Streaming from graphic data loading to one frame to loading separately per frame to reduce hitching issues
🏢List of improvement for stuttering issues
🏢🏢🏢When players open Inventory
🏢🏢🏢When players turn on Character Preview
🏢🏢🏢When players equip weapons
🏢🏢🏢In situations where players make kills
🏢🏢🏢When players throw items
🏢🏢🏢When players open UI including Option/Mission, etc
🏢🏢🏢Minimize the number of Font types used in the game for optimization
🏢🏢🏢Optimize various skins shown in the game – Items (Weapon, character)
🏢🏢🏢In particular, improve hitching issues by asynchronous loading of gun skins that take a long time to load

🔧Optimization of GPU
Optimize and improve GPU performance by further utilizing HLOD
HLOD refers to a system that combines multiple static mesh actors into a single static mesh actor when these are viewed from a long distance. This can help improve performance by reducing the number of the actors that need to be rendered on a scene and thus reducing per-frame draw calls.

🔧Optimization of Animations
Optimize the animations so the amount of calculations can be adjusted based on a gameplay-wise priority to address the overload issue due to dense character population or excessive actions played

🔧Improvement for Low-spec PCs
We’ve seen cases where the game can’t be played due to performance issues on various PCs. To minimize such problems, we will make improvements to automatically adjust the degree of optimization based on CPU use so the game performance can be stable on low-spec PCs as well. Also, we are currently working to reduce the cost of animation processing on the machines with low CPU cores.

🔧Stability Improvement
We still have instances where players experience intermittent crash issues in the lobby, in-game, on the loading screen, etc. Our dev team is working to improve these issues by enhancing internal verification processes and further utilizing crash reports.

🔧Fix Client Crash Issues in a Timely Manner
Client crash issues occur mainly due to memory loss and we’re strengthening our check process when builds are created
Remove memory being unnecessarily used through continuous memory filing
🔧🔧Optimize art resources being used more than needed
Optimize content loading methods in general through code refactoring
🔧🔧Prevent memory leakage through live profiling
This should prevent issues that stem from extended play
Enhance Build Verification Process

🔧Introduce an automatic verification tool while enhancing manual verification methods
🔧Introduce various check-up system to monitor program’s health
🔧Tool for checking memory leakage
🔧Tool for checking memory usage
🔧Tool for detecting memory damage which detects crashes caused by unintended access to memory
🔧Hitch checks
🔧CPU/GPU state checks
🔧Create a testing environment with 100 users using AI
🔧Performance tests are already run when there are 100 players in a match, but player count and results can vary.
🔧By utilizing bots, we can run large scale tests similar to the actual gameplay environment as often as we want

Network Improvements

🏧DDoS
Distributed Denial-of-Service (DDoS) attacks affect the majority of popular online games at some point. When the game server experiences DDoS attacks, all users on that server go through connection errors such as network delay, high ping, and packet loss. DDos attacks greatly increased since November 2019 and became a very serious problem in February 2020. To address this, our teams have introduced additional external solutions, while developing our own DDoS defenses. Thanks to this, most DDoS attacks are being blocked successfully. We will share our measures taken against DDoS in more detail in a separate post.

🏧🏧Packet Loss
After some of the external DDos solutions were applied, we began to receive a higher amount of packet loss reports from NA and EU players. We’ve mitigated this quite a bit, but some of these issues still remain. Since various errors can contribute to this, we’re working on cause analysis and route optimization to further reduce this packet loss and improve the overall network environment.

In Closing
We understand that when we do not communicate with you, your natural instincts are to assume that we don’t care about these issues. We’re working very hard to improve not only our communication, but also the issues we described in this letter.

We’ve got a lot of great content planned for this year, and we want you to be able to enjoy it without wondering when your next crash or issue is going to be. I’ve said quite a bit already for one letter, so we’re going to release further communication on other issues at a later date. Also, thank you for your patience while we got this letter out. We felt it was worth a little extra time to fully articulate what we’ve been working on and what our upcoming priorities are.

The PUBG Dev team is aware of the importance of providing a stable environment and thank you for your continued patience and feedback.

Thank you and stay safe.

– Taeseok Jang, PUBG Executive Producer

05/05/2020

FROZEN cover.MP4

PUBG is Dead?!: The internet's perspective to the game that started it allBefore we can move onto this discussion, I jus...
04/05/2020

PUBG is Dead?!: The internet's perspective to the game that started it all

Before we can move onto this discussion, I just want all of you to know that I put my personal perspective into this.
I researched about it and found a simple definition of this painful cheapshot meme that came off as a geniune attempt of describing a game.

According to the Urban Dictionary,
"Dead Game: Any Video Game with less than 1,000 players on a consistent bases is considered “Dead”. However a game that has less than 1,000 players but still receives updates and new content added to the game. it is considered not dead."

Dead games are "often hot-takes, either from a childish attempt to start a flame war or melodramatic way of drawing negative attention to game or patches that leaves something to be desired"-Devin Jones and Miles Hackett, theScore Esports

Since it is common for multiplayer games, a Dead game is a game that is abandoned by either their community, their developers, or entirely both, forcing its servers to be closed for good. But a game cannot be considered as "Dead" if the game is constantly reeling in new players, updating every month for new content, fixing bugs or adding new feature from developers themselves.

So the answer to the title is that PUBG is not Dead and it is far from it. Despite of having backlashes from their community, PUBG has struggled to improve their game and doing their best to clear out some of the major problems while giving away new content and adding features that are unique to the game.

The only thing that makes it "dead" is the players themselves who either abandoned PUBG for another title like Warzone, or Fortnite and making some rant how bad the game is even though the game they ought to play right now has similar problems or issues as PUBG, or quiting the game because of the frustrating and endless cycle of power-housing by veterans or killed by seemingly increasing amount of cheaters in the game that leaves them distasteful and unsatisfied.

The devs themselves made a letter to the community about a major overhaul in their game and how it will affect both casual or core players in a way that both satisfy them.

Now why am I talking about it? What is my personal agenda about this?
It is because I am a major PUBG fan like you. I've been watching the game on Youtube ever since it was in closed beta, played the mobile port of the game and played both lite and steam version of the game just like you. Even though I don't own a Gaming PC, and barely run the lite version on my laptop, I still read what the devs themselves has to say to the community in their letters, their patch notes and watching their official channel on youtube just like you.

So my final verdict is this:
PUBG is not Dead. Its just having an all-time low on player count, increasing their anti-cheat stability while dealing a bunch of cheaters and hard to get new players because of powerhousing. The only "dead" thing that some people feel about this game is the feeling of enjoying it. For you and me, it's upto your opinion if the game is dead to you or not. But in reality, on how things are going with PUBG and its updates, it is not dead.

Note: Hacks and Cheats, such as DDos, Wallhack etc., do not come from the devs themselves as it would ruin the partnership between Tencent and other companies such as Epic Games because of the game engine used in PUBG, Unreal Engine 4 and could ruin the reputation that Bluehole stands for in the first place. (So don't make a theory about that or it will harm your perspective on other games.. Trust me.)

If you want to know about the dev's letter, please click the link below:
https://m.facebook.com/story.php?story_fbid=275167913882033&id=102003467865146

https://www.pubg.com/en-us/2020/02/27/recent-issues-what-were-doing-about-them/
(If you don't have data, I will post it later)

Source:
TheScore Esports:
https://youtu.be/M-U3FrCRvDM
Urban Dictionary: Look it up..

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