PLAYERUNKNOWN'S BATTLEGROUNDS Wiki
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The Playzone

The Playzone, also known as "The Circle", is the area where players must remain during the game. If outside of the playzone, players take damage every second. This forces players closer to each other as the game progresses in order to speed up the game.

On the map, areas outside the playzone are overlaid with blue color by default. Before the playzone starts shrinking, the new location of it is marked as a white circle. As the playzone moves, its size and center's location change at a constant rate until it meets the white circle.

All playzone / circle timings listed below are for the PC version of the game.

Maps

Erangel

The time between entering the plane and being able to jump is about 10 seconds.

The time between entering the plane and seeing the first circle is 120 seconds (2 minutes).

Timings for each circle are below (circle size may be off by up to 10 meters).[1][2][3]

Note: Statistics pulled from http://battlegrounds.party/circle

Circle Delay Time until blue circle starts to shrink White circle diameter Shrink rate Damage per second (without distance variation) Time until blue meets white Total duration
1 120 seconds 300 seconds (5 minutes) 4564.7m 22.8 m/s 0.4% 12 minutes 12 minutes
2 0 seconds 200 seconds (3 minutes 20 seconds) 2967.1m 11.4 m/s 0.6% 5 minutes and 40 seconds 17 minutes and 40 seconds
3 0 seconds 150 seconds 1483.5m 16.5 m/s 0.8% 4 minutes 21 minutes and 40 seconds
4 0 seconds 120 seconds 741.8m 12.4 m/s 1% 3 minutes 24 minutes and 40 seconds
5 0 seconds 120 seconds 370.9m 9.3 m/s 3% 2 minutes and 40 seconds 27 minutes and 20 seconds
6 0 seconds 90 seconds 185.4m 6.2 m/s 5% 2 minutes 29 minutes and 20 seconds
7 0 seconds 90 seconds 92.7m 3.1 m/s 7% 2 minutes 31 minutes and 20 seconds
8 0 seconds 60 seconds 46.4m 1.5 m/s 9% 1 minute and 30 seconds 32 minutes and 50 seconds

When the blue circle meets the final circle 8, 180 seconds (3 minutes) will pass before a 15 second countdown begins until the circle begins to shrink to nothing. Damage during the final phase of the circle shrinking to nothing is 11%.

As of 10/23/17, circle damage and survival times are not fixed, but variable based on distance. Circle got buffed and each circle after the first now does more damage the further outside the playzone you are.

More Info

Reviving Teammates

Circle 6-8, do not help your downed mates outside the play area. Circle 5, you can survive for 2 ticks after being helped up, so you'd have to be close to to entering the circle. Circle 4, you can survive for 5 seconds - the player helping you will take 10% damage while helping you. Circle 1-4, help your buddies.

Misc

Damage ticks are sent to every player at the same time. (The first tick can happen anywhere from 0-1.) Every circle ticks damage each second. There's not a 9th circle, once the 8th circle hits the white circle - it simply pauses and then closes down completely. (Damage and everything is the same.) The 6th circle is the last circle where you can heal and run in. To win in the last circle if you can't see the last enemy, take a hit of damage from the circle, and pre-use your med kit 2 seconds before the last circle hits you.

Miramar

Note: Statistics pulled from http://battlegrounds.party/circle

Circle Delay Time until blue circle starts to shrink White circle diameter Shrink rate Damage per second (without distance variation) Time until blue meets white Total duration
1 120 seconds 300 seconds (5 minutes) 4564.7m 22.8 m/s 0.4% 12 minutes 12 minutes
2 0 seconds 200 seconds (3 minutes 20 seconds) 2967.1m 11.4 m/s 0.6% 5 minutes and 40 seconds 17 minutes and 40 seconds
3 0 seconds 150 seconds 1483.5m 16.5 m/s 0.8% 4 minutes 21 minutes and 40 seconds
4 0 seconds 120 seconds 741.8m 12.4 m/s 1% 3 minutes 24 minutes and 40 seconds
5 0 seconds 120 seconds 370.9m 9.3 m/s 3% 2 minutes and 40 seconds 27 minutes and 20 seconds
6 0 seconds 90 seconds 185.4m 6.2 m/s 5% 2 minutes 29 minutes and 20 seconds
7 0 seconds 90 seconds 92.7m 3.1 m/s 7% 2 minutes 31 minutes and 20 seconds
8 0 seconds 60 seconds 46.4m 1.5 m/s 9% 1 minute and 30 seconds 32 minutes and 50 seconds

Sanhok

Note: Statistics pulled from http://battlegrounds.party/circle

Sanhok is the first map where BATTLEGROUNDS implemented a dynamic circle. This dynamic circle sees how many players are alive then will calculate if the blue zone should move faster or slower throughout the match.

Circle Delay Time until blue circle starts to shrink White circle diameter Shrink rate Damage per second (without distance variation) Time until blue meets white Total duration
1 90 seconds 120 seconds 2855.1m 11.9 m/s 0.4% 7 minutes and 30 seconds 7 minutes and 30 seconds
2 0 seconds 120 seconds 1998.6m 7.1 m/s 0.6% 4 minutes 11 minutes and 30 seconds
3 0 seconds 90 seconds 1199.1m 6.7 m/s 0.8% 3 minutes and 30 seconds 15 minutes
4 0 seconds 45 seconds 599.6m 5 m/s 1% 3 minutes 18 minutes
5 0 seconds 1 minute and 30 seconds 299.8m 5 m/s 3% 1 minute and 45 seconds 19 minutes and 45 seconds
6 0 seconds 45 seconds 149.9m 2.5 m/s 5% 1 minute and 45 seconds 21 minutes and 30 seconds
7 0 seconds 45 seconds 74.9m 1.9 m/s 7% 1 minute and 25 seconds 22 minutes and 55 seconds
8 0 seconds 30 seconds 37.5m 0.9 m/s 9% 1 minute and 25 seconds 24 minutes and 20 seconds

Dynamic Blue Zone - Update history

Update #58 (Season 14 - Update 14.2)
  • The Dynamic Blue Zone function operates according to the number of survivors per phase in certain maps. A guiding message will be displayed so that players can be aware of it.
    • Maps: Sanhok, Karakin
    • Dynamic Bluezone Activation Conditions
      • 2nd Phase: Activated when there are less than 30 survivors
      • 3rd Phase: Activated when there are less than 18 survivors
      • 4th Phase: Activated when there are less than 10 survivors
      • 5th Phase: Activated when there are less than 3 survivors
      • 6th Phase: Activated when there are less than 3 survivors
  • The following message will be displayed
    • The Blue Zone delay has been reduced because of the decreased survivor count.


Trivia

  • In the Battle Royale movie, it's a grid that seals off players. But in ARMA, PLAYERUNKNOWN couldn't code a grid, so the 'circle' became the new Meta.[4]

References

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