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The Economy of Loot Crates

With yesterday's release of the two new loot crates (Fever and Militia), I wanted to take a look at how they fared in the Marketplace. For those of you that don't know, all of PUBG's reward crates along with all of the cosmetics you can get from them are able to be bought and sold for "real money" on the Steam Marketplace. I don't know if there's an Xbox equivalent, but I would imagine there is.
Let's look at the data:
1) Fever Crate
- Opened on the market at ~$1.30
- Peaked 3 hours after open at ~$1.70
- Crashed hard. Just 12 hours after the peak the value was halved to ~$0.85
- Currently (~24hrs after open) back on a slight rise, looking to stabilize around $1.10
2) Militia Crate
- Opened on the market at ~$2.15
- Peaked 2 hours after open at ~$4.00
- Did not crash hard. Graph suggests a cup-and-handle pattern which means the value is likely to approach $4.00 again before crashing
- Currently valued at ~$3.50
-The Fever crates can only be opened using a key that costs $2.50. If we consider the relative cost of opening each crate type, the values after the open are pretty similar. For example, the cost of opening a Fever crate at its peak was $4.20; Militia was $4.00.
- The value of Militia crates showed much less volatility. This is to be expected for two reasons. First, the Militia crates do not require a purchase-only key to open. Second, receiving a Militia crate is the result of RNG (Mystery crate), which limits the potential market supply in comparison to Fever crates.
- Sell early. If you want to get the most value for your crates, you have a short window of opportunity in the couple hours after they are first released on the Steam Marketplace.
Hopefully this sheds some light on the economy of PUBG's crates and gives you an edge the next time new crates are released. Let me know what you guys think.


Observations From My Back-to-Back Duo Wins

My duo partner and I got back-to-back chicken dinners today, first on Erangel then on Miramar. Here's some observations from these games that might help your duo games in the future.
1) Communication
-Neither of us had played for a couple days so we were both feeling rusty. Despite having to warm up mechanically, we made up for it by having amazing communication. All call-outs were quick, precise, and accurate. Even though we were chatting during any lulls in the game, when one of us started giving important information the other would be quiet and focused.
2) Teamwork
- It's not a competition. On the first game (Erangel) I got 6 kills and my teammate got 1. On Miramar I got 1 kill and my teammate got 6. We converted our effective communication into isolating targets for easy kills. We're both shooting at the same person so we can quickly turn a 2v2 into a 2v1.
3) Only 1 down
- Between both games we only had a total of 1 down. On the first game we dropped Military Base and my teammate immediately got downed by a shotgun. I managed to win the 1v2 with a DP-28 and revive him. Aside from this, neither of us got downed a single time during either of our wins. This is because we able to keep each other safe by accurately calling out enemy locations and informing each other if we were going to shoot/push/retreat, etc.
4) We traveled over 9km in both games
- We both like to play the center of the circle for the mid game, so we moved A LOT. One big advantage of playing the center of the circle was that it enabled us to get a few airdrops fairly uncontested. Another advantage is that we're more likely to be in the next circle, so we can loot and take fights without having to worry about not making to the next circle in time. Also, moving in general is a good tactic so that your precise location isn't known to enemies. Always move after you shoot.
5) We played the edge of the circle in the late game
- For the final circles of both games we played the edges. This is obviously a contrast to our midgame strategy, so why do we do it? The advantages of being center circle (crates, being more likely to be in the next circle) aren't relevant in the end game. By playing the edge you narrow the directions that enemies are likely to be, so you're more likely to spot an enemy and you're less likely to get snuck up on.
-The better your communication is, the better you and your teammate can focus on a specific task during a fight. "2 Enemies running west behind the green building across the road. I'm gonna take shots, focus the one on the left."
-The better you work together in a fight, the more likely you are to get a kill and to not die.
-Not dying is more important than getting a kill.
-Play the Center of the circle in the mid game, play the Edge of the circle in the end game.


PUBG's Poor Optimization is Hurting EVERYBODY - Can it be Fixed?

Story Time: I was in a gun fight against a person ~60m away who was in a 2nd story window. While I moved from one tree to another and he moved to a different window, something interesting happened. He became invisible. Now I don't mean transparent, but rather that his character model was completely indistinguishable from the window/background. I checked the replay and slowed it down to 0.25%, figuring that he must have visible on my screen and I just simply missed it. Nope.
After messing with my settings (setting brightness to max, etc) I noticed something: my resolution was set to 2560*1440 instead of 3840*2160 (4K). This probably doesn't seem like a big deal but for me it was everything. Why? Because I have a 4K monitor. After changing the resolution to 4K and watching the replay again, I could see him clear as day. The impact was absolutely massive.
So I thought, "Great! I'll just play with the right resolution and the game will be 100 times better." Nope. Turns out that even with all settings at "Very Low," I cannot play PUBG in 4K without, at least occasionally, dropping below 60fps. And it's not just my setup. There is not a single graphics card on the market that can effectively play PUBG in 4K resolution. Not a single one.
You may be thinking, "I don't have a 4K monitor so why should I care?". Here's why: it's not the graphical intensity that is causing the issue - systems that easily handle games like Witcher 3 in ultra struggle with PUBG at very low - it's the fact that PUBG isn't optimized for your hardware to be used efficiently. This means that regardless of what hardware and in-game settings you use, you're not getting the gameplay experience you should.
So what is the root of this issue and why is it hard to fix? Simply put: there's a lot of stuff going on in a game of PUBG. The map is absolutely massive, there are a ton of people each doing a bunch of different things. There's noises of different types coming from different directions at different volumes. The easy way of optimizing a game is to render fewer things. Graphically beautiful games like Horizon Zero Dawn only render what's in your visual field. Everything in front of you shows up no matter how distant it is, but everything behind you doesn't exist until you turn around.
Obviously this is not a viable solution for a battle royale like PUBG. Likewise, reducing foliage and environment rendering based on each player's hardware capabilities creates an unequal and unfair playing field.
This is a major issue, one that is not easy to fix and one that a lot of players are unaware of even though it affects every single person playing PUBG. Bluehole says they are working on it, and Patch Notes 1.03 included this message from the development team "Players, as you know, we're always working towards optimizing our gameplay environment."
I sure hope so.