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[All platforms] Developer Recent Updates Mid-Week 2

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"Hello everyone. We have indeed heard your concerns for hit detection within the game and we want to address it.

We already knew we had improvements that could be made, but after further investigation, we can share that the problem you experience is based off multiple issues that we will be working on. Some of them can be addressed with quick fixes, while others require development time.


Let’s start by talking about quick fixes. We have a few bugs that we managed to get out of the way and that will be fixed for our next title update in mid-December:

Fixed: Pawn rotation latency: the difference between a player’s action, the server’s perception and another player seeing said action had an extra delay due to a bug. This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug.

Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield wielding player to be overprotected in certain cases. This caused hit detection issues for the player shooting at the shield wielding player.

Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server.

Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions. The point of view seen after death was not the exact point of view of the killer. Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually weren’t being seen from the killer’s perspective. This has been improved for the next title update, but we still need additional work on this. It is still considered under development.


We are currently investigating having a higher tick rate, which would improve positioning and shooting replication. The current servers run at a tick rate of 64, but the position of players is updated 30 times per second. We have plans to address this very soon and are currently running tests in which we have a position update rate of 60. If the results are satisfying, we will be deploying this in a future update as soon as possible.


Another issue we will be working on is that right now, some players connect to the wrong data centers. If you are not connected to the nearest data center, your gameplay experience will likely not be ideal. We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.


Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes. This affects replication quality for the other players within that person’s match.

We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.'

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"We’re thrilled to see the community’s reaction to the game since launch, and we’re also striving to consistently improve the online experience for all players. As discussed in our recent Reddit AMA, the team is hard at work in ironing out server and connectivity issues and will detail those improvements in an official set of patch notes next week.


Today, however, we’re excited to share details on how the settings of Rainbow Six Siege’s main PVP playlist, Casual and Rank, will be evolving in the short term as well as our intention to create a dedicated hardcore playlist with its own set of rules.


MID-DECEMBER 2015: SYNCH BACK THE HUD OF CASUAL / RANKED PLAYLISTS.This will be done two weeks after launch through a title update. After compiling the Open Beta feedback we received, we have refined our choices for HUD settings and have decided to apply them identically to both Ranked and Casual. Minor exceptions will exist however for settings other than HUD.

HIGH PRIORITY IN 2016: DEVELOP AND LAUNCH A DEDICATED HARDCORE PLAYLIST. Current plan is to develop a full-fledged hardcore playlist (if the player base allows it). By having hardcore be its own playlist, we will have the liberty to have the hardcore experience that we want and that the community deserves. Meanwhile, players will be able to enjoy a Hardcore pre-set in Custom games.



Why these changes?


We are convinced that Casual and Ranked experiences should be as close and consistent as possible. Players of Casual matches should feel welcome to try a more ‘competitive’ playlist and get a rating for their performances, without having to re-learn or re-adapt to new settings. Similarly, Ranked players should feel compelled to launch in Casual, either to play without ‘ladder anxiety’ or just to try out a new strategy or Operator. For these reasons we are re-synching HUD on Ranked and Casual.


As for a Hardcore Playlist, we fully understand the desire for a more ‘realistic’ mode and want to support this at its best, without compromising the game play. As stated, this is a priority for us in 2016 and in the meantime, we invite you to try the Hardcore pre-set in Custom games and send us your feedback.


What are the new settings on Ranked and Casual? How were they chosen?

Based on our observations, numerous discussions, and a survey we ran among 10,000 players*, we settled on the following settings for our Ranked and Casual Playlists.

Overall we are keeping most of the current HUD elements for both Ranked and Casual as they are considered helpful elements (see survey results below), and deemed as necessary to properly feedback the player on their game experience.


Why are there still some minor differences between Ranked & Casual?


We decided to keep some minor differences between both playlists, especially on Killcam and Spawn Vote. Here is why:


We see the killcam as a learning tool for our players and this is why we insist on having it in the Casual playlist. However, we consider that the players who choose to play Ranked have already learned the basics and do not need the killcam.

Spawn Vote are out for Casual as we consider auto-cycling through all spawn points helps the player learn the maps faster. It also removes some time between rounds.



What will be in the Hardcore Playlist?


This is not fully decided yet, as we are still compiling data. We will get back to you shortly to start this discussion, as we want this playlist’s setting choices to be built and iterated on with your help. We can confirm that we are considering minimal HUD, as well displaying mag count (vs ammo count).


So does that mean that starting mid-December I won’t be able to play with Hardcore Settings?

We will have a Hardcore Pre-set in Custom Games for anyone to try with minimal HUD (for now). Try it out as we will use this Custom Game Pre-Set to test & refine our choices for the future Hardcore Playlist. Custom games are not yet on dedicated servers, however we are working hard to have them up and running on dedicated servers as soon as possible in 2016.

See details of Hardcore Playlists:


Why aren’t you creating the Hardcore Playlist now?


We want time to build it properly and we want to avoid extra player segmentation that would not be absolutely necessary. This game is still in its early days and we will make it grow with your help. When we’ll be ready for more playlist(s) –and extra segmentation of the player base- then we will gladly make these additional playlists, with your involvement throughout the whole process. What we want to avoid is creating a playlist or mode that does not have enough population, which would consequently have a negative impact on matchmaking and the overall experience of the game.


Can you share the details of the survey?

Below are the results, Note that we ran the survey among the 10,000 players who played the most Ranked & Casual matches during the open beta. This survey was ran in two countries (UK and USA)."

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What is the difference between Ranked and Casual?


Ranked play is a system that evaluates and determines rank based on player skill, and matches up players and teams of similar levels. The HUD is more limited than in casual, and you will be choosing spawn and objective locations as part of your gameplay strategy.


Casual is a great place to practice against a wider variety of skill levels with no pressure, but every single game counts in Ranked.


Do casual games affect my ranking?


No, and they never will.


We do measure players' skill in casual, but that skill rating is hidden, only ever used for matchmaking purposes, and is completely separate from your ranked records. Casual is for playing and experimenting without pressure.


How does the ranking system work?


The Rainbow Six Siege skill rating system is based on the Trueskill algorithm. It's an evolution of the ELO/Glicko rating systems that works better for multiplayer games (ELO and Glicko are designed for 1v1 games like chess).


Your skill rank is initially computed after 5 placement games, from your skill rating value (for math geeks, the mu variable). Following that, it's updated after each Ranked game you play.


Your skill rank is specific to the region you're playing in (Europe, North America, Asia, etc.). Players from different regions almost never play against each other, and since skill isn't an absolute measure but a relative one (it doesn't tell precisely how good you are -- only whether or not you're better than another player), ranks can't be directly compared across regions (RTS and MOBA players call that the "Korean bronze" effect).


This means that if you move halfway across the world, you will have to go through your placement games again and find out how good you are compared to other players in your new region.


What are the ranks I can achieve?


There are currently 20 ranked levels to work through. Copper, Bronze, Silver and Gold ranks I-IV, Platinum ranks I-III, and Diamond.


Why do I get matched up against players with higher or lower skill levels?


Our Ranked matchmaking tries to match you with people of roughly similar skill. Currently, our matchmaking system casts a wide net, so you may end up matched up with players ranked above or below you. We programmed it this way as one of several measures we took to improve matchmaking times after the results we saw in the Closed Beta. As the playerbase continues to grow and more people are competing in Ranked games, we will make the matchmaking criteria in Ranked stricter.


What makes my rank change? What parameters are taken into account?


Exactly two things:


The relative skill levels of the players/teams in the game.

Whether or not your team won the game.

KDA doesn't matter. Your score doesn't matter. Rainbow Six is a team-based game and as such, the only thing that accurately determines whether you're a good R6S player is your ability to make your team win games.

In addition, if there's a large skill difference between the two teams and the outcome of the game is what the system expects, the skill adjustment after the game will be minimal (if a bronze team loses to a gold team, it's unsurprising and the skill levels won't change much -- now if the bronze team wins, that's a whole different story).

There is, however, one exception to all that: if you abandon a ranked game (whether it's by ragequitting, AFKing or getting votekicked out), it's always counted as a loss for you, even if your team wins.

“When the game server crashes or you experience other disconnects while playing Ranked, the intention is that you will not ever suffer a penalty or lose rank. We’re aware of bugs that are still causing issues for some players and are working to fix this in a future update.”

What's in development?

In addition to the matchmaking updated mentioned above (which should result in more evenly-matched games and a better play experience for all players) and the standard fare of bugfixes, we're closely monitoring what happens in the game and are working on the following:

Try to matchmake premade groups against premade groups: our system already considers premades stronger than their individual players solo queuing, but ideally we'd like to have the same number of premades on each side of a game. A 5-man premade has an overwhelming communications advantage against 5 randoms, and instead of modeling that as a numeric skill boost, we'd rather have them play against another 5-man premade with comms.

Reduce dynamics in unbalanced matches: going up against the expectations of the system (e.g. a bronze team wins against a platinum team) results in large rank updates for all the players involved. We're tweaking values to smooth out the curve. Ideally we'd want a game to never have you win or lose more than 1 rank, except in truly exceptional circumstances.

Size of divisions: right now it's relatively easy to move through the middle divisions, and a lot more difficult to reach the extreme ends of the spectrum. We're looking to balance this out a little further."

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Thanks for posting that. Good read and I'm glad about them making the game better.

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Damn, there's more content in this thread than there is content in the game! ;-)

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