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000-Z03 - zEnterprise Sales Update Mastery - BrainDump Information

Vendor Name : IBM
Exam Code : 000-Z03
Exam Name : zEnterprise Sales Update Mastery
Questions and Answers : 34 Q & A
Updated On : April 25, 2019
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000-Z03 zEnterprise Sales Update Mastery

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000-Z03 exam Dumps Source : zEnterprise Sales Update Mastery

Test Code : 000-Z03
Test Name : zEnterprise Sales Update Mastery
Vendor Name : IBM
Q&A : 34 Real Questions

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IBM zEnterprise Sales Update Mastery

IBM introduces new powerful mainframe computer systems (update) | killexams.com Real Questions and Pass4sure dumps

ARMONK, N.Y. (AP) -- IBM on Tuesday delivered a new line of mainframe computer systems the company calls its strongest and technologically advanced ever. IBM mentioned its zEnterprise EC12 mainframe server is designed to aid shoppers securely and quickly sift through huge quantities of data, assembly the calls for of retail and different consumers within the age of "massive facts." working at 5.5 GHz, IBM stated the microprocessor that powers the mainframe is the quickest chip on earth. Processing pace is 25 p.c faster than the previous mannequin. Mainframes are used through company shoppers starting from banks to chain retailers. IBM says the new mannequin may be used by agents to manipulate online transactions and analyze clients' buying habits and then use the suggestions to create a "more personalized searching journey," similar to a customized coupon issued all through a transaction. "even if its retail or no matter if its transportation, making reservations, whatever it's, the system has been constructed in fact to help clients do those new styles of new-age transactions," noted Doug Brown, an IBM vp of advertising. IBM says more than $1 billion changed into spent on research and building for the system at 18 websites global, with most of it in Poughkeepsie. the new mainframe is being promoted as one of the vital cozy methods ever with a tamper-resistant cryptographic co-processor to deliver privacy for sensitive transactions. IBM has been focusing on its application and services divisions, which might be extra ecocnomic than promoting the mainframe computer systems that made the company famous many years ago. but the income of these mainframes support feed demand for IBM capabilities.


IBM Mainframes: Boring however ecocnomic | killexams.com Real Questions and Pass4sure dumps

No outcome discovered, are trying new keyword!(IBM does not expose mainframe income ... 2008 replace, which got here all the way through the credit score crunch, is excluded, the boost is 9 p.c. Most mainframe shoppers are huge groups in information-intensive ...

Why IBM Is making an attempt To Surf The Linux Wave With energy programs | killexams.com Real Questions and Pass4sure dumps

if you're wondering why IBM is all scorching-to-trot with its new PowerLinux machines, which are vigor methods servers tweaked to simplest run Linux and with lower hardware and utility prices than typical vigour methods iron that runs AIX and IBM i, then you need appear no additional than the latest server numbers from IDC. earnings of Linux-based mostly machines shot up like a rocket, due to some massive supercomputer and hyperscale cloud deals and are outpacing the market substantially.

The PowerLinux machines made their debut back in April and present consumers who best run Linux on the machines titanic cost cuts on CPU, memory, and disk skill in comparison to simple vanilla vigour techniques. The aim is to take pricing off the table when evaluating two-socket Power7 bins against two-socket machines carrying Intel‘s newest Xeon E5 processors.

in the quarter ended in March, IDC reckons that Linux-primarily based machines accounted for $2.4 billion in revenues, a rise of 16 % over the 12 months-in the past period and giving Linux-primarily based iron a 20.7 percent share of the server pie in the first quarter. And just to wake you up on how lots growth that is, trust that the general server market had a 2.four p.c income decline within the first quarter, falling to $eleven.81 billion. Let’s put that a further manner: If Linux is taken out of the photo, the the rest of the server market actually fell, in combination, by way of 6 percent to $9.4 billion. There’s a 22 element spread between Linux and the leisure of the market.

And whereas IBM likes to talk about how much market share it's gaining within the Unix racket with its vigour programs-AIX combo, IDC thinks IBM’s vigor programs Unix server income had been definitely down 3.7 percent within the quarter besides the fact that it did profit 6.three points of market share because Oracle and Hewlett-Packard are duking it out within the courts and within the statistics middle over the fate of Itanium, which has had an adversarial and dramatic downdraft effect on HP’s sales of Integrity and Superdome servers operating HP-UX. Oracle has additionally made no secret of the fact that it desires to focus on profitable server earnings and has been completely chuffed to walk faraway from Sparc and X86 gadget revenue the place the margins are not there. IBM, if you look intently at the numbers in the most recent quarters, looks perfectly satisfied to sacrifice some margins to shut server deals and maintain the revenues coming in.

IDC tracks factory revenues, now not conclusion person revenues like market researcher rival Gartner does, so the numbers are always a little diverse. IDC additionally takes a stab at making an attempt to determine what the dominant working gadget on a computing device is to supply a way of which platforms are waxing and waning each and every quarter.

home windows-based mostly servers simplest confirmed 1.3 % revenue boom in the quarter to $5.9 billion, but received 1.eight features of income market share regardless of the anemic boom as a result of Unix and proprietary platform income fell so dramatically by means of assessment. windows machines accounted for 50.2 p.c of all revenues and completely dominate shipments. IDC thinks that the Unix server biz declined with the aid of 17.2 p.c in Q1, falling to $2.2 billion and falling to 3rd location behind Linux when it comes to combination sales. however you are looking to be generous and speak to Linux a kind of Unix, the mixture Uni-linu-x market would handiest be worth $4.6 billion, and would have declined by way of 2.7 p.c. There seems to be little question that Linux is hammering on Unix, and if we aren't careful, IBM i may get caught in the crossfire.

in case you do the mathematics, servers operating other operating methods now not regarded home windows, Unix, or Linux accounted for $1.31 billion in income and saw a drop of 15 per cent. Most of that remains IBM mainframes with a smattering of different mainframe and other proprietary boxes; it is not clear if this number comprises IBM i earnings, nevertheless it may still.

curiously, servers now not in accordance with X86 processors–that skill power, Itanium, Sparc, equipment z, and other CISC or RISC chips–fell through sixteen.1 p.c, to $3.four billion, the bottom degree ever stated via IDC considering it has been tracking the market. Intel, which wants to double its facts middle and linked methods chip revenues to $20 billion with the aid of 2015 (in comparison to the 2010 quantity), wishes that non-X86 revenue to move to zero–and intensely doubtless counting Itanium, too, regardless of all of its posing in the press. X86-based server earnings rose by 4.5 p.c within the quarter, to $eight.four billion, and shipments of X86 machines had been up 3.2 p.c to 1.9 million contraptions. throughout all kinds of processors, server shipments international within the first quarter were up 2.7 % to 2 million contraptions. a really small variety of machines are riding that $3.four billion in non-X86 server revenues.

Blade server kind factors accounted for $2 billion in sales within the first quarter, up 7.three p.c, and shipments rose by simplest four.eight p.c, so the regular promoting price for blades is on the upward thrust. revenue of density-optimized servers, dominated by means of machines made with the aid of Dell and HP for hyperscale internet and supercomputer shoppers, rose by way of 38 % to $430 million, in keeping with IDC; shipments of these boxes, which can be choppy from quarter to quarter, were up by using 29.eight p.c to 152,630, according to Jed Scaramella, research supervisor for enterprise servers at IDC. some of this was fb setting up new machines in its North Carolina information middle; HP and Bull also closed some large cloud deals in the quarter, assisting pump up the numbers, Scaramella advised me.

the manner IDC stacks up the funds, HP came out on correct in the first quarter, with $3.forty six billion in revenues throughout all server forms, however falling by way of an alarming 9.eight percent as a result of the Itanium device declines. IBM, which is scuffling with the tailing off of the gadget zEnterprise mainframe earnings as they arrive to the conclusion of their cycle and which is also seeing Unix gadget declines (as a minimum the way IDC counts the boxes and cash), fell with the aid of 7.three p.c within the quarter to $3.22 billion in revenues. Dell, which only sells X86 packing containers (in case you don’t count number some experimental and customized ARM machines it simply introduced two weeks ago, raked in $1.84 billion in earnings for servers in Q1, down only 2 features. Oracle slid 7.three percent to $718 million as Sparc income fall down and X86 “engineered methods” income are not enough to fill the gap. Fujitsu took the fifth spot, with sales of $614 million and bounced returned 7.3 p.c because its Q1 2011 became adversely impacted via the earthquake and tsunami in Japan a yr ago.

while that you would be able to’t see it, within the top five numbers from IDC, Scaramella tells me that server upstart Cisco programs had a great quarter, with revenues rising 70 p.c to $330 million. Silicon images, which concentrates on supercomputer and hyperscale cloud deployments, had a $100 million quarter. All told, those not in the true five posted $1.ninety five billion in sales, up 25.eight p.c.

linked experiences

vigor systems power through Server Downturn

Server income slump a little In this fall

power techniques ingesting Into Mainframe earnings

the realm isn't Going To end In 2012

windows, Linux big Server marketers In Q3

Cooling Server revenue attain Pre-Recession degrees

start Planning for new programs Now

2d Quarter Server sales humming right along

Gartner, IDC boost IT Spending Outlooks For 2011

Servers within the Others category Do smartly in this fall

Midrange Server sales Spike huge Time in Q1

Mainframes Put IBM lower back on good for Servers in this autumn

                     post this story to del.icio.us               put up this story to Digg    publish this story to Slashdot


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‘PUBG’ Test Server Update 28 Adds Weapon Mastery & Loot Tweaks - Patch Notes | killexams.com real questions and Pass4sure dumps

PUBG update 28 has just made its way to Test Servers, and we have the patch notes to prove it. The Weapon Mastery system gives greater depth to the guns you use, and there’s a lot more loot on Erangel. The full details arrive courtesy of a PUBG Corp blog post.

pubg weapon mastery'PUBG's Weapon Mastery system unlocks cosmetics for strong performances. PUBG Corporation

  • New Progression System
  • Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use.
  • It operates all the time without being affected by seasons.
  • Weapon Mastery offers 100 levels for players to achieve per weapon.
  • In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab.
  • Weapon Mastery Rewards
  • There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement.
  • Charms
  • Charms are accessories that can be equipped to weapons.
  • New charm can achieved at every five levels of progression per weapon.
  • Charms can be used with any weapon skins.
  • Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game.
  • Charms cannot be traded, sold or exchanged for BP.
  • Medals
  • Medals highlight awesome accomplishments players perform with their weapons.
  • Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved.
  • Tier Emblems
  • Players can earn emblems equivalent to their level brackets achieved per each weapon.
  • Up to 10 tiers can be achieved.
  • How to earn Weapon XP
  • Weapon XP for is earned when one or more of the following elements is satisfied during a match.
  • Damage
  • Headshots
  • Defeats
  • Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players.
  • You can acquire extra weapon XP based on distance of defeats.
  • When earning Weapon XP, the amount received will increase based on how long you survived.
  • Defeats follow the existing judgment rules for DBNO/Kills currently used in the game.
  • Additional information:
  • Weapon Mastery does not count friendly fire/team damage.
  • Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage or drowning).
  • Weapon Mastery does not count throwables or melee damage.
  • There is a maximum limit on each weapon that can be getting weapon XP.
  • For more information about Weapon Mastery, please read Introducing: Weapon Mastery.

    Gameplay

    A second round of Erangel loot rebalances has been made, as well as improvements to some sounds and effects related to gameplay.

    Erangel Second Loot Rebalance

    As we have spoken previously in our Dev Letter: Erangel Loot Rebalance, we are constantly analyzing player feedback, play patterns and other data. With this update, we’re implementing a second round of changes to improve the player looting experience on Erangel.

  • The total amount of items spawned in Erangel has been increased by approximately 28 percent.
  • Increased the overall amount of items spawned, especially the spawn rates of those higher priority items.
  • Spawn rate of AR has been increased by approx 64 percent.
  • Spawn rate of DMR has been increased by approx 114 percent.
  • Spawn rate of SR has been increased by approx 177 percent.
  • Spawn rates of equipment and armor have been slightly increased, especially level 2.
  • Spawn rates of healing items have been slightly increased.
  • Erangel Blue Zone Rebalance Test (TEST SERVER ONLY)

  • During this test server phase, we’ll be testing some changes to the blue zone on Erangel. At this stage, these changes are purely experimental and we’re looking for feedback to understand how players feel about the direction of the changes.
  • There is no expected date or certainty that these changes will come to live servers, but we greatly appreciate and are looking forward to your feedback as we experiment with the blue zone changes specifically on the test server this week.
  • SR Damage Multiplier Changes

  • Decreased the damage modifier of SR shots to the torso from 150 percent to 130 percent.
  • Decreased the base damage of the AWM from 120 to 105.
  • The AWM will no-longer kill full health players wearing a level 2 vest in one shot with these changes.
  • Sound Improvements

  • We’ve now added more sounds for item interactions.
  • Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items.
  • Added vehicle suspension sounds.
  • Sounds of moving vehicles’ suspension working can now be heard.
  • Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds.
  • Suspension sound volume is different between TPP and FPP.
  • Smoke Grenade Improvement

  • Smoke grenades are now more accurately synchronized across all players and observers.
  • Previously, smoke grenade duration for the viewer would start when coming into viewable range (one km) of the smoke grenade. Smoke grenade plumes will now end at the same time for all players/observers.
  • Vehicles Effects Improvement

  • Added vehicle lighting effects.
  • Vehicle headlights, tail lights and dashboard are turned on when the vehicle’s engine starts.
  • The lights are only local visual effects and will not illuminate the surrounding areas.
  • Open/Close Doors Animation Improvement

  • Improved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing.
  • Survivor Pass 3: Wild Card

    After the launch of the Survivor Pass 3: Wild Card, we’ve been continuously collecting and analyzing mission result data. Additionally, we’ve been actively reviewing players feedback regarding specific mission difficulty. We have chosen to adjust and remove some missions which players found too difficult to complete.

  • Daily Missions: Decreased the difficulty of 16 missions and deleted four missions which were too difficult.
  • Weekly Missions: Decreased the difficulty of 16 missions and deleted six missions which were too difficult.
  • Challenge Missions: Decreased the difficulty of five missions.
  • UI/UX

    Store UI Overhaul

  • Added Zoom in/out feature to item previews.
  • Use mouse scroll to zoom in/out of the part where the mouse cursor is pointing.
  • When zooming on the character, character UI is shown on the bottom right.
  • You can zoom in to four different parts (Head, Torso, Lower body, Feet).
  • Zoomed in parts are highlighted in the character UI.
  • Click on different parts of the character model to select a view of that part (Head, Torso, Lower body, Feet).
  • Horizontal rotations are now enabled in weapon and equipment previews.
  • Release the mouse button during weapon or equipment preview to reset the camera view.
  • Team UI Overhaul

  • Teammates boost gauges are now in the team UI visible while playing to enhance team play.
  • Changes in Display Mode Settings

  • When using full screen mode, the window mode will be changed to full screen (windowed) while in the lobby to prevent specific crashing caused by typing. In-game will remain full screen.
  • Full screen: In-game: Full screen / Lobby: Full screen(windowed).
  • Full screen (Windowed): In-game: full screen (windowed) / Lobby: Full screen (windowed).
  • Windowed: In-game: Windowed / Lobby: Windowed.
  • Survivor Title Season 3 Overview UI Improvements

  • Season reward chart now shows four stages of rewards instead of three.
  • Additional UI has been added which shows points required for the next title.
  • Performance
  • Optimized performance to decrease the time it takes to load into matches.
  • Custom match

    pubg kill screensKill screens for Custom Matches are more custom than before. PUBG Corporation

    Observer Feature Improvements

    Kill message improvements

  • To prevent confusion and distinguish individual messages from team messages, the existing individual multi-kill messages (RAMPAGE / EXECUTIONER / MASTERFUL / CONQUERING) have been removed to focus on the number of kills.
  • Team Multi-kill messages will remain the same.
  • The images for team multi-kill messages are now each shown with a separate image.
  • Added timer UI for Smoke Grenades while Observing

  • To show the remaining time for the smoke grenades, each smoke will now have a timer UI showing the remaining smoke plume duration.
  • The smoke timer lasts for about 40 seconds starting from the moment the smoke grenade plumes.
  • When the timer hits approx. 20 percent remaining, the UI turns red and the icon shakes.
  • When the timer hits 10 percent remaining, the icon shakes twice as hard.
  • The timer UI disappears when the spectator is farther than 100 m.
  • The transparency of the UI changes depending on the distance.
  • Restored Kick Player Function

  • Observers can find the KICK button by right-clicking a player’s name on the player list. Click the left mouse on kick button to remove the player from the game.
  • Players can be kicked in the middle of a game.
  • Replay System
  • In the replay feature, click right mouse button to toggle the REPORT button. Click the left mouse button again to report a player.
  • The replay feature version has been updated. Existing replays recorded prior to this update are no longer playable.
  • Skins & Items
  • The PUBG 2nd Anniversary Cap will no longer be available after April 24 (KST) / April 23(EDT).
  • This is a free 2nd anniversary item, so don’t forget to redeem it within the availability period!
  • Item sales for FACEIT Global Summit Hoodies and Mask will end on April 24( KST) / April 23 (EDT).
  • 25 percent of the item’s revenue goes to the teams participating in FACEIT Global Summit, support the teams by purchasing these items!
  • Bug Fixes

    World

  • Fixed an issue with some barbed wire fences blocking bullets.
  • Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences.
  • General

  • Fixed the issue with center screen DBNO and kill messages being delayed.
  • Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated.
  • Fixed the issue with certain maneuver could prevent motorcycles from flipping.
  • Fixed the issue which a vehicle could constantly move when system menu was opened.
  • Fixed an issue with different UAZ model variants having different maximum speeds.
  • Fixed the awkward character movement when using an emote and rotating the mouse in FPP view.
  • Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model
  • Fixed an issue where only one side of footsteps is output in certain situations.
  • Fixed an issue which would remove player’s hair completely when equipping caps.
  • Fixed a visual issue when punk knuckle gloves were equipped.
  • Fixed a visual issue preventing belts from being visible when wearing a fur coat.
  • Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps.
  • Fixed a visual issue with shadows displaying incorrectly when swimming in FPP.
  • Fixed a replay issue causing explosion effects to continue when moving through the timeline.
  • Fixed an issue where players are unable to revive their teammates if casting UI freezes at zero while reviving.
  • Fixed an issue when using a scope and the character moves backward, the scope shakes.
  • Fixed certain limb animations not playing while vaulting.
  • Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm.
  • Fixed an issue with Shirt (Plaid) icon not matching the in-game asset.
  • Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil’ Monster Outfit
  • The main feature for PUBG update 28 is its Weapon Mastery system. In short, the suite offers small charms and medals as cosmetic attachments for solid performance with specific guns. Not only is the concept a cool way for skilled players to show off their achievements, but the visuals also help other players identify the most dangerous competitors on the map. If you see a high-level sniper charm in the fray, for example, you’re best off keeping distance minimal to maintain a tactical advantage. Progression in battle royale games is generally kind of thin, but Weapon Mastery is a pretty cool idea nonetheless.

    On the smaller end of the spectrum, PUBG update 28 features plenty of quality-of-life tweaks too. For example, the store UI offers better previews, it’s easier to find guns on Erangel and a handful of troublesome Survivor Pass challenges are much more bearable than before. Update 28 certainly doesn’t reinvent the wheel, but it adds a nice assortment of features designed to please the dedicated player base still involved with the game.

    PUBG is available now on PC, Xbox One, PS4 and mobile. Update 28 is exclusive to PC Test Servers and will likely migrate to live sometime next week.

    What are your thoughts on PUBG’s new Weapon Mastery system? Are the Erangel loot tweaks good enough? Tell us in the comments section!


    Big PUBG Update Adds Rainbow Six Siege-Style Weapon Charms And Full Weapon Progression | killexams.com real questions and Pass4sure dumps

    PlayerUnknown's Battlegrounds has received a new PC patch on its test server, and it adds a feature that will be familiar to anyone who's played Rainbow Six Siege. Update 28, as developer PUBG Corp. calls it, introduces weapon charms as part of a wider weapon progression system that will be making its way to live servers "very soon."

    The progression system, which is called Weapon Mastery, allows players to level up weapons by doing well with each gun. You can level up each weapon individually to a maximum rank of 100. Weapon XP is awarded for dealing damage, getting headshots, and, of course, killing opponents. Extra XP will be gained if your kill counts as a Defeat, a new term PUBG Corp. says includes "knockdowns, killing the last member of a team, and killing solo players." The amount of XP awarded will also scale depending on how late in a match you performed the action.

    No Caption ProvidedGallery image 1Gallery image 2Gallery image 3

    Leveling up a weapon can grant you three reward types that cannot be obtained through any other avenue. The first is the aforementioned charms, which appear to work in a very similar way to Rainbow Six Siege's equivalents. "Charms are keychain-like trinkets that attach to the left side on the barrel of each weapon," PUBG Corp. says. "You can equip and see which charms you have unlocked from inside the Mastery tab. We're launching with 20 unique charms that must be earned on a per weapon basis and it's a safe bet that there are more on the way."

    The second type of reward is emblems, which you'll gain when you rank a gun up to level 10, 20, 30, and so on up to 100. While these don't appear to do much at present, PUBG Corp. says it "will be exploring ways for you to show off your emblems to other players" over the next few months.

    Weapon Mastery's final reward type is medals, a "way of highlighting the awesome accomplishments you perform." Examples include one called Double, which is awarded when you kill two enemies in quick succession, and another named Frenzy that you'll get when you get five kills with the same weapon in a single match.

    You can read more about Weapon Mastery, which is separate to the battle pass system, on PUBG Corp.'s blog. Alternatively, check out the full list of patch notes for update 28 below, via PUBG Corp.

    New Feature: Weapon Mastery

    Weapon Mastery has been added, a new feature that allows players to check their gun stats and earn rewards based on their skills!

  • New Progression System
  • Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use.
  • It operates all the time without being affected by seasons.
  • Weapon Mastery offers 100 levels for players to achieve per weapon.
  • In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab.
  • Weapon Mastery Rewards
  • There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement.
  • Charms
  • Charms are accessories that can be equipped to weapons.
  • New charm can achieved at every five levels of progression per weapon.
  • Charms can be used with any weapon skins.
  • Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game.
  • Charms cannot be traded, sold, or exchanged for BP.
  • Medals
  • Medals highlight awesome accomplishments players perform with their weapons.
  • Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved.
  • Tier Emblems
  • Players can earn emblems equivalent to their level brackets achieved per each weapon.
  • Up to 10 tiers can be achieved.
  • How to earn Weapon XP
  • Weapon XP for is earned when one or more of the following elements is satisfied during a match.
  • Damage
  • Headshots
  • Defeats
  • Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players.
  • You can acquire extra weapon XP based on distance of defeats.
  • When earning Weapon XP, the amount received will increase based on how long you survived.
  • Defeats follow the existing judgment rules for DBNO/Kills currently used in the game.
  • Additional information:
  • Weapon Mastery does not count friendly fire/team damage.
  • Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage, or drowning).
  • Weapon Mastery does not count throwables or melee damage.
  • There is a maximum limit on each weapon that can be getting weapon XP.
  • Gameplay

    A second round of Erangel loot rebalances has been made, as well as improvements to some sounds and effects related to gameplay.

    Erangel 2nd Loot Rebalance

    As we have spoken previously in our Dev Letter: Erangel Loot Rebalance, we are constantly analyzing player feedback, play patterns and other data. With this update, we’re implementing a second round of changes to improve the player looting experience on Erangel.

  • The total amount of items spawned in Erangel has been increased by approximately 28%.
  • Increased the overall amount of items spawned, especially the spawn rates of those higher priority items.
  • Spawn rate of AR has been increased by approx 64%.
  • Spawn rate of DMR has been increased by approx 114%.
  • Spawn rate of SR has been increased by approx 177%.
  • Spawn rates of equipment and armor have been slightly increased, especially level 2.
  • Spawn rates of healing items have been slightly increased.
  • Erangel Blue Zone Rebalance Test (Test Server Only)
  • During this test server phase, we’ll be testing some changes to the blue zone on Erangel. At this stage, these changes are purely experimental and we’re looking for feedback to understand how players feel about the direction of the changes.
  • There is no expected date or certainty that these changes will come to live servers, but we greatly appreciate and are looking forward to your feedback as we experiment with the blue zone changes specifically on the test server this week.
  • SR Damage Multiplier Changes
  • Decreased the damage modifier of SR shots to the torso from 150% to 130%.
  • Decreased the base damage of the AWM from 120 to 105.
  • The AWM will no-longer kill full health players wearing a level 2 vest in one shot with these changes.
  • Sound Improvements
  • We’ve now added more sounds for item interactions.
  • Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items.
  • Added vehicle suspension sounds.
  • Sounds of moving vehicles’ suspension working can now be heard.
  • Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds.
  • Suspension sound volume is different between TPP and FPP.
  • Smoke Grenade Improvement
  • Smoke grenades are now more accurately synchronized across all players and observers.
  • Previously, smoke grenade duration for the viewer would start when coming into viewable range (1 km) of the smoke grenade. Smoke grenade plumes will now end at the same time for all players/observers.
  • Vehicles Effects Improvement
  • Added vehicle lighting effects.
  • Vehicle headlights, tail lights and dashboard are turned on when the vehicle’s engine starts.
  • The lights are only local visual effects and will not illuminate the surrounding areas.
  • Open/Close Doors Animation Improvement
  • Improved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing.
  • Survivor Pass 3: Wild Card

    After the launch of the Survivor Pass 3: Wild Card, we’ve been continuously collecting and analyzing mission result data. Additionally, we’ve been actively reviewing players feedback regarding specific mission difficulty. We have chosen to adjust and remove some missions which players found too difficult to complete.

  • Daily Missions: Decreased the difficulty of 16 missions and deleted 4 missions which were too difficult.
  • Weekly Missions: Decreased the difficulty of 16 missions and deleted 6 missions which were too difficult.
  • Challenge Missions: Decreased the difficulty of 5 missions.
  • UI/UX Store UI Overhaul
  • Added Zoom in/out feature to item previews.
  • Use mouse scroll to zoom in/out of the part where the mouse cursor is pointing.
  • When zooming on the character, character UI is shown on the bottom right.
  • You can zoom in to 4 different parts (Head, Torso, Lower body, Feet).
  • Zoomed in parts are highlighted in the character UI.
  • Click on different parts of the character model to select a view of that part (Head, Torso, Lower body, Feet).
  • Horizontal rotations are now enabled in weapon and equipment previews.
  • Release the mouse button during weapon or equipment preview to reset the camera view.
  • Team UI Overhaul
  • Teammates boost gauges are now in the team UI visible while playing to enhance team play.
  • Changes in Display Mode Settings
  • When using full screen mode, the window mode will be changed to full screen (windowed) while in the lobby to prevent specific crashing caused by typing. In-game will remain full screen.
  • Full screen: In-game: Full screen / Lobby: Full screen(windowed).
  • Full screen (Windowed): In-game: full screen (windowed) / Lobby: Full screen (windowed).
  • Windowed: In-game: Windowed / Lobby: Windowed.
  • Survivor Title Season 3 Overview UI Improvements
  • Season reward chart now shows 4 stages of rewards instead of 3.
  • Additional UI has been added which shows points required for the next title.
  • Performance
  • Optimized performance to decrease the time it takes to load into matches.
  • Custom match Observer Feature Improvements
  • Kill message improvements
  • To prevent confusion and distinguish individual messages from team messages, the existing individual multi-kill messages (RAMPAGE / EXECUTIONER / MASTERFUL / CONQUERING) have been removed to focus on the number of kills.
  • Team Multi-kill messages will remain the same.
  • The images for team multi-kill messages are now each shown with a separate image.
  • Added timer UI for Smoke Grenades
  • To show the remaining time for the smoke grenades, each smoke will now have a timer UI showing the remaining smoke plume duration.
  • The smoke timer lasts for about 40 seconds starting from the moment the smoke grenade plumes.
  • When the timer hits approx. 20% remaining, the UI turns red and the icon shakes.
  • When the timer hits 10% remaining, the icon shakes x2 as hard.
  • The timer UI disappears when the spectator is farther than 100 m.
  • The transparency of the UI changes depending on the distance.
  • Restored Kick Player Function
  • Observers can find the KICK button by right-clicking a player’s name on the player list. Click the left mouse on kick button to remove the player from the game.
  • Players can be kicked in the middle of a game.
  • Replay System
  • In the replay feature, click right mouse button to toggle the REPORT button. Click the left mouse button again to report a player.
  • The replay feature version has been updated. Existing replays recorded prior to this update are no longer playable.
  • Skins & Items
  • The PUBG 2nd Anniversary Cap will no longer be available after April 24th (KST) / April 23th(PDT).
  • This is a free 2nd anniversary item, so don’t forget to redeem it within the availability period!
  • Item sales for FACEIT Global Summit Hoodies and Mask will end on April 24th( KST) / April 23th (PDT).
  • 25% of the item’s revenue goes to the teams participating in FACEIT Global Summit, support the teams by purchasing these items!
  • Bug Fixes World
  • Fixed an issue with some barbed wire fences blocking bullets.
  • Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences.
  • General
  • Fixed the issue with center screen DBNO and kill messages being delayed.
  • Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated.
  • Fixed the issue with certain maneuver could prevent motorcycles from flipping.
  • Fixed the issue which a vehicle could constantly move when system menu was opened.
  • Fixed an issue with different UAZ model variants having different maximum speeds.
  • Fixed the awkward character movement when using an emote and rotating the mouse in FPP view.
  • Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model
  • Fixed an issue where only one side of footsteps is output in certain situations.
  • Fixed an issue which would remove player’s hair completely when equipping caps.
  • Fixed a visual issue when punk knuckle gloves were equipped.
  • Fixed a visual issue preventing belts from being visible when wearing a fur coat.
  • Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps.
  • Fixed a visual issue with shadows displaying incorrectly when swimming in FPP.
  • Fixed a replay issue causing explosion effects to continue when moving through the timeline.
  • Fixed an issue where players are unable to revive their teammates if casting UI freezes at 0 while reviving.
  • Fixed an issue when using a scope and the character moves backward, the scope shakes.
  • Fixed certain limb animations not playing while vaulting.
  • Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm.
  • Fixed an issue with Shirt (Plaid) icon not matching the in-game asset.
  • Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil' Monster Outfit

  • PUBG Update 28 Patch Notes | killexams.com real questions and Pass4sure dumps

    PC players are getting a brand new PUBG update today. The PUBG update 28 is live on the test servers and will be pushed to live servers soon. The update is currently only for PC players and adds a new Weapon Mastery feature, Survivor Pass 3 changes, and a whole lot more. Below, we have the highlights from the PUBG Update 28 along with the complete list of patch notes.

    PUBG update 28 highlights Weapon Mastery

    PUBG Update 28

    Weapon Mastery is a new feature in PUBG that lets players earn free rewards as they increase their weapon skills. The more players use a weapon, the more XP they will gain, which will allow them to level up until they have reached the max level of 100. Players can earn XP by dealing damage, getting headshots, and getting defeats. They can also check their weapon stats along the way, to see how many kills they have gotten with a specific gun, stats from the previous round, and more.

    Rewards include Charms, Medals, and Tier Emblems. Charms are accessories that can be equipped to a weapon and are unlocked at every fifth level. Medals simply highlight accomplishments and will be tracked in the game. Tier Emblems will show how far one has progressed and are earned after every tenth level.

    Erangel Loot Rebalance

    PUBG Update 28

    Erangel is receiving yet another loot rebalance, which will be adding even more loot to the map. There will be around 28% more loot available, including an increased spawn rate of high priority items. Additionally, the spawn rate of SR’s has been increased by 177%, DMR’s by 114%, and AR’s by 64%. Equipment, armor, and medical supplies will also receive a small spawning boost.

    Survivor Pass 3: Wild Card

    PUBG Update 28

    After launching Survivor Pass 3, Bluehole decided that it was a bit too hard and decided to decrease the level of difficulty for some challenges. For Daily Missions, 16 missions have been reduced in difficulty and four have been removed altogether. For Weekly Missions, 16 missions have been reduced in difficulty and six have been removed altogether. For Challenge Missions, six missions have received a decrease in difficulty.

    PUBG update 28 full patch notes

    The official PUBG update 28 patch notes can be found below:

    New Feature: Weapon Mastery

    Weapon Mastery has been added, a new feature that allows players to check their gun stats and earn rewards based on their skills!

  • New Progression System
  • Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use.
  • It operates all the time without being affected by seasons.
  • Weapon Mastery offers 100 levels for players to achieve per weapon.
  • In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab.
  • Weapon Mastery Rewards
  • There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement.
  • Charms
  • Charms are accessories that can be equipped to weapons.
  • New charm can achieved at every five levels of progression per weapon.
  • Charms can be used with any weapon skins.
  • Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game.
  • Charms cannot be traded, sold, or exchanged for BP.
  • Medals
  • Medals highlight awesome accomplishments players perform with their weapons.
  • Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved.
  • Tier Emblems
  • Players can earn emblems equivalent to their level brackets achieved per each weapon.
  • Up to 10 tiers can be achieved.
  • How to earn Weapon XP
  • Weapon XP for is earned when one or more of the following elements is satisfied during a match.
  • Damage
  • Headshots
  • Defeats
  • Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players.
  • You can acquire extra weapon XP based on distance of defeats.
  • When earning Weapon XP, the amount received will increase based on how long you survived.
  • Defeats follow the existing judgment rules for DBNO/Kills currently used in the game.
  • Additional information:
  • Weapon Mastery does not count friendly fire/team damage.
  • Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage, or drowning).
  • Weapon Mastery does not count throwables or melee damage.
  • There is a maximum limit on each weapon that can be getting weapon XP.
  • For more information about Weapon Mastery, please read Introducing: Weapon Mastery.

    Gameplay

    A second round of Erangel loot rebalances has been made, as well as improvements to some sounds and effects related to gameplay.

    Erangel 2nd Loot Rebalance

    As we have spoken previously in our Dev Letter: Erangel Loot Rebalance, we are constantly analyzing player feedback, play patterns and other data. With this update, we’re implementing a second round of changes to improve the player looting experience on Erangel.

  • The total amount of items spawned in Erangel has been increased by approximately 28%.
  • Increased the overall amount of items spawned, especially the spawn rates of those higher priority items.
  • Spawn rate of AR has been increased by approx 64%.
  • Spawn rate of DMR has been increased by approx 114%.
  • Spawn rate of SR has been increased by approx 177%.
  • Spawn rates of equipment and armor have been slightly increased, especially level 2.
  • Spawn rates of healing items have been slightly increased.
  • Erangel Blue Zone Rebalance Test (TEST SERVER ONLY)
  • During this test server phase, we’ll be testing some changes to the blue zone on Erangel. At this stage, these changes are purely experimental and we’re looking for feedback to understand how players feel about the direction of the changes.
  • There is no expected date or certainty that these changes will come to live servers, but we greatly appreciate and are looking forward to your feedback as we experiment with the blue zone changes specifically on the test server this week.
  • SR Damage Multiplier Changes
  • Decreased the damage modifier of SR shots to the torso from 150% to 130%.
  • Decreased the base damage of the AWM from 120 to 105.
  • The AWM will no-longer kill full health players wearing a level 2 vest in one shot with these changes.
  • Sound Improvements
  • We’ve now added more sounds for item interactions.
  • Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items.
  • Added vehicle suspension sounds.
  • Sounds of moving vehicles’ suspension working can now be heard.
  • Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds.
  • Suspension sound volume is different between TPP and FPP.
  • Smoke Grenade Improvement
  • Smoke grenades are now more accurately synchronized across all players and observers.
  • Previously, smoke grenade duration for the viewer would start when coming into viewable range (1 km) of the smoke grenade. Smoke grenade plumes will now end at the same time for all players/observers.
  • Vehicles Effects Improvement
  • Added vehicle lighting effects.
  • Vehicle headlights, tail lights and dashboard are turned on when the vehicle’s engine starts.
  • The lights are only local visual effects and will not illuminate the surrounding areas.
  • Open/Close Doors Animation Improvement
  • Improved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing.
  • Survivor Pass 3: Wild Card

    After the launch of the Survivor Pass 3: Wild Card, we’ve been continuously collecting and analyzing mission result data. Additionally, we’ve been actively reviewing players feedback regarding specific mission difficulty. We have chosen to adjust and remove some missions which players found too difficult to complete.

  • Daily Missions: Decreased the difficulty of 16 missions and deleted 4 missions which were too difficult.
  • Weekly Missions: Decreased the difficulty of 16 missions and deleted 6 missions which were too difficult.
  • Challenge Missions: Decreased the difficulty of 5 missions.
  • UI/UX Store UI Overhaul
  • Added Zoom in/out feature to item previews.
  • Use mouse scroll to zoom in/out of the part where the mouse cursor is pointing.
  • When zooming on the character, character UI is shown on the bottom right.
  • You can zoom in to 4 different parts (Head, Torso, Lower body, Feet).
  • Zoomed in parts are highlighted in the character UI.
  • Click on different parts of the character model to select a view of that part (Head, Torso, Lower body, Feet).
  • Horizontal rotations are now enabled in weapon and equipment previews.
  • Release the mouse button during weapon or equipment preview to reset the camera view.
  • Team UI Overhaul
  • Teammates boost gauges are now in the team UI visible while playing to enhance team play.
  • Changes in Display Mode Settings
  • When using full screen mode, the window mode will be changed to full screen (windowed) while in the lobby to prevent specific crashing caused by typing. In-game will remain full screen.
  • Full screen: In-game: Full screen / Lobby: Full screen(windowed).
  • Full screen (Windowed): In-game: full screen (windowed) / Lobby: Full screen (windowed).
  • Windowed: In-game: Windowed / Lobby: Windowed.
  • Survivor Title Season 3 Overview UI Improvements
  • Season reward chart now shows 4 stages of rewards instead of 3.
  • Additional UI has been added which shows points required for the next title.
  • Performance
  • Optimized performance to decrease the time it takes to load into matches.
  • Custom match Observer Feature Improvements
  • Kill message improvements
  • To prevent confusion and distinguish individual messages from team messages, the existing individual multi-kill messages (RAMPAGE / EXECUTIONER / MASTERFUL / CONQUERING) have been removed to focus on the number of kills.
  • Team Multi-kill messages will remain the same.
  • The images for team multi-kill messages are now each shown with a separate image.
  • Added timer UI for Smoke Grenades while Observing
  • To show the remaining time for the smoke grenades, each smoke will now have a timer UI showing the remaining smoke plume duration.
  • The smoke timer lasts for about 40 seconds starting from the moment the smoke grenade plumes.
  • When the timer hits approx. 20% remaining, the UI turns red and the icon shakes.
  • When the timer hits 10% remaining, the icon shakes x2 as hard.
  • The timer UI disappears when the spectator is farther than 100 m.
  • The transparency of the UI changes depending on the distance.
  • Restored Kick Player Function
  • Observers can find the KICK button by right-clicking a player’s name on the player list. Click the left mouse on kick button to remove the player from the game.
  • Players can be kicked in the middle of a game.
  • Replay System
  • In the replay feature, click right mouse button to toggle the REPORT button. Click the left mouse button again to report a player.
  • The replay feature version has been updated. Existing replays recorded prior to this update are no longer playable.
  • Skins & Items
  • The PUBG 2nd Anniversary Cap will no longer be available after April 24th (KST) / April 23th(PDT).
  • This is a free 2nd anniversary item, so don’t forget to redeem it within the availability period!
  • Item sales for FACEIT Global Summit Hoodies and Mask will end on April 24th( KST) / April 23th (PDT).
  • 25% of the item’s revenue goes to the teams participating in FACEIT Global Summit, support the teams by purchasing these items!
  • Bug Fixes World
  • Fixed an issue with some barbed wire fences blocking bullets.
  • Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences.
  • General
  • Fixed the issue with center screen DBNO and kill messages being delayed.
  • Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated.
  • Fixed the issue with certain maneuver could prevent motorcycles from flipping.
  • Fixed the issue which a vehicle could constantly move when system menu was opened.
  • Fixed an issue with different UAZ model variants having different maximum speeds.
  • Fixed the awkward character movement when using an emote and rotating the mouse in FPP view.
  • Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model
  • Fixed an issue where only one side of footsteps is output in certain situations.
  • Fixed an issue which would remove player’s hair completely when equipping caps.
  • Fixed a visual issue when punk knuckle gloves were equipped.
  • Fixed a visual issue preventing belts from being visible when wearing a fur coat.
  • Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps.
  • Fixed a visual issue with shadows displaying incorrectly when swimming in FPP.
  • Fixed a replay issue causing explosion effects to continue when moving through the timeline.
  • Fixed an issue where players are unable to revive their teammates if casting UI freezes at 0 while reviving.
  • Fixed an issue when using a scope and the character moves backward, the scope shakes.
  • Fixed certain limb animations not playing while vaulting.
  • Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm.
  • Fixed an issue with Shirt (Plaid) icon not matching the in-game asset.
  • Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil’ Monster Outfit


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