Rainbow Six Siege

Rainbow Six Siege Dev Tracker




13 Sep

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PLAYSTATION UPDATE: We are seeing positive results from the Squad joining fix on Xbox, and have now deployed it on PlayStation platforms.

If you encounter any more issues, please let us know below as we are keeping a close eye on this fix.

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XBOX UPDATE: Console performance continues to hold steady.
We have identified a fix which addresses the issue of joining Squads on console, and are currently deploying it on Xbox One.
We will closely monitor its performance and plan to deploy next on PS4.

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UPDATE: This morning, we observed an issue affecting matchmaking on console and have since deployed a fix for this.

Console performance has returned to normal, but this temporary fix has caused an issue with joining Squads. We are aware of this and working on a permanent fix.

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UPDATE: We're happy to report that the issues affecting matchmaking on PC have been successfully resolved.

As some of you have reported, there was an emerging issue preventing console players from joining Squads. We have addressed this and things should be returning to normal.

We'll continue to closely monitor the game's performance to ensure these fixes hold. Over the next week, we will implement more robust long-term measures to prevent this from happening again.

Once again, thank you for standing by as we stamp out these issues!

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PC UPDATE: We've isolated what we believe to be the root of the issue and have deployed a fix to resolve it.

We're seeing positive progress thanks to the fix and feel we're closing in on a resolution!

We're continuing to closely examine performance and will keep you updated.


12 Sep

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XBOX UPDATE: We believe we've identified and solved the root of the infrastucture issues on Xbox. It should now be behaving as intended.
We will continue to keep a close eye on Xbox as we continue to dig into the matchmaking issues on PC.

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EDIT #3 - Monday, September 13 @ 4:35pm ET:

Console performance continues to hold steady.

We have identified a fix which addresses the issue of joining Squads on console, and have deployed it on Xbox and PlayStation.

We will closely monitor its performance and keep you informed of any further updates.

EDIT #2 - Monday, September 13 @ 12:30pm ET:

This morning, we observed an issue affecting matchmaking on console and have since deployed a fix for this.

Console performance has returned to normal, but this temporary fix has caused an issue with joining Squads.

We are aware of this and working on a permanent fix.

EDIT - Sunday, September 12 @ 9:00pm ET:

We're happy to report that the issues affecting matchmaking on PC have been successfully resolved.

As some of you have reported, there was an emerging issue preventing console players from joining Squads...

Read more External link →

22 Jul

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And that's a wrap for today's AMA! Thanks for the incredible amount of support and interest, everyone. The sheer number of questions was staggering. We tried to address as many topics as we could.

We'll be back for another AMA down the road, so we'll be sure to keep you informed. In the meantime, have a great end of your week! ~ Ryan, Community Developer

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Originally posted by Ebrithil_7

Hey,

currently reading through the Dev Team's answers and I have to say: This is awesome! A lot of information and insight into issues regarding the game we love.

My Question: Do you consider doing more AMAs in the future maybe even regularly? For example at the beginning / end of a season or Year?

Thank you so much for the kind words! It means a lot that this was appreciated :) We absolutely plan to do more AMAs in the future. While we don't have timing to share right now, know that we WILL be back!

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Originally posted by Itz_OTTO

is there a plan to fix the rollback system to rework it? because of closet cheaters i typically lose more rollback than i get back making it super frustrating. i beat a closet cheater the other day who went 3-5 and the next day he was exposed on twitter from match replay. losing elo to those types of players is beyond frustrating

Indeed! As mentioned in our last Top Issues & Community Concerns article, we are currently working on a major update of our MMR Rollback system. This new version aims to bring changes that will restrict the time window for rollbacks and addressing rollback that occurs when you win against a cheater. ~ Emmanuel, Player Behaviour Product Owner

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Originally posted by rubengomes17

Are you guys put cross play between PC and console, and put an option to enable and disable the cross play ( like call of duty has)

We believe in developing and deploying features in an iterative fashion. This is how we're proceeding for cross-play.

So far, console generations (e.g. PS4 & PS5) can play together. Stadia, Luna and PC players can play together as well. Coming up next is crossplay between all consoles.

Crossplay between PC and consoles is a more complicated subject, and we want to make sure we can provide a good experience before activating it. It's not a technical restriction, but more a matter of making sure we have better control over cheating, toxicity and type of controllers. ~ Paul, Technology Director

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Originally posted by mol0Mol0

How has COVID impacted your development on siege?

Before the Montreal Studio was shut down in March 2020, we tried to secure our short-term commitments and have the team focus on seasonal content.

We made sure all our team members and their families were safe at home. There were a lot of logistical challenges involved in sending equipment to devs, and the technical teams worked extremely hard to empower people as we got them set up to work remotely (for example, reviewing builds and playing from home).

We're proud of how it all came together and the incredible work of everyone on the team who adapted to working remotely and managing all the constrains of working from home. Making a move like this involves a ton of trust, and that really shined through. ~ Éric, Producer

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Originally posted by titanpomato

Are there any plans to deal with crouchwalking? it is very annoying to deal with when an ash sneaks up behind you because you couldn't hear them and they still peek you at a reasonable speed (and i think JBH has mentioned that the team is not content with crouchwalking in one of his podcast appearances but we didn't get any followup after that)

We are agreed and we are currently investigating this point.
Unfortunately, we have no date to share, but we are aware about this issue and we are trying to find a solution.

-Aurelie, Game Director

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Originally posted by Loris_tx

Duplicates in esports alpha pack will remain? Seems to find always the same skin. Btw it’s a very nice add this packs

We're also looking at ways to improve the esports packs experience. We understand the frustration around the duplicates, so we'll make some exciting changes later this year! Stay tuned! ~ Mo, Business Strategy and Live Performance Director

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Originally posted by I_ForgotMyOldAccount

Hey Dev team! Thanks so much for your time.

When you think about how the game has evolved from the beta to now, are there any gadget you feel didn’t keep up in viability or purpose?

Oh yes!

We cannot imagine releasing today some of our Legacy operators!

Having a Hard counter like Thatcher which destroyed all electronic gadgets in his range without any LOS, was not very interesting.

Frost can be also a good example! We would like also to rework our shield operators.

We have established some guidelines to help the creation of the operators

-Define the player skills needed to manage each operator such as knowledge skill, communicate skill, resource management skill, …

-We need to have some balancing levers

-Play around soft counter instead of Hard Counter – Soft counter creates more gameplay and implies more skill.

These are some examples!

-Aurelie, Game Director

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Originally posted by ch3rryyyyyy

I have 7 questions that I would love to get answered by you. They are mainly to do with map design and balancing protocalls and operator design.

Please note that I have put extensive thought into all these questions and can easily expand all of them for clarity sake, but am choosing not to, so as to not overwhelm you with a text wall. Kindly excuse any sections that do not have more explanation or context added and feel free to ask me for any elaboration as you deem fit. Thank you for your patience.

  1. What aspects of a map make it 'competitive'? Why are some maps PL worthy while others are relegated to casual?

There are multiple aspects that make a map competitive map or not.

The top one is overall balancing. Each team must have equal opportunities to win at high skill level of play. There must never be a point where one team can't do anything due to the layout or setups. Perfect balance is almost impossible but we are happy when we are within a certain margin (not easy with lots of moving variables from the meta). It is also a question of trade-off. When a map has certain aspect that favors one side we try to counter balance by having something else that favors the other side.

Here is a sample of some parameter we keep an eye on for competitive maps:

-Good rotations possibilities for both attackers and defenders

-Good balance of entry points

-Good balance of destruction around sites.

-Having at least 3 strong sites.

-Proper lighting all around. It must not affect gameplay.

-Reduced noisyness (geometry,material and clutter)

... Read more
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Originally posted by c0ntran

What were some ideas for the scrapped Polish operation back in year 2? I can assume that Zofia and Ela were the intended operators to release with the operation, but what were some conceptualizad names for it, and what was supposed to be the map for the Polish season?

Good question!

Ela and Zofia were always the intended operators for that season - the initial concepts for the map were actually an old distillery. When operation health happened not a lot of the conceptual work on how to present that season was finalized, but due to the new cadence of content (3 operators in two seasons) we had to go back to square one. We put together a mini strike team of one extremely talented writer - and one artist - and the idea was to introduce a bit more lore into the game through these two iconic operators - this is what brought back operator CGI that we currently have every season.

I wanted to also add that if anything - this was a golden opportunity to try new - different approaches to how we present operators to our community.

-Laure Guilbert, Marketing Director

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Originally posted by jeshi_O_toko

Have you guys seen any frogs? If so, what did they look like?

I've seen things you wouldn't believe... https://i.ytimg.com/vi/cpoiYHCtPXw/maxresdefault.jpg

-Eric, Senior Community Developer

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Originally posted by MaggieEsmeralda

I feel like Jager is in the top 2, I see it a lot! Maybe Ela, Mute or Ash sidewinder in second place ;)

I'll say Jager and Ela

Thanks for replying!

You got one of them! It's Jaeger and Sledge :D

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Originally posted by NickM5526

Why did you change the scoreboard and the weapon load out screens? It’s so bright now it hurts my eyes. I don’t understand why the loading screen is dark blue but then if I want to add a grip to my gun that menu is white.

For the scoreboard we listened to the feedback of the community and we are going to do some improvements for Y6S3.

The colors are going to stay the same but we still want it be to be clearer and less overwhelming.

-Aurelien, Assoc. Game Director